Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game.
- Creator
- LastTower
- Reviews
- -
- Added
- Sep 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.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used to assist with programming during development. No generative AI was used to create content included in the game.
Concept Art and Design: Generative AI tools were used during the pre-production phase to brainstorm visual aesthetics and generate early concept art for the title screen and in-game graphic elements. Final Assets: While AI was used to establish the artistic direction and conceptual frameworks, all final assets, title screen graphics, and in-game artwork appearing in the released version of the game were manually refined to ensure a cohesive, high-quality experience.
Generative AI tools were used during development to assist in creating some visual artwork and image assets. These images were subsequently edited and modified by the developer using image-editing software before being incorporated into the game. Other game assets include original developer-created artwork and licensed assets purchased from third-party artists/asset creators. No AI-generated content is created live during gameplay.
Generative AI tools were used for selected visual assets, promotional artwork, trailer voices, and text/localization drafts. This content is pre-generated and reviewed during development. The game does not generate AI content during play or connect to an external AI service.
Some visual assets in PALADIN HC were created or recreated with the assistance of generative AI tools during development. All AI-assisted content was reviewed, selected, and integrated by the developer before being included in the game.
Generative AI tools were used during development to assist with pre-generated assets: - Visual Assets & 3D Models: Concept art, 2D UI elements/icons, and base 3D models and textures were created with the assistance of generative AI tools, then manually and AI assisted cleaned, rigged, and optimized for the engine. - Narrative & Writing: In-game lore, quest descriptions, and unit flavor text were drafted and refined with AI assistance. All AI-assisted content is created prior to release and manually curated. There is no real-time or live AI content generation during gameplay.
During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers.
The game icon and the default match background are AI-generated. The screenshots, promotional images, and trailer also contain AI-generated elements.
I built my own Agentic AI harness, and then used it to build this game, including some assets & animations etc.. I'm not a developer, I'm a Functional/UX/Graphic Designer that finally found a tool that could help me build my dream games... There is no AI running in the game or generating anything live. I wouldn't consider the game "vibe coded", it has been months of obsessive iterations to ensure the functionality and user experience is of the highest level, which was 100% designed and directed by me, using Agentic AI to build to order. It's far from a "one-shot" prompt hope and prayer... and I think you'll be surprised when you see it.
Generative AI was used to assist in creating certain visual assets for this game, including artwork used for promotional and marketing purposes. The game does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running.
AI was used in the creation of the game logic and for 3D model design.
Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen.
AI tools were used for troubleshooting coding during development and resolving errors. AI was also used to assist with artwork and logo assets.
Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services.
Nest Rivals uses pre-generated AI-assisted artwork in selected sprites, environment textures, bestiary illustrations and marketing images. Some music and sound effects, as well as parts of this Steam store description, were also created with AI assistance. These materials were selected and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used during development to help create some of the game's art, textures and icons, audio (including music and voice), in-game text, and store and marketing materials. The game does not generate any AI content during gameplay.
Generative AI is used during development to help create store artwork, some character and military prop source assets, and localized store text. Assets are edited and integrated during development. The game does not generate AI content or connect to external AI services during gameplay.
Generative AI tools were used to assist with some visual assets and localization. All AI-assisted content was reviewed and edited by the development team before being included in the final game.
Generative AI was used for some of the artwork and text: the 3D representation of the motorcycles, the achievement icons, the artwork on this page, and text in the game and store, including the English version. All of it is pre-rendered - created during development, not while you play. No AI runs while the game is running: the race simulation and vehicle physics are computed on the server, the engine sound is synthesised in the game itself, and the circuit layouts are based on real geodata from OpenStreetMap contributors (ODbL).
Card illustrations, some environment backgrounds and promotional assets in this game were created with AI-assisted generation tools, then hand-picked, edited and post-processed by the team. No AI-generated content is produced at runtime; the game does not connect to any external AI service during gameplay.
Generative AI tools were used during development to assist with programming, concept development, and the creation or refinement of some visual assets. All AI-assisted content included in the game was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to any external AI service.
some art and description might be ai generated
Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service.
AI assisted with coding and some graphic design.
Some 3D character models and a few environment assets in this game were created with the help of generative AI tools, then manually edited, rigged and refined by the developer. Some promotional images were also produced with AI assistance. All AI-generated content was reviewed to ensure it does not infringe third-party rights.
AI-based coding assistants were used to help write this game's source code during development. The game contains no generative AI at runtime: the entire simulated world is created by deterministic, hand-authored procedural generation from a seed, not by AI.
The capsule assets and concept art for the game were generated with the assistance of AI tools.
Some of the game's assets were created with generative AI tools during development and are pre-generated: card illustrations, character portraits and UI artwork (image generation), several 3D character models (Meshy), sound effects, music and the narrated story panels (ElevenLabs). Parts of the code were written with AI coding assistants. All of this content was reviewed and integrated by the developer. The game does not generate any content while you play.
This game features AI-assisted artwork and language translation. All assets were [reviewed or edited or approved] by the developer to ensure quality and consistency with the game's vision.
AI was used for minimal modifications to in-game sprites, and marketing materials.
Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay.
This game uses some generative artificial intelligence images
Some auxiliary art assets (the overworld map background) used AI tools for concept assistance in the early stage of creation. The developer then conducted extensive manual secondary design and reconstruction, including hand-drawn routes, level node layout, color unification, and UI interaction design. The core gameplay, unit system, combat numerical balance, battle log system, and all strategic logic are purely hand-designed by the developer and do not use AI generation. This is a solo-developed strategy game; AI was only used to improve the efficiency of specific art assets. Thank you for your understanding
Generative AI tools are used during development to help create selected artwork, including ability icons, and to draft and edit text. This content is prepared before release. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Some 2D sprites, sound effects, and music tracks were created with the assistance of generative AI tools during development and were manually reviewed and edited by the developer.
CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome.
AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests.
Hedge Knight features artwork developed with generative AI.
This game is handcrafted by indie developers. Generative tools were used only to support the creation of specific assets, while the final game reflects the developers’ own creative vision.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Some 2D artwork in this game (store artwork and in-game character portraits) was drafted with generative AI tools, then curated and edited by the developers. No AI content is generated during gameplay.
This demo uses generative AI tools to create most of the character art, illustrations, and visual assets. All AI-generated content has been reviewed and edited by the development team to ensure quality and compliance with Steam policies. No illegal or infringing material is included.
The store page images for Timberland — the key art, capsules, logo and icon — were created with generative AI tools and then edited by hand. The screenshots are real gameplay, unretouched. Part of the code was also written with the help of an AI assistant. Game design, world generation, mechanics and the remaining textures are the developer's own work.
As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels.
Generative AI was used as part of the development process to assist with the creation and refinement of select visual assets, including concept art, graphical elements, and promotional artwork. AI-generated content is reviewed and modified by the development team before being included in the game or its associated materials.
Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game.
Generative AI is used to make a limited number of visual assets, such as the main menu background image, plane/ship icons and some crosshair images.
This game’s player-facing art, writing, and audio were created with generative AI and then selected, edited, and directed by the developer. Store images and trailers use the same pre-generated assets. No content is generated live during gameplay.
Some of this game's content was created with the assistance of generative AI tools during development: portions of the game's code, some text, and music tracks, and is reviewed by the developer before shipping. The game does not generate AI content at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
Cryo Corps In-game content art | Concept Art and Design:
Generative AI tools were used during the pre-production phase to brainstorm visual aesthetics and generate early concept art for the title screen and in-game graphic elements.
Final Assets:
While AI was used to establish the artistic direction and conceptual frameworks, all final assets, title screen graphics, and in-game artwork appearing in the released version of the game were manually refined to ensure a cohesive, high-quality experience. | 3HM Studios | - | Sep 25, 2026 | |
The Town is Overrun In-game content art | Generative AI tools were used during development to assist in creating some visual artwork and image assets. These images were subsequently edited and modified by the developer using image-editing software before being incorporated into the game. Other game assets include original developer-created artwork and licensed assets purchased from third-party artists/asset creators. No AI-generated content is created live during gameplay. | Lockstead Studios | - | Sep 25, 2026 | |
NeoPangea In-game content artaudiotext | Generative AI tools were used for selected visual assets, promotional artwork, trailer voices, and text/localization drafts. This content is pre-generated and reviewed during development. The game does not generate AI content during play or connect to an external AI service. | Lawliet | - | Sep 25, 2026 | |
Paladin HC In-game content art | Some visual assets in PALADIN HC were created or recreated with the assistance of generative AI tools during development. All AI-assisted content was reviewed, selected, and integrated by the developer before being included in the game. | Fahrettin's House | - | Sep 24, 2026 | |
Bribe The Brave In-game content arttext | Generative AI tools were used during development to assist with pre-generated assets:
- Visual Assets & 3D Models: Concept art, 2D UI elements/icons, and base 3D models and textures were created with the assistance of generative AI tools, then manually and AI assisted cleaned, rigged, and optimized for the engine.
- Narrative & Writing: In-game lore, quest descriptions, and unit flavor text were drafted and refined with AI assistance.
All AI-assisted content is created prior to release and manually curated. There is no real-time or live AI content generation during gameplay. | Brewing Turtle Games | - | Sep 24, 2026 | |
Knights Of The Four Kingdoms In-game content artcode | During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers. | 二十五 | - | Sep 24, 2026 | |
圈地之王 In-game content art | The game icon and the default match background are AI-generated. The screenshots, promotional images, and trailer also contain AI-generated elements. | jiang youming | - | Sep 24, 2026 | |
Pintsized Platoon In-game content art | I built my own Agentic AI harness, and then used it to build this game, including some assets & animations etc.. I'm not a developer, I'm a Functional/UX/Graphic Designer that finally found a tool that could help me build my dream games... There is no AI running in the game or generating anything live. I wouldn't consider the game "vibe coded", it has been months of obsessive iterations to ensure the functionality and user experience is of the highest level, which was 100% designed and directed by me, using Agentic AI to build to order. It's far from a "one-shot" prompt hope and prayer... and I think you'll be surprised when you see it. | Unhinged Interactive | - | Sep 24, 2026 | |
The Last Cup of Chai Store/marketing art | Generative AI was used to assist in creating certain visual assets for this game, including artwork used for promotional and marketing purposes. The game does not use generative AI to generate content during gameplay. | NexTribe Studios | - | Sep 24, 2026 | |
Great Tribal Wars In-game content arttext | Generative AI tools were used during development to assist in creating pre-generated content included in the game and its Steam store presence. This includes selected in-game UI icons, unit and building artwork, other visual assets, Steam capsule and library artwork, promotional/store graphics, and AI-assisted localization and translated text. All AI-assisted content is pre-generated, reviewed, and manually selected by the developer before inclusion. The game does not use generative AI to generate content or code during gameplay and does not connect to external generative AI services while running. | HASAN ENES YILDIZ | - | Sep 24, 2026 | |
Random & Unfair Battlefields In-game content artcode | AI was used in the creation of the game logic and for 3D model design. | Casual Games | - | Sep 24, 2026 | |
迷你文明 In-game content text | Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen. | yyyz26 | - | Sep 24, 2026 | |
Rock Market In-game content artcode | AI tools were used for troubleshooting coding during development and resolving errors. AI was also used to assist with artwork and logo assets. | SpaceeSapling | - | Sep 24, 2026 | |
Crownspat In-game content arttext | Generative AI tools were used during development to help create some visual assets and localized text, including Steam store artwork and achievement icons. This content is prepared in advance and included as fixed assets and text. Crownspat does not use generative AI to create content during gameplay and does not connect to external AI services. | Gambit Forge | - | Sep 24, 2026 | |
Nest Rivals In-game content artaudiotext | Nest Rivals uses pre-generated AI-assisted artwork in selected sprites, environment textures, bestiary illustrations and marketing images. Some music and sound effects, as well as parts of this Steam store description, were also created with AI assistance. These materials were selected and integrated by the developer. The game does not generate AI content during gameplay. | Turning Rook Games | - | Sep 24, 2026 | |
IronFlux In-game content artaudiotext | Generative AI tools were used during development to help create some of the game's art, textures and icons, audio (including music and voice), in-game text, and store and marketing materials. The game does not generate any AI content during gameplay. | Ghost World Gaming | - | Sep 24, 2026 | |
九边 In-game content arttext | Generative AI is used during development to help create store artwork, some character and military prop source assets, and localized store text. Assets are edited and integrated during development. The game does not generate AI content or connect to external AI services during gameplay. | 先胜工作室 | - | Sep 24, 2026 | |
Land of Glarefall In-game content arttext | Generative AI tools were used to assist with some visual assets and localization. All AI-assisted content was reviewed and edited by the development team before being included in the final game. | BLAIKE GAMES | - | Sep 23, 2026 | |
Moto Racing Manager In-game content arttext | Generative AI was used for some of the artwork and text: the 3D representation
of the motorcycles, the achievement icons, the artwork on this page, and text in
the game and store, including the English version. All of it is pre-rendered -
created during development, not while you play.
No AI runs while the game is running: the race simulation and vehicle physics
are computed on the server, the engine sound is synthesised in the game itself,
and the circuit layouts are based on real geodata from OpenStreetMap
contributors (ODbL). | MRM Games | - | Sep 22, 2026 | |
Phase War In-game content art | Card illustrations, some environment backgrounds and promotional assets in this game were created with AI-assisted generation tools, then hand-picked, edited and post-processed by the team. No AI-generated content is produced at runtime; the game does not connect to any external AI service during gameplay. | Fargaze Studio | - | Sep 22, 2026 | |
The Last Anchor In-game content artcode | Generative AI tools were used during development to assist with programming, concept development, and the creation or refinement of some visual assets. All AI-assisted content included in the game was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to any external AI service. | Perceptum Robotics | - | Sep 22, 2026 | |
Shire Kings Store/marketing arttext | some art and description might be ai generated | Julien Nicolas | - | Sep 21, 2026 | |
Teryon Crisis In-game content artaudiotext | Generative tools were used during development to create and refine pre-generated artwork, some 3D assets, textures, audio, cinematic sequences, and store/marketing materials, including translated store descriptions. These assets are included as fixed content. The game does not generate AI content during play and does not connect to a generative AI service. | Dimetris Game | - | Sep 19, 2026 | |
Rail Ops: Subdivisions Dev only codeart | AI assisted with coding and some graphic design. | Roadwolf Games | - | Sep 19, 2026 | |
Merkalis: Conquest In-game content art | Some 3D character models and a few environment assets in this game were created with the help of generative AI tools, then manually edited, rigged and refined by the developer. Some promotional images were also produced with AI assistance. All AI-generated content was reviewed to ensure it does not infringe third-party rights. | Hexagon Games | - | Sep 18, 2026 | |
Nullsec: Unauthorized Access Dev only code | AI-based coding assistants were used to help write this game's source code during development. The game contains no generative AI at runtime: the entire simulated world is created by deterministic, hand-authored procedural generation from a seed, not by AI. | Oliver Cho. | - | Sep 18, 2026 | |
Conquest Craft Store/marketing art | The capsule assets and concept art for the game were generated with the assistance of AI tools. | TAHT | - | Sep 18, 2026 | |
Flameward In-game content artaudiotextcode | Some of the game's assets were created with generative AI tools during development and are pre-generated: card illustrations, character portraits and UI artwork (image generation), several 3D character models (Meshy), sound effects, music and the narrated story panels (ElevenLabs). Parts of the code were written with AI coding assistants. All of this content was reviewed and integrated by the developer. The game does not generate any content while you play. | Polo the Frog | - | Sep 18, 2026 | |
The Last Buffet In-game content arttext | This game features AI-assisted artwork and language translation. All assets were [reviewed or edited or approved] by the developer to ensure quality and consistency with the game's vision. | Sanalötesi Oyun Stüdyosu | - | Sep 18, 2026 | |
Raid Haven In-game content art | AI was used for minimal modifications to in-game sprites, and marketing materials. | Tabbing Studios | - | Sep 18, 2026 | |
Lordum Bizi Kurtar! In-game content artaudio | Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay. | Ahmet Cenk Arslan | - | Sep 18, 2026 | |
Chicken Siege Unclear art | This game uses some generative artificial intelligence images | IDB Productions | - | Sep 18, 2026 | |
The Fallen Kingdom In-game content art | Some auxiliary art assets (the overworld map background) used AI tools for concept assistance in the early stage of creation. The developer then conducted extensive manual secondary design and reconstruction, including hand-drawn routes, level node layout, color unification, and UI interaction design.
The core gameplay, unit system, combat numerical balance, battle log system, and all strategic logic are purely hand-designed by the developer and do not use AI generation. This is a solo-developed strategy game; AI was only used to improve the efficiency of specific art assets. Thank you for your understanding | Hellfire Studio | - | Sep 18, 2026 | |
Warlords of Archaios Online In-game content arttext | Generative AI tools are used during development to help create selected artwork, including ability icons, and to draft and edit text. This content is prepared before release. No content is generated by AI during gameplay, and the game does not connect to external AI services. | Dario Koen | - | Sep 18, 2026 | |
Intercept Line In-game content artaudio | Some 2D sprites, sound effects, and music tracks were created with the assistance of generative AI tools during development and were manually reviewed and edited by the developer. | Kinato | - | Sep 18, 2026 | |
Ceniza - Tower Defense In-game content arttextcode | CENIZA is created using AI tools under human creative direction. Pre-generated content includes environmental textures, interface artwork, game text and translations, promotional art, and assets produced through AI-assisted modeling, coding and audio workflows. The base game does not generate content with generative AI while you play and does not connect to an AI service. Mod authors may optionally use external AI tools; manual editing and conventional tools are equally welcome. | Aurora La Revoltosa | - | Sep 17, 2026 | |
Deathmarch Titans In-game content artaudiocode | AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests. | DM Studios | - | Sep 17, 2026 | |
Hedge Knight In-game content art | Hedge Knight features artwork developed with generative AI. | Recoil Mojo | - | Sep 16, 2026 | |
宗门经理人 - sect In-game content art | This game is handcrafted by indie developers. Generative tools were used only to support the creation of specific assets, while the final game reflects the developers’ own creative vision. | Tiec Games | - | Sep 16, 2026 | |
Second Reign: Reclaim In-game content artaudio | Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI. | ThunderRQN Games | - | Sep 16, 2026 | |
Crown, Coin & Steel In-game content art | Some 2D artwork in this game (store artwork and in-game character portraits) was drafted with generative AI tools, then curated and edited by the developers. No AI content is generated during gameplay. | IDB WORKS | - | Sep 16, 2026 | |
Kings Call 2 In-game content art | This demo uses generative AI tools to create most of the character art, illustrations, and visual assets. All AI-generated content has been reviewed and edited by the development team to ensure quality and compliance with Steam policies. No illegal or infringing material is included. | X Star Game Limited | - | Sep 16, 2026 | |
Timberland In-game content artcode | The store page images for Timberland — the key art, capsules, logo and icon — were created with generative AI tools and then edited by hand. The screenshots are real gameplay, unretouched.
Part of the code was also written with the help of an AI assistant. Game design, world generation, mechanics and the remaining textures are the developer's own work. | LSM Games Studio | - | Sep 15, 2026 | |
Fuse Rush In-game content art | As a solo developer, I only use AI tools to generate graphic assets for buttons and UI elements in the main menu and throughout the levels. | ApeRockt | - | Sep 15, 2026 | |
Spellworks In-game content art | Generative AI was used as part of the development process to assist with the creation and refinement of select visual assets, including concept art, graphical elements, and promotional artwork. AI-generated content is reviewed and modified by the development team before being included in the game or its associated materials. | NightHawk Labs | - | Sep 15, 2026 | |
Power Showdown In-game content artcode | Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game. | Chad Stewart | - | Sep 13, 2026 | |
Fleets of Valor In-game content art | Generative AI is used to make a limited number of visual assets, such as the main menu background image, plane/ship icons and some crosshair images. | Frontmark Games LLC | - | Sep 13, 2026 | |
OFF SOUNDINGS In-game content arttextaudio | This game’s player-facing art, writing, and audio were created with generative AI and then selected, edited, and directed by the developer. Store images and trailers use the same pre-generated assets. No content is generated live during gameplay. | Dot2Real | - | Sep 13, 2026 | |
ONE FLEET In-game content arttextaudio | Some of this game's content was created with the assistance of generative AI tools during development: portions of the game's code, some text, and music tracks, and is reviewed by the developer before shipping. The game does not generate AI content at runtime. | LuckyLion | - | Sep 13, 2026 |