AI is used for elements such as the capsule image on the store page.
- Creator
- DW
- Reviews
- -
- Added
- Aug 28, 2026
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AI is used for elements such as the capsule image on the store page.
ゲームのストアページおよびプロモーション用の一部の画像素材の制作に、生成AIを使用しています。ゲームプレイ中に生成AIを使用してコンテンツを生成することはありません。
During development of this game, generative AI was used for the creation of some sound effects and background music, localization. Generative AI was not used in the creation of the game's artwork or story.
Generative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer.
AI was used for localization and translation.
Generative AI tools were used during development to assist with the localization of some in-game text and the creation of certain visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
一部のテクスチャにおいて、AIにて生成・加工された画像を使用しています。
Generative AI was used during development to produce certain 2D art assets, including weapon, upgrade, and buff icons.
Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us. The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play.
This game uses generative AI tools during development to assist with some content creation, including concept art, visual references, promotional materials, text drafts, and placeholder voice or sound assets. All content used in the game and on the store page is manually reviewed, edited, integrated, and approved by the developer. The game does not use real-time AI generation during gameplay and does not connect to external AI services while the player is playing.
Some of this game's content was created with the assistance of generative AI tools, always under human direction and review. Portions of the painted environment artwork and the store/marketing artwork began as AI-generated images that were then curated, edited, and integrated by hand. The music was generated with a licensed AI music tool, then curated and edited. Nothing is generated by AI while you play — everything you see and hear ships as fixed, human-reviewed content.
AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted.
Generative AI was used during development to assist in creating some pre-generated 2D artwork and written text used in the game. All AI-assisted content was reviewed, edited, and integrated by the developers. The game does not use generative AI to create new content at runtime.
Generative AI was used to create some of the background music and assist with writing parts of the Steam store page descriptions.
We use generative AI for text only: writing this store page and translating the game's in-game text into the supported languages. Everything else, including all art, animation and audio, is made by hand, and no content is generated while you play.
I used AI as coding assistant and for generating voiceovers.
Developer used AI to create some visual components of the game and Steam store page.
AI language model assistance was used to help draft, translate, and refine store page content.
Loop 9 uses generative AI to power text-only dialogue with Dragojlo, a fictional in-game coworker. Player-written messages and limited game-state context are sent through our backend to OpenAI to generate brief in-character replies. Some store marketing artwork was created with AI assistance and reviewed and edited by the developer. Player messages and generated replies are not shared with other players.
AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them. Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo.
A small number of textures in this game were generated with the assistance of AI tools. These are placeholders intended to be replaced with hand-made assets in future updates. As for the rest of the assets, they were hand made using 3D modelling and texturing software.
Generative AI tools were used during the development of Protocol as development assistance. AI was used to help with brainstorming, programming assistance, troubleshooting, and other development-related tasks. The final game content was reviewed, edited, and implemented by the developer.
The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game.
Generative AI was used to assist with some Steam store artwork, marketing materials, and localization.
The voices in the game were generated by AI, following scripts written by hand.
Artificial intelligence has been used for some parts of the art.
Game creatives and descriptions for Steam Store were created with AI support.
There is some art work and pictures in the game that uses generative AI, not much though, also does not really affect the game play.
Generative AI was used to create portions of the promotional trailer. The game itself does not contain AI-generated 3D assets; its 3D assets are commercially licensed assets.
Development of the game's code was assisted with AI, and some icons are AI generated.
The vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked. These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release.
Procedural and AI tools used to assist in some content creation
Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team.
Text localization
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
The game's text (Korean and English) was written with the help of an AI assistant, based on the developer's research into traditional Korean architecture, and was fact-checked and reviewed by the developer before shipping. The English text follows a Korean–English glossary of traditional architecture terms prepared and approved by the developer. No other shipped content is AI-generated: all 3D models, buildings and characters are built procedurally in code, and the background music is licensed traditional Korean music (CC BY).
Working on replacing some audio and a few other visuals that were generated as place holder assets.
Generative AI has been used solely as a supporting tool to create some of the icons used for the character's abilities and upgrades, as well as to assist with translating the game's text into other languages.
AI was used for inspiration in logos and lore refinement.
Game icon and Steam capsules were made with ai support
This game includes AI-generated voice performances for certain characters. Players have the option to disable AI-generated voices in the game settings. During development, AI-assisted tools were also used as part of the concept and reference creation process for some visual assets. Final in-game artwork has been substantially modified or created by the development team and is not presented as raw AI-generated content.
AI assistance was used to create and visually enhance some of the visuals in the trailer.
Generative AI tools were used during development to assist with code, images, and localized text.
Ages TD was made with the help of generative AI tools. All AI-generated content is pre-generated during development, reviewed and edited by the developer; nothing is generated live while you play. - Some 3D models and their textures (enemies, towers, props) — generated with Meshy, then edited and integrated by the developer. - Music — generated with Suno from prompts written by the developer. - Cutscene illustrations and store page artwork — created with AI image tools, then edited by the developer. - Parts of the in-game dialogue and hint texts — drafted with AI assistance and rewritten by the developer. There is no AI-generated voice acting in the game.
Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were utilized for auxiliary purposes in the production of some assets. These assets were modified and supplemented by professional art personnel and were finally applied to the game.
It has been used in the store page images.
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
AI-assisted tools were used during development to help refine and polish text localization.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Tailor Hotel Store/marketing art | AI is used for elements such as the capsule image on the store page. | DW | - | Aug 28, 2026 | |
GRAY RUSH Store/marketing art | ゲームのストアページおよびプロモーション用の一部の画像素材の制作に、生成AIを使用しています。ゲームプレイ中に生成AIを使用してコンテンツを生成することはありません。 | Tzk | - | Aug 28, 2026 | |
My Four-Wheeled Sister In-game content audiotext | During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story. | WednesdayDinnerClub | - | Aug 28, 2026 | |
ONE LAST BEAM In-game content art | Generative AI was used to assist with the creation of selected visual assets. All final images were reviewed and edited by the developer. | Ceozen Studio | - | Aug 28, 2026 | |
LIMINAL SORTING In-game content text | AI was used for localization and translation. | Silly Cat | - | Aug 28, 2026 | |
Watch My Step! In-game content textart | Generative AI tools were used during development to assist with the localization of some in-game text and the creation of certain visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. | ShadeHell | - | Aug 28, 2026 | |
怨ストリーミング -On Streaming- In-game content art | 一部のテクスチャにおいて、AIにて生成・加工された画像を使用しています。 | gieko | - | Aug 28, 2026 | |
Siege of the Isletress In-game content art | Generative AI was used during development to produce certain 2D art assets, including weapon, upgrade, and buff icons. | Isletress Studios | - | Aug 28, 2026 | |
Pigeonhole Principle In-game content arttext | Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us.
The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play. | Goldbug Studio | - | Aug 28, 2026 | |
Yushou Xianmen: Mortal Realm In-game content arttextaudio | This game uses generative AI tools during development to assist with some content creation, including concept art, visual references, promotional materials, text drafts, and placeholder voice or sound assets. All content used in the game and on the store page is manually reviewed, edited, integrated, and approved by the developer. The game does not use real-time AI generation during gameplay and does not connect to external AI services while the player is playing. | CHENLIN | - | Aug 28, 2026 | |
Grumpy Dungeon In-game content artaudio | Some of this game's content was created with the assistance of generative AI tools, always under human direction and review. Portions of the painted environment artwork and the store/marketing artwork began as AI-generated images that were then curated, edited, and integrated by hand. The music was generated with a licensed AI music tool, then curated and edited. Nothing is generated by AI while you play — everything you see and hear ships as fixed, human-reviewed content. | Sam Mayell | - | Aug 28, 2026 | |
TreeLine In-game content art | AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted. | Ravenmaul | - | Aug 28, 2026 | |
Manabound Syndicate In-game content arttext | Generative AI was used during development to assist in creating some pre-generated 2D artwork and written text used in the game. All AI-assisted content was reviewed, edited, and integrated by the developers. The game does not use generative AI to create new content at runtime. | Markos Resvanis , Daniel Davidson | - | Aug 28, 2026 | |
WinterSeed In-game content audiotext | Generative AI was used to create some of the background music and assist with writing parts of the Steam store page descriptions. | Wolf Studio | - | Aug 28, 2026 | |
Hubble Bubble In-game content text | We use generative AI for text only: writing this store page and translating the game's in-game text into the supported languages. Everything else, including all art, animation and audio, is made by hand, and no content is generated while you play. | Parita Games | - | Aug 28, 2026 | |
Stellar Courier In-game content audio | I used AI as coding assistant and for generating voiceovers. | zamraky.cz | - | Aug 28, 2026 | |
Heavyweight Bout In-game content art | Developer used AI to create some visual components of the game and Steam store page. | GameChanger Studio | - | Aug 28, 2026 | |
DATUM: Rescue One In-game content text | AI language model assistance was used to help draft, translate, and refine store page content. | Spirit North | - | Aug 28, 2026 | |
Loop 9 Live AI text | Loop 9 uses generative AI to power text-only dialogue with Dragojlo, a fictional in-game coworker. Player-written messages and limited game-state context are sent through our backend to OpenAI to generate brief in-character replies. Some store marketing artwork was created with AI assistance and reviewed and edited by the developer. Player messages and generated replies are not shared with other players. | Andrija Stanisic | - | Aug 28, 2026 | |
Anthemborne In-game content art | AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them.
Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo. | CosmicIonicGames | - | Aug 28, 2026 | |
RandomShit In-game content art | A small number of textures in this game were generated with the assistance of AI tools. These are placeholders intended to be replaced with hand-made assets in future updates. As for the rest of the assets, they were hand made using 3D modelling and texturing software. | ShittyDev | - | Aug 28, 2026 | |
Protocol - Chapter 1: Limbo Dev only code | Generative AI tools were used during the development of Protocol as development assistance. AI was used to help with brainstorming, programming assistance, troubleshooting, and other development-related tasks. The final game content was reviewed, edited, and implemented by the developer. | Alchanters | - | Aug 28, 2026 | |
HedgeHogged Dev only artcode | The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game. | VFX South | - | Aug 28, 2026 | |
Marina Manager In-game content arttext | Generative AI was used to assist with some Steam store artwork, marketing materials, and localization. | Gyrfalcon Games | - | Aug 28, 2026 | |
Flourishing In-game content audio | The voices in the game were generated by AI, following scripts written by hand. | Splintercat Studio | - | Aug 28, 2026 | |
Barns & Beams In-game content art | Artificial intelligence has been used for some parts of the art. | k148 Game Studio | - | Aug 28, 2026 | |
Hunters Origin Store/marketing text | Game creatives and descriptions for Steam Store were created with AI support. | BoomBit | - | Aug 28, 2026 | |
429 In-game content art | There is some art work and pictures in the game that uses generative AI, not much though, also does not really affect the game play. | ScreamingPie | - | Aug 28, 2026 | |
The Goblin Path Store/marketing art | Generative AI was used to create portions of the promotional trailer. The game itself does not contain AI-generated 3D assets; its 3D assets are commercially licensed assets. | muhohum | - | Aug 27, 2026 | |
Slot Siege In-game content artcode | Development of the game's code was assisted with AI, and some icons are AI generated. | Apt 12 | - | Aug 27, 2026 | |
Dominar Sanctum In-game content arttextaudio | The vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked.
These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release. | Florisworlds GmbH | - | Aug 27, 2026 | |
Sportia Unclear | Procedural and AI tools used to assist in some content creation | Hermit Crab Studio | - | Aug 27, 2026 | |
Sven Rescues a Princess In-game content art | Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team. | Heroic Forge Games | - | Aug 27, 2026 | |
Tale of Dark Lands In-game content text | Text localization | Satur Entertainment | 35 | Aug 27, 2026 | |
Motor Sport Unbounded Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | 7 Wolf Games | - | Aug 26, 2026 | |
CARKNIGHT Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | Overlap | - | Aug 26, 2026 | |
Hanok: From Thatch to Palace In-game content text | The game's text (Korean and English) was written with the help of an AI assistant, based on the developer's research into traditional Korean architecture, and was fact-checked and reviewed by the developer before shipping. The English text follows a Korean–English glossary of traditional architecture terms prepared and approved by the developer. No other shipped content is AI-generated: all 3D models, buildings and characters are built procedurally in code, and the background music is licensed traditional Korean music (CC BY). | WATSI | - | Aug 26, 2026 | |
abducted In-game content audioart | Working on replacing some audio and a few other visuals that were generated as place holder assets. | Super Subatomic Games, LLC | - | Aug 26, 2026 | |
At Once, My Lord! In-game content arttext | Generative AI has been used solely as a supporting tool to create some of the icons used for the character's abilities and upgrades, as well as to assist with translating the game's text into other languages. | Who Makes Games | - | Aug 26, 2026 | |
GunGlyph Unclear arttext | AI was used for inspiration in logos and lore refinement. | Aspect Digital Software Ltd | - | Aug 26, 2026 | |
Kitchen Tidy In-game content art | Game icon and Steam capsules were made with ai support | NewGen | - | Aug 26, 2026 | |
Violence of Action In-game content audioart | This game includes AI-generated voice performances for certain characters. Players have the option to disable AI-generated voices in the game settings. During development, AI-assisted tools were also used as part of the concept and reference creation process for some visual assets. Final in-game artwork has been substantially modified or created by the development team and is not presented as raw AI-generated content. | Talking Drums | - | Aug 26, 2026 | |
Voldark Store/marketing art | AI assistance was used to create and visually enhance some of the visuals in the trailer. | OzbalHan | - | Aug 26, 2026 | |
Slightly Used Sorcery In-game content arttext | Generative AI tools were used during development to assist with code, images, and localized text. | Based Obviously | - | Aug 26, 2026 | |
Ages TD In-game content artaudiotext | Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game. | FMJ Games | - | Aug 25, 2026 | |
CoasterWorks Dev only code | Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services. | CoasterWorks | - | Aug 25, 2026 | |
Like or Die In-game content art | Generative AI tools were utilized for auxiliary purposes in the production of some assets. These assets were modified and supplemented by professional art personnel and were finally applied to the game. | NC | - | Aug 25, 2026 | |
Chill Drive Together Store/marketing art | It has been used in the store page images. | cnsgames | - | Aug 25, 2026 | |
Provinces In-game content art | Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content. | PezhetGames | - | Aug 25, 2026 | |
Fall of the Void In-game content text | AI-assisted tools were used during development to help refine and polish text localization. | JoeCat | - | Aug 25, 2026 |