The graphical elements were created using AI and then manually refined.
- Creator
- Plotline Games
- Reviews
- -
- Added
- Oct 1, 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.
The graphical elements were created using AI and then manually refined.
Black Banner Company is made by one person. What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten. What is AI-assisted: — the illustrations and part of the interface art; — the entire English translation; No AI runs while you play. All content is fixed at build time. No data is sent anywhere. The English may read awkwardly in places. Tell me where and I'll fix it. If these tools are a problem for you, I would rather you knew before buying than after.
Generative AI was used during development to create and refine some of the game's 2d and 3d artwork and music. All AI-generated content was reviewed, selected, and edited by the developer before being included in the game. Generative AI is not used during gameplay, and no content is generated in real time.
VO production was developed with the assistance of voice generation software.
All characters are original adult fictional characters. Generative AI tools are used to create character imagery, video footage, and Japanese voice performances under the creator's direction; the results are reviewed, selected, and edited shot by shot. AI assistants also support parts of writing, translation, editing, and game implementation. The creator defines the story, characters, choices, performance, interaction, and quality requirements and makes the final decisions. No real performer is depicted, no real person's face or voice is intentionally used as a character reference, and nothing is generated while the game runs.
Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay.
ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime.
Rally Dynasty's illustrations were produced with generative AI image tools and then chosen, cropped and composited by hand. That covers the key art the game's branding is built on, and the side-elevation drawing of each car in the catalogue. Nothing is generated while you play: the game runs offline, connects to no AI service, and the simulation itself - the era rules, the results, and every line of text you read - is written by hand.
All assets in the game—including text translations, images, audio, and video—are generated by AI.
Most of if not all of the models / graphics / music you see in game is made by humans. Rare exceptions were made for some basic models (That we really liked and made a creative decision to keep). We support artists and will continue to do so so in this game and all future ones.
I used AI to help generate some of the voice acting that is used in the game.
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
Generative AI tools were used during development to assist in creating pre-generated audio and other selected content. These assets are reviewed and integrated by the developer before being included in the game or its promotional materials. The game does not use real-time generative AI during gameplay.
Generative AI is being used during development solely to create character head portraits. It enabled us to create thousands of portrait variations across three age stages, helping the large cast of characters feel more varied, immersive and realistic while allowing characters to visibly age during long careers. Every portrait is created in advance and checked by the Playsport art team before being included in the game. Nothing is generated while the game is running. No other artwork in the game, including vehicles, decals, logos or clothing uses generative AI. AI-generated portraits can be disabled in the preferences menu.
AI tools were used to assist in creating selected promotional store assets and game assets. These materials were or will be later edited, refined, and finalized by human creators.
Game text and translations were created with the help of AI tools. The public build has no AI voices; it has no voice acting yet. The art is not made with generative AI: it comes from free CC0 asset packs plus shapes and textures built in code. Sound effects are synthesized by our own scripts. Nothing is generated by AI while you play.
The game to contain art assets generated by artificial intelligence
Some character portraits were created with generative AI. AI tools were also used to help write and translate the store page and to translate the game's text. The story and dialogue were written by our team.
This product contains pre-generated content created with the assistance of generative AI tools during development. AI-assisted content includes selected 2D artwork, character portraits, unit illustrations, decorative interface imagery, trailer and store artwork, portions of the soundtrack, and some player-facing descriptive or localization text. All AI-assisted content was reviewed and edited by the developer and is fixed before release. The game does not generate text, images, audio, or any other content using generative AI while it is running. Computer-controlled opponents and procedural simulation systems use conventional game logic, not generative AI.
The game's story, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. One song on the car radio ("Broken Hearts and Blue Moons", licensed from Pixabay) was produced by its author with generative AI. No content is generated while you play.
The in game content is generated by ai.
Assists in localization
Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people.
Generative AI has been used to help work with coding. All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)
Generative AI tools were used during development to create some character, environment, and object visuals, 3D assets, and promotional materials. All AI-generated content was created in advance during development. No new content is generated by AI during gameplay, and the game does not connect to any external AI services.
Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release.
Used gemini and deepseek to coding this game
Some of the visual assets in Twin Compass, including enemy and character illustrations, background art, and UI decoration, were created with the assistance of generative AI tools, then selected, edited, composited, and hand-tuned by the developer for use in the game. All game design, code, writing, systems, and final asset integration are human-authored. No AI is used at runtime, the game generates nothing on the player's machine and makes no external requests during play.
AI was used in the production of code, art, and marketing materials for this game
Generative AI was used to assist in creating pre-generated content during development. No generative AI is used during gameplay.
Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc.
Generative Fill and some generative AI editing tools were used while creating the visuals.
This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer.
Some UI icons were generated using AI, then refined by our artists to suit the UI. All other artwork was created by hand. No AI content is generated during gameplay.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review: Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated. Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours. Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers. Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer. Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing.
During development, generative AI tools were used to assist with portions of the game’s artwork and music. All such content was selected, edited, refined, and integrated by the developer, with final creative direction and implementation handled manually.
Some of this game's visual assets—character portraits, backgrounds, and CG—were created using generative AI tools.
Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed.
Generative AI tools were used to assist with the creation and refinement of some pre-generated 3D assets and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
All images in the game were generated by AI, as was the artwork on the Steam page.
Generative AI tools were used during development to help create content in this game. This includes artwork (such as player portraits and promotional art) and the game's music soundtrack, which was generated with AI music tools under a commercial licence. The store page trailer includes gameplay stills that were animated using an AI video tool. All AI-assisted content was selected, reviewed and edited by the developer. The game does not generate any AI content while you play.
This game contains AI-generated character sprites and store page images.
The game to contain art assets generated by artificial intelligence
Generative AI was used by an artist to support visual aspects. The creative process was entirely human-led.
The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play.
Generative AI was used during development to assist with the creation and refinement of some visual assets. All AI-assisted content was selected, reviewed, edited, and integrated by the development team. The game does not use generative AI in real time during gameplay.
We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task.
We use AI for the marketing images on the store page.
The tower and building art began as 3D models made with AI tools and inside Blender. I edited many of them by hand, then turned them into pixel art with our own pipeline. The characters are drawn by hand in Aseprite. Some in-game text and the translations were written with AI assistance.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Highway 26 In-game content art | The graphical elements were created using AI and then manually refined. | Plotline Games | - | Oct 1, 2026 | |
Black Banner Company In-game content arttext | Black Banner Company is made by one person.
What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten.
What is AI-assisted:
— the illustrations and part of the interface art;
— the entire English translation;
No AI runs while you play. All content is fixed at build time. No data is sent anywhere.
The English may read awkwardly in places. Tell me where and I'll fix it.
If these tools are a problem for you, I would rather you knew before buying than after. | Dark Tomato Studio | - | Oct 1, 2026 | |
Liar's Front In-game content artaudio | Generative AI was used during development to create and refine some of the game's 2d and 3d artwork and music. All AI-generated content was reviewed, selected, and edited by the developer before being included in the game. Generative AI is not used during gameplay, and no content is generated in real time. | Zhabka Productions | - | Oct 1, 2026 | |
JanuszCorp. In-game content audio | VO production was developed with the assistance of voice generation software. | Onion Industries | - | Oct 1, 2026 | |
NEARBY: 3 LIKES In-game content artaudiotext | All characters are original adult fictional characters. Generative AI tools are used to create character imagery, video footage, and Japanese voice performances under the creator's direction; the results are reviewed, selected, and edited shot by shot. AI assistants also support parts of writing, translation, editing, and game implementation. The creator defines the story, characters, choices, performance, interaction, and quality requirements and makes the final decisions. No real performer is depicted, no real person's face or voice is intentionally used as a character reference, and nothing is generated while the game runs. | Studio Soil 26 | - | Oct 1, 2026 | |
Cook Or Get Cooked In-game content artaudio | Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay. | Fruitdish | - | Oct 1, 2026 | |
Mayonaka no Yaiba In-game content artaudiotext | ChatGPT, Grok, Gemini, Suno, and Doubao TTS assisted with most of the pre-generated visual, music, and voice content. All such content was created before release and selected, edited, and integrated by the developer. More than 99% of the game’s text was written manually by the author; AI was used only to help check for errors. The game does not connect to generative AI services or generate content at runtime. | CネコミミX | - | Oct 1, 2026 | |
Rally Dynasty In-game content art | Rally Dynasty's illustrations were produced with generative AI image tools and then chosen, cropped and composited by hand. That covers the key art the game's branding is built on, and the side-elevation drawing of each car in the catalogue. Nothing is generated while you play: the game runs offline, connects to no AI service, and the simulation itself - the era rules, the results, and every line of text you read - is written by hand. | Daniel Raissar | - | Oct 1, 2026 | |
重启:工作日 In-game content artaudiotext | All assets in the game—including text translations, images, audio, and video—are generated by AI. | NOX Labs | - | Oct 1, 2026 | |
Tile The Sea general | Most of if not all of the models / graphics / music you see in game is made by humans. Rare exceptions were made for some basic models (That we really liked and made a creative decision to keep). We support artists and will continue to do so so in this game and all future ones. | Derrad | - | Oct 1, 2026 | |
Threshold Zero In-game content audio | I used AI to help generate some of the voice acting that is used in the game. | Ken Henson | - | Oct 1, 2026 | |
Mandate Kingdoms In-game content artaudiotext | Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay. | Dreolo | - | Oct 1, 2026 | |
流量依存症 In-game content audio | Generative AI tools were used during development to assist in creating pre-generated audio and other selected content. These assets are reviewed and integrated by the developer before being included in the game or its promotional materials. The game does not use real-time generative AI during gameplay. | OBINO Studio | - | Oct 1, 2026 | |
Motorsport Manager 2 In-game content art | Generative AI is being used during development solely to create character head portraits. It enabled us to create thousands of portrait variations across three age stages, helping the large cast of characters feel more varied, immersive and realistic while allowing characters to visibly age during long careers.
Every portrait is created in advance and checked by the Playsport art team before being included in the game. Nothing is generated while the game is running. No other artwork in the game, including vehicles, decals, logos or clothing uses generative AI. AI-generated portraits can be disabled in the preferences menu. | Playsport Games | - | Oct 1, 2026 | |
Motel 51: Papers, Keys & Aliens In-game content art | AI tools were used to assist in creating selected promotional store assets and game assets. These materials were or will be later edited, refined, and finalized by human creators. | press any key | - | Oct 1, 2026 | |
Purpose of Visit In-game content text | Game text and translations were created with the help of AI tools. The public build has no AI voices; it has no voice acting yet. The art is not made with generative AI: it comes from free CC0 asset packs plus shapes and textures built in code. Sound effects are synthesized by our own scripts. Nothing is generated by AI while you play. | Larch Games | - | Sep 30, 2026 | |
DRUNKARD In-game content art | The game to contain art assets generated by artificial intelligence | Playing Middle Ages | - | Sep 30, 2026 | |
Old Yon. New thief In-game content arttext | Some character portraits were created with generative AI. AI tools were also used to help write and translate the store page and to translate the game's text. The story and dialogue were written by our team. | BoneApps | - | Sep 30, 2026 | |
Between Empires In-game content artaudiotext | This product contains pre-generated content created with the assistance of generative AI tools during development. AI-assisted content includes selected 2D artwork, character portraits, unit illustrations, decorative interface imagery, trailer and store artwork, portions of the soundtrack, and some player-facing descriptive or localization text. All AI-assisted content was reviewed and edited by the developer and is fixed before release. The game does not generate text, images, audio, or any other content using generative AI while it is running. Computer-controlled opponents and procedural simulation systems use conventional game logic, not generative AI. | Enzo The Chronicler | - | Sep 30, 2026 | |
JUST UNTIL MORNING In-game content textaudio | The game's story, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. One song on the car radio ("Broken Hearts and Blue Moons", licensed from Pixabay) was produced by its author with generative AI. No content is generated while you play. | Alexframe | - | Sep 30, 2026 | |
Iron Maw general | The in game content is generated by ai. | KRUMB Games | - | Sep 30, 2026 | |
Walled Project: K In-game content text | Assists in localization | Kitchan | - | Sep 30, 2026 | |
Madame Cheng - Pirate Queen of Hong Kong In-game content art | Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people. | Hong Kong XR Museum, Inc | - | Sep 30, 2026 | |
Restless Path Dev only code | Generative AI has been used to help work with coding.
All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought) | Cotenko Games | - | Sep 30, 2026 | |
EVERYONE SAYS B In-game content art | Generative AI tools were used during development to create some character, environment, and object visuals, 3D assets, and promotional materials. All AI-generated content was created in advance during development. No new content is generated by AI during gameplay, and the game does not connect to any external AI services. | Nythalor Studios | - | Sep 30, 2026 | |
Peso Pena In-game content arttext | Peso Pena uses generative AI tools during production, under the direction and review of our team. AI was used to create pre-rendered visual assets, including character illustrations, sprites and animation frames, backgrounds, store artwork and trailer/cutscene footage, all of which were curated, edited and approved by our artists. Some in-game and store texts were drafted or translated with AI assistance and then reviewed by the team. The game does not generate any content at runtime: every image, animation, text and sound that players see is fixed and was reviewed before release. | Dotsmith | - | Sep 30, 2026 | |
Backpack Legion Dev only code | Used gemini and deepseek to coding this game | Pikafun | - | Sep 30, 2026 | |
Twin Compass In-game content art | Some of the visual assets in Twin Compass, including enemy and character illustrations, background art, and UI decoration, were created with the assistance of generative AI tools, then selected, edited, composited, and hand-tuned by the developer for use in the game. All game design, code, writing, systems, and final asset integration are human-authored. No AI is used at runtime, the game generates nothing on the player's machine and makes no external requests during play. | Crystal McNeil | - | Sep 30, 2026 | |
Driver Survivor Store/marketing artcode | AI was used in the production of code, art, and marketing materials for this game | Obsolete Robot | - | Sep 30, 2026 | |
Football Transfer Insider Dev only | Generative AI was used to assist in creating pre-generated content during development. No generative AI is used during gameplay. | OZL Games | - | Sep 30, 2026 | |
Last Acre In-game content artcode | Generative AI is used to story board, code, analyze code, analyze performance, create thumbnails and many basic tasks like that to speed up workflows. We pay human artists for things like zombies, guns, props, static meshes etc. | Aftermath Development | - | Sep 30, 2026 | |
Not Yet King Dev only art | Generative Fill and some generative AI editing tools were used while creating the visuals. | Basman Games | - | Sep 30, 2026 | |
INKTRICK In-game content artaudiocode | This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer. | zweipilot | - | Sep 30, 2026 | |
MODice In-game content art | Some UI icons were generated using AI, then refined by our artists to suit the UI. All other artwork was created by hand. No AI content is generated during gameplay. | moonburn | - | Sep 30, 2026 | |
The Last Byte: Serv-Bots Firewall In-game content arttextaudiocode | Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters. | Lerk Interactive Studio | - | Sep 30, 2026 | |
BlightMist Idle In-game content artcode | I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing. | AzureMistKingdom | - | Sep 30, 2026 | |
SolTarot In-game content artaudio | During development, generative AI tools were used to assist with portions of the game’s artwork and music. All such content was selected, edited, refined, and integrated by the developer, with final creative direction and implementation handled manually. | TheAgileSlug | - | Sep 29, 2026 | |
真・竹取物語 / Shin Taketori Monogatari In-game content art | Some of this game's visual assets—character portraits, backgrounds, and CG—were created using generative AI tools. | Byte | - | Sep 28, 2026 | |
Solis Chronicles In-game content artaudiotext | Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed. | FrostByte Project | - | Sep 28, 2026 | |
Postpartum | 산후조리원 In-game content arttext | Generative AI tools were used to assist with the creation and refinement of some pre-generated 3D assets and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | Jayhyeon Studio | - | Sep 28, 2026 | |
Alien Applicant In-game content art | All images in the game were generated by AI, as was the artwork on the Steam page. | WizardSotyGames | - | Sep 28, 2026 | |
Beach Volleyball Empire In-game content artaudio | Generative AI tools were used during development to help create content in this game. This includes artwork (such as player portraits and promotional art) and the game's music soundtrack, which was generated with AI music tools under a commercial licence. The store page trailer includes gameplay stills that were animated using an AI video tool. All AI-assisted content was selected, reviewed and edited by the developer. The game does not generate any AI content while you play. | Bean & Label | - | Sep 28, 2026 | |
Frost’s Descent In-game content art | This game contains AI-generated character sprites and store page images. | ChamhengGame | - | Sep 28, 2026 | |
Slope Rivals In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | - | Sep 28, 2026 | |
Soap Soup Tycoon Dev only art | Generative AI was used by an artist to support visual aspects. The creative process was entirely human-led. | Cosnyx Studios | - | Sep 28, 2026 | |
Second Source In-game content audiotext | The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play. | Pablo Marcelo Riestra | - | Sep 27, 2026 | |
The Mayor’s Hand In-game content art | Generative AI was used during development to assist with the creation and refinement of some visual assets. All AI-assisted content was selected, reviewed, edited, and integrated by the development team. The game does not use generative AI in real time during gameplay. | JustCodeIt | - | Sep 27, 2026 | |
Football Academy Simulator In-game content art | We used AI as a “support tool” in the creation of in-store visuals and certain in-game UI elements. We use AI solely as a support tool. We never leave the entire process to AI for any task. | Kiki Games | - | Sep 27, 2026 | |
Quantum Go Store/marketing art | We use AI for the marketing images on the store page. | Macauley Coggins | - | Sep 27, 2026 | |
Break Of Dawn In-game content arttext | The tower and building art began as 3D models made with AI tools and inside Blender. I edited many of them by hand, then turned them into pixel art with our own pipeline. The characters are drawn by hand in Aseprite. Some in-game text and the translations were written with AI assistance. | Kalyx Games | - | Sep 27, 2026 |