Some UI assets in this game were created with the assistance of AI tools during development.
- Creator
- Yishir
- 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.
Some UI assets in this game were created with the assistance of AI tools during development.
AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards.
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 was used to help code some parts of the game and find bugs
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.
A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services.
Parts of this game were made with the help of generative AI tools: - 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture. - The title-screen key art was created with generative AI. - The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer. - The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI. No content is generated by AI while the game is running.
The Sounds and some Assets are AI-Generated
Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime. While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time.
Generative AI tools were used to assist in creating and iterating on selected promotional artwork and graphical assets for Railwright, including materials used on the Steam store page and related marketing. Gameplay screenshots shown on the store page are captured from the actual game. Railwright does not use generative AI to generate content during gameplay.
Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision. AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators. Screenshots and GIFs show real gameplay. The game does not use generative AI while you play.
Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
Some of the artworks, such as textures and illustrative elements, were created or enhanced using AI-based tools. All generated content has been reviewed, edited, and integrated to ensure consistency with the overall visual style and quality of the game. No AI is used during gameplay.
The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI.
AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team.
Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated.
Current version uses AI generated voices, all other content is human generated including the dialog for the voices.
AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python. Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets. The soundtrack for the game and trailer was composed specifically for the project in FL Studio. No generative AI models run in the game or generate content during gameplay.
As a solo developer with a very limited budget, the character voices were temporarily generated using AI voice synthesis (ElevenLabs). Our goal is to replace all generated voices with performances by human voice actors as soon as the project secures sufficient funding (through sales, crowdfunding, or community support). Thank you for your understanding and for supporting indie game development! No generative AI content is created in real time while the game is running.
Some pre-generated artwork used in the game and on its Steam store page, including title, introduction, event illustration, and capsule artwork, was created using OpenAI image generation tools. One music track was generated using Google Gemini from a developer-written prompt. All generated assets were reviewed and selected by the developer before release. The game does not generate AI content during gameplay or connect to external AI services.
AI tools assisted portions of the pre-produced artwork, text, development code, and audio-production scripts. Music and sound effects use procedural synthesis. No AI content is generated during gameplay, and the Windows game does not connect to an external AI service.
Store listing assets & descriptions passed through generative AI for enhancements & review.
All in-game artwork, music, and sound effects were made by people, not generative AI.
Selected visual and audio assets were created with generative AI tools. AI was also used to assist with English and Italian localization, with all localized text reviewed and edited by the developer. No generative AI is used during gameplay.
Most of the game's visual art and sound was pre-generated with AI tools and then selected, edited and placed by the developer: the dungeon panoramas, room props, floors, town and building plates, character portraits, walk and combat sprite sheets, monster, boss and villager sprites, item, skill and stack icons, combat and reward effects, and the store page art were generated with the FLUX.1 image model through fal.ai and animated with AutoSprite; the sound effects, ambience beds, voice barks and music were generated with ElevenLabs. Every generated file, the tool that made it and the prompt that asked for it are recorded in the game's files (assets/README.md and assets/PROMPTS.md). All game text, design, rules and code are written by people. Nothing is generated while you play: the game contains no live AI generation and calls no AI service at runtime.
Generative AI was used as a development tool while making this game, for code assistance only. All dialogue and in-game text was written by hand. No AI-generated images, audio or text are included, and no content is generated by AI while the game is running.
Generative AI was used during development to help create some of the game's artwork, written content, and translations, as well as some store-page images and text. This content was prepared before release. The game does not generate AI content during gameplay.
All art, audio, and writing are human-made. AI-assisted tools were used during programming (I've been programming since 2008, I know what I'm doing).
Generative AI tools were used during development to create or assist with pre-made visual artwork, interface artwork and icons, procedural 3D modeling scripts, prerecorded faction voice lines, sound effects, and music. This includes voice lines and sound effects generated with ElevenLabs. These assets are prepared and integrated into the game before release. The game does not generate AI content during play or connect to an AI generation service. Computer-controlled opponents use scripted game logic.
Some content in Camping Resort Simulator was made with the help of generative AI tools and then reviewed and reworked by the developer: - base 3D models for some buildings, props and characters, retouched by hand; - the music of the in-game radio; - the first draft of the translations; - some promotional artwork. Nothing is generated by AI while you play.
Generative AI was used by an artist to support visual aspects. The creative process was entirely human-led.
Some art assets in this game are AI-generated and have been truthfully disclosed in the Content Survey.
Some visual assets were created using generative AI during development.
backgrounds and logo created by AI.
Some of the art, music and text in this game were created with the help of generative AI tools, then selected and edited by the developer. Nothing is generated while you play.
The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service.
AI was used for assets, code and some sounds
I'm a solo developer, not an artist or musician. So I used AI to help create some of the artwork and music for this game. Everything else (code, game system, UI design, mission design, story planning, and overall creative direction) is entirely my own work. I also reused some hand-drawn pixel art from my previous game, created entirely without AI. If you prefer games made without generative AI, please check out my previous release. It's entirely human-made, with deeper mechanics and more systems to explore!
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.
Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store. The content has right to be used commercially.
Generated Images and 3D Models
Artificial intelligence has been used to create localisations in languages other than Polish and English. If you spot any errors in the translation, please let us know on our Steam discussion forums so that we can correct them! Whilst working on the game in Early Access, we occasionally use AI technology to generate a small number of missing graphical elements in order to speed up game updates. This is a temporary solution, and we will replace all generated images by the time the full version of the game is released.
Generative AI tools were used to assist with some assets.
Spirit Gems features artwork developed with generative AI.
Generative AI was used during development and in the creation of sound and some artwork.
Some of the artwork that ships with Football Ambition 27 was made using generative AI tools. That covers the club badges and competition logos in the default database, the menu and screen backgrounds, the stadium and facility illustrations, and the library of face parts the game builds portraits from. The national flags are not among them. Faces are built while you play. Every player, coach and youth prospect gets a portrait the moment they exist, including people generated seasons into your save, assembled by the game from that shipped library of parts. It is ordinary code doing the assembling, not an AI model, and it can only ever use art that came with the game. The game does not connect to any AI service. There is an optional feature, switched off by default, that lets you connect your own AI chat assistant to the in game database editor, so it can help with jobs like renaming clubs or building a scenario. It runs only if you turn it on, and it only reaches your own files on your own computer.
Some 3D props and textures in this game were created with the help of generative AI tools during development. Every generated asset was then reviewed, edited, retextured and integrated by hand, and anything that did not meet our quality bar was rebuilt or discarded. All gameplay, code, level design, systems and written text are human-made. The game does not generate any content with AI while you play.
Some backgrounds, item artwork, character portraits, vehicles, icons, and store artwork were created using generative AI during development. These assets are pre-generated. The game does not generate AI content or connect to external AI services during gameplay.
Some pre-generated content — the fictional league, club and player name pools, portions of descriptive and flavour copy, the arena photograph used on the title and store presentation, and parts of the store description — was created with generative-AI assistance during development, then selected, reviewed and edited by the developer. No content is generated at runtime, and no player data is sent to any AI service.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
My Boba Shop Simulator In-game content art | Some UI assets in this game were created with the assistance of AI tools during development. | Yishir | - | Oct 1, 2026 | |
Stock Car Tycoon Store/marketing art | AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards. | Tycoon Managers | - | 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 | |
Sketch Kingdom Dev only code | AI was used to help code some parts of the game and find bugs | COCOASOO | - | 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 | |
change dynasties In-game content arttext | A small amount of artwork and text included in the game was created using generative AI during development. All such content is pre-generated. The game does not generate AI content during gameplay or connect to external AI services. | 正义伙伴 | - | Sep 30, 2026 | |
Age of Dynasty & Dust In-game content arttext | Parts of this game were made with the help of generative AI tools:
- 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture.
- The title-screen key art was created with generative AI.
- The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer.
- The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI.
No content is generated by AI while the game is running. | wailfate | - | Sep 30, 2026 | |
Tiny RTS In-game content audioart | The Sounds and some Assets are AI-Generated | DiaP | - | Sep 30, 2026 | |
Nanna's Farm In-game content art | Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime.
While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time. | ChabibiGames | - | Sep 30, 2026 | |
Railwright Store/marketing art | Generative AI tools were used to assist in creating and iterating on selected promotional artwork and graphical assets for Railwright, including materials used on the Steam store page and related marketing. Gameplay screenshots shown on the store page are captured from the actual game. Railwright does not use generative AI to generate content during gameplay. | Piu Entertainment | - | Sep 30, 2026 | |
Slavlands: Tribes at War In-game content audioart | Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision.
AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators.
Screenshots and GIFs show real gameplay. The game does not use generative AI while you play. | SAD Games Studio | - | Sep 30, 2026 | |
星際傭兵團 In-game content art | Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services. | 鉅墨遊戲JUMO GAMES | - | Sep 30, 2026 | |
Harvest Millions Idle Farm In-game content art | Some of the artworks, such as textures and illustrative elements, were created or enhanced using AI-based tools. All generated content has been reviewed, edited, and integrated to ensure consistency with the overall visual style and quality of the game.
No AI is used during gameplay. | Blackmonkgaming | - | Sep 30, 2026 | |
Nadas In-game content textaudioart | The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI. | Ato Games | - | Sep 30, 2026 | |
Home Trading Simulator Dev only artaudio | AI-assisted tools were utilized during the development of this game (including visual art, sound design, and workflow optimization) to achieve higher quality. Every final element has been curated, reviewed, and integrated under the direct supervision of the development team. | NeographGamer | - | Sep 30, 2026 | |
Cosmic Dominion In-game content art | Some visual assets in this game were generated using AI. Specifically: planet sprites/textures are AI-generated. All other in-game art is purchased/licensed, not AI-generated, and all audio is purchased/licensed, not AI-generated. | DMarshallGaming | - | Sep 30, 2026 | |
Doji Run In-game content audio | Current version uses AI generated voices, all other content is human generated including the dialog for the voices. | RD3 Games | - | Sep 30, 2026 | |
Down to Business Dev only artcode | AI assistance was limited to Python programming, including code that helps to draw environments and visual effects in Pygame. These visuals are rendered in code entirely in Python.
Sprite artwork and sound effects were created without generative AI and are sourced from licensed third-party assets.
The soundtrack for the game and trailer was composed specifically for the project in FL Studio.
No generative AI models run in the game or generate content during gameplay. | Tuftsy Studios | - | Sep 30, 2026 | |
Red Settle In-game content audio | As a solo developer with a very limited budget, the character voices were temporarily generated using AI voice synthesis (ElevenLabs).
Our goal is to replace all generated voices with performances by human voice actors as soon as the project secures sufficient funding (through sales, crowdfunding, or community support). Thank you for your understanding and for supporting indie game development!
No generative AI content is created in real time while the game is running. | Jessy Software | - | Sep 30, 2026 | |
The Airline Century In-game content artaudio | Some pre-generated artwork used in the game and on its Steam store page, including title, introduction, event illustration, and capsule artwork, was created using OpenAI image generation tools. One music track was generated using Google Gemini from a developer-written prompt. All generated assets were reviewed and selected by the developer before release. The game does not generate AI content during gameplay or connect to external AI services. | Navline Works | - | Sep 30, 2026 | |
Crypto Market Rivals In-game content arttextcodeaudio | AI tools assisted portions of the pre-produced artwork, text, development code, and audio-production scripts. Music and sound effects use procedural synthesis. No AI content is generated during gameplay, and the Windows game does not connect to an external AI service. | Gateway Information Group LLC | - | Sep 30, 2026 | |
Deepstrata Store/marketing arttext | Store listing assets & descriptions passed through generative AI for enhancements & review. | Gelm | - | Sep 30, 2026 | |
Digging A Hole In Ice With A Chainsaw general | All in-game artwork, music, and sound effects were made by people, not generative AI. | Four Games | - | Sep 29, 2026 | |
One More Commit In-game content artaudiotext | Selected visual and audio assets were created with generative AI tools. AI was also used to assist with English and Italian localization, with all localized text reviewed and edited by the developer. No generative AI is used during gameplay. | VD Interactive | - | Sep 28, 2026 | |
May the Best Craft Win In-game content artaudio | Most of the game's visual art and sound was pre-generated with AI tools and then selected, edited and placed by the developer: the dungeon panoramas, room props, floors, town and building plates, character portraits, walk and combat sprite sheets, monster, boss and villager sprites, item, skill and stack icons, combat and reward effects, and the store page art were generated with the FLUX.1 image model through fal.ai and animated with AutoSprite; the sound effects, ambience beds, voice barks and music were generated with ElevenLabs. Every generated file, the tool that made it and the prompt that asked for it are recorded in the game's files (assets/README.md and assets/PROMPTS.md). All game text, design, rules and code are written by people. Nothing is generated while you play: the game contains no live AI generation and calls no AI service at runtime. | SCVI Media | - | Sep 28, 2026 | |
Keystone Quarry Dev only code | Generative AI was used as a development tool while making this game, for code assistance only. All dialogue and in-game text was written by hand.
No AI-generated images, audio or text are included, and no content is generated by AI while the game is running. | Impulsar Games | - | Sep 28, 2026 | |
战国七雄 In-game content arttext | Generative AI was used during development to help create some of the game's artwork, written content, and translations, as well as some store-page images and text. This content was prepared before release. The game does not generate AI content during gameplay. | 纸上谈兵工作室 | - | Sep 28, 2026 | |
Spaceport Architect Dev only code | All art, audio, and writing are human-made. AI-assisted tools were used during programming (I've been programming since 2008, I know what I'm doing). | Djentsoft | - | Sep 28, 2026 | |
Rampartloom: PvP Tower Defense In-game content artaudio | Generative AI tools were used during development to create or assist with pre-made visual artwork, interface artwork and icons, procedural 3D modeling scripts, prerecorded faction voice lines, sound effects, and music. This includes voice lines and sound effects generated with ElevenLabs. These assets are prepared and integrated into the game before release. The game does not generate AI content during play or connect to an AI generation service. Computer-controlled opponents use scripted game logic. | Mumin Bayar | - | Sep 28, 2026 | |
Camping Resort Simulator In-game content artaudiotext | Some content in Camping Resort Simulator was made with the help of generative AI tools and then reviewed and reworked by the developer:
- base 3D models for some buildings, props and characters, retouched by hand;
- the music of the in-game radio;
- the first draft of the translations;
- some promotional artwork.
Nothing is generated by AI while you play. | Cottondream Studios | - | 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 | |
中国式青训 In-game content art | Some art assets in this game are AI-generated and have been truthfully disclosed in the Content Survey. | JZHL | - | Sep 28, 2026 | |
DishDash Dev only art | Some visual assets were created using generative AI during development. | Quantum Box | - | Sep 28, 2026 | |
TCG Card Market Simulator Store/marketing art | backgrounds and logo created by AI. | Chef Interactive | - | Sep 27, 2026 | |
Pickleball Tycoon In-game content artaudiotext | Some of the art, music and text in this game were created with the help of generative AI tools, then selected and edited by the developer. Nothing is generated while you play. | Santiago Piedras Gonzalez | - | Sep 27, 2026 | |
Scope Creep In-game content text | The game's user-interface text was written in English and Thai by the developer. The other 12 language files (interface and subtitles) were machine-translated with an AI language model, then reviewed and corrected by the developer. No artwork, music, sound, characters, game rules, or store assets were generated by AI. The game does not generate any content with AI at runtime and does not connect to any AI service. | NAMEMYZ | - | Sep 27, 2026 | |
Debt & Daylight In-game content artcodeaudio | AI was used for assets, code and some sounds | Nextgenrun games | - | Sep 27, 2026 | |
Everything You Need In-game content artaudio | I'm a solo developer, not an artist or musician. So I used AI to help create some of the artwork and music for this game. Everything else (code, game system, UI design, mission design, story planning, and overall creative direction) is entirely my own work. I also reused some hand-drawn pixel art from my previous game, created entirely without AI. If you prefer games made without generative AI, please check out my previous release. It's entirely human-made, with deeper mechanics and more systems to explore! | Raymond Williams | - | 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 | |
Streaming Simulator In-game content art | Contains Pre-rendered AI generated content. Example: Bunch of posters available at in-game store.
The content has right to be used commercially. | ShIRLey | - | Sep 27, 2026 | |
Hell's Kitchen Unclear art | Generated Images and 3D Models | Aorlinn Games | - | Sep 26, 2026 | |
Returns Outlet Simulator In-game content textart | Artificial intelligence has been used to create localisations in languages other than Polish and English.
If you spot any errors in the translation, please let us know on our Steam discussion forums so that we can correct them!
Whilst working on the game in Early Access, we occasionally use AI technology to generate a small number of missing graphical elements in order to speed up game updates.
This is a temporary solution, and we will replace all generated images by the time the full version of the game is released. | Twisted Twice Games | 966 | Sep 26, 2026 | |
Groundwork Simulator Unclear | Generative AI tools were used to assist with some assets. | XYZ STUDIO | - | Sep 25, 2026 | |
Spirit Gems In-game content art | Spirit Gems features artwork developed with generative AI. | Recoil Mojo | - | Sep 25, 2026 | |
Brumel: Fantasy Presidential Race In-game content audioart | Generative AI was used during development and in the creation of sound and some artwork. | SECHAN BARAM | - | Sep 25, 2026 | |
Football Ambition 27 In-game content art | Some of the artwork that ships with Football Ambition 27 was made using
generative AI tools. That covers the club badges and competition logos in
the default database, the menu and screen backgrounds, the stadium and
facility illustrations, and the library of face parts the game builds
portraits from. The national flags are not among them.
Faces are built while you play. Every player, coach and youth prospect gets
a portrait the moment they exist, including people generated seasons into
your save, assembled by the game from that shipped library of parts. It is
ordinary code doing the assembling, not an AI model, and it can only ever
use art that came with the game.
The game does not connect to any AI service. There is an optional feature,
switched off by default, that lets you connect your own AI chat assistant
to the in game database editor, so it can help with jobs like renaming
clubs or building a scenario. It runs only if you turn it on, and it only
reaches your own files on your own computer. | Mega Games | - | Sep 25, 2026 | |
Anatolian Soup Simulator In-game content art | Some 3D props and textures in this game were created with the help of generative AI tools during development. Every generated asset was then reviewed, edited, retextured and integrated by hand, and anything that did not meet our quality bar was rebuilt or discarded. All gameplay, code, level design, systems and written text are human-made. The game does not generate any content with AI while you play. | Simurg Software and Games | - | Sep 25, 2026 | |
盲拍大亨:黑市货柜 In-game content art | Some backgrounds, item artwork, character portraits, vehicles, icons, and store artwork were created using generative AI during development. These assets are pre-generated. The game does not generate AI content or connect to external AI services during gameplay. | daiyongxiang | - | Sep 25, 2026 | |
Hockey Coach Dynasty Store/marketing textart | Some pre-generated content — the fictional league, club and player name pools, portions of descriptive and flavour copy, the arena photograph used on the title and store presentation, and parts of the store description — was created with generative-AI assistance during development, then selected, reviewed and edited by the developer. No content is generated at runtime, and no player data is sent to any AI service. | Chuck Chestnuts | - | Sep 25, 2026 |