Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand.
- Creator
- STANDER Games
- Reviews
- -
- Added
- Sep 22, 2026
Public Steam disclosure research 25,508 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.
Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand.
Spellchainer is made by a solo developer. I used generative AI sporadically to help fill gaps in artwork and textures, including selected in-game and marketing visuals. These assets were reviewed and edited before inclusion. No content is generated by AI during gameplay.
Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI.
Generative AI tools were used during development to assist with artwork (item illustrations, backgrounds and UI art), audio, and localisation. All AI-assisted content is pre-generated and reviewed, edited and finished by the developer before it ships. Nothing is generated at runtime, and the game contains no AI features while you play.
Generative AI was used to create content including artwork, sound, narrative, and localization.
Only the character images are AI generated.
We used AI to generate several parts of the game and the models.
During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics). All content was selected, reviewed and integrated manually by the developer. The game does not use generative AI during gameplay and does not generate content in real time.
The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play.
Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction.
SMASH & GRAB uses generative AI for pre-generated content that is reviewed and edited by the team before it ships. Card portraits and their collectible variants, the rival figures and props, the key art, and the store capsules were produced with image and 3D generation tools (Meshy, OpenArt) from our own prompts and references. Voice lines use synthetic voices from ElevenLabs; no real person's voice was cloned. The music beds were generated with ElevenLabs, and the store trailer was assembled from AI-generated clips (Kling via OpenArt). Card names, bios, and other in-game text were drafted with a large language model and edited by the team. Nothing is generated while you play: the game does not create content live.
Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play.
Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay.
AI was used to generate sounds as well as images in the game.
The game includes a limited number of developer-reviewed AI-assisted 2D atmospheric illustrations used as static, non-interactive UI/background art. They are not gameplay screenshots, playable characters, dialogue, code, or user-generated content. Interactive levels, gameplay systems, text, and the in-game 3D presentation are authored or assembled by the developer using project-owned and separately tracked third-party assets.
AI was used to create some of the voices heard in the game.
Some artwork, cinematic sequences, and music were created with the assistance of generative AI tools and then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
Some artwork and localization in Grave Company were created with the assistance of generative AI. This content was reviewed and adjusted by the development team before release.
Crimson Nova is designed by me and made using AI tools. Character art, backgrounds and full-screen illustrations were generated with AI image tools, then selected, edited, composited and animated by me. Voices and music were generated with AI audio tools, then edited and mixed by me. The seven non-English text versions are AI translations. The game does not generate any content while it is being played.
Generative AI tools helped create character portraits, illustrations, store and marketing artwork, music, sound effects, and player-facing text during development. These are pre-generated assets. No generative AI runs during gameplay, and the game does not connect to external generative AI services.
AI tools were used during development to help translate the user interface into its 14 languages and to produce the voice-over in the store trailer. All translations and marketing materials were reviewed by the developer. MacroPilot itself does not generate content with AI; users can optionally connect their own third-party AI assistant through the built-in MCP connection.
Generative AI tools were used during development to assist with in-game dialogue, Korean localization, programming, and store-page text and marketing materials. Orbit Foundry does not generate AI content or connect to AI services during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of some visual assets and localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game.
Pre-generated AI-assisted content is present for background art, portions of the Steam/Windows key art and logo derivatives. Kingside Break contains no runtime generative-AI system or live AI-content generation. Its chess opponent is conventional gameplay AI, not generative AI.
Generative AI tools were used during development to assist with coding, music, dialogue writing, and texture assets. All content has been reviewed and approved by the developer.
This game uses generative AI for: in-game product packaging (bento, ice cream, chips, cup noodles, gummies, gum, chocolate, candy, dried snacks, stationery, sundries, bath salts, hair care and hair color, coffee/tea boxes, drink and can labels, magazine covers, newspaper pages, and so on); full-screen art (title background, intro and epilogue illustrations, character icons, the morning results screen, the store floor plan, skill cards, skill icons, and effect overlays); some UI elements (panels, buttons, tabs); outdoor art and props (night sky panorama, vending machines, signage, banner flags, pavement, building walls, the traffic signal textures and the textures of small props by the entrance); the store capsule art and achievement icons; some 3D models (the radio by the register, the parking wheel stops, the trash bins by the entrance, three parked cars, the traffic lights, the coffee machine, the oden pot, the bun steamer and the bread crates, generated with Meshy and finished by the developer in Blender); and the background music (title and in-store tracks, also used in the trailer), generated with Suno and selected and arranged by the developer. All generated assets were reviewed and edited by the developer to avoid resembling real trademarks, people, or works. No content is generated by AI at runtime.
Generative AI was used to create some audio assets and visual elements, including menu artwork and game icons.
This game has a lot of assets; as a solo developer, AI-assisted tools were used to help create some of the audio and sound files. I'm sharing this openly so players can make an informed choice. If the game finds an audience, I'd love to invest in commissioning original art to replace these assets down the line. Some visual art assets were created using AI-assisted collage techniques, combining and compositing multiple generated elements into final scenes. Some character voices use AI voice modulation applied to original voice performances to modify and enhance those performances. Music is originally composed, with AI tools assisting in instrumentation and production.
All the Localization, voiceovers/music, and many of the in-game textures were generated using AI. The store page trailer and images are rendered inside the game itself, so indirectly they also contains those AI generated textures. A note on why. RaviWar 1 is the first part of a story that takes eight games to tell: RaviWar 1 & 2, and six shorter games set inside the same universe, under the name Tales of Takarek. I am one person, with no studio and no funding behind me. Built the traditional way, a project that size would outlast me. These tools are the only way I can attempt it at all, and I would rather finish the whole story imperfectly than finish a fraction of it perfectly. It is also why this game is free. I am not asking anyone to pay for AI generated work. The design, the writing, the puzzles and the world are mine. As the project grows I intend to replace generated assets with commissioned ones. Once again I am sorry.
Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services.
In-game icons and background assets were generated with AI and then manually adjusted Promotional images and promotional videos were generated with AI and then manually adjusted
Sprites and backgrounds were produced using AI. All voice acting, translation, music, and everything else was done by humans.
Some of the visual assets in Sacrificium — creature sprites, animations and background art — were created with the help of generative AI tools, then reviewed, edited and integrated by hand. All generative AI content is pre-generated; nothing is generated at runtime while you play. Game design, code, systems and all in-game text were written entirely by a human.
Generative AI was used to assist in creating some art assets, including backgrounds, prop images, and store promotional images, and in drafting and polishing some written content. The developer selected, edited, and integrated these materials for use in the game and on its store page. The game does not generate AI content during gameplay or connect to external AI services.
This game is fully programmed by a human developer, including all gameplay systems, level design, and dungeon creation. Generative AI is used to assist with artistic elements such as textures, 3D objects/characters, and store visuals. All creative and technical decisions remain entirely human‑made.
AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page: - Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel - Store page art (capsules, library images, logo) - Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved. No AI model runs while the game is playing. The build is fully offline.
This game uses generative AI as part of the development process. ChatGPT was used for planning, specification review, and the creation of some base visual assets, while Codex was used to assist with code generation, implementation, and testing. Some visual assets were generated as base material and then edited and refined in tools such as Photoshop. SOUNDRAW was used for some background music, and ElevenLabs was used for some sound effects. All AI-generated content was created during development. The game does not use generative AI to create content in real time during gameplay. Final design, editing, implementation, and selection decisions were made by the developer.
Store descriptions, in-game text (the hive's log) and their translations are drafted with an AI assistant and reviewed and edited by the developer. No AI-generated images, audio or 3D assets: all visuals are captured from the game, built on licensed third-party assets.
We used AI in both the game's art and code, but we still made it with a lot of care and love for the fun of it — we hope you enjoy it.
Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services.
Generative AI tools were used during the development of Forgotten Horizons to assist with the creation of some content. AI-generated content was reviewed and edited by the development team before being included in the game or its store and marketing materials. The game does not generate AI content in real time during gameplay.
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).
Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI.
Generative AI was used during development to assist with the creation of some visual assets, as well as marketing materials. AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's overall art direction. Generative AI is not used to generate content or code during gameplay.
This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx). Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all.
Pre-generated AI-assisted content: portions of the game's 2D art, music, sound effects, NPC voice lines, and promotional artwork were created with AI generation tools during development, then reviewed and finalized by the developer. No AI content is generated at runtime.
The game uses AI to generate illustrations from handcrafted raw artwork.
Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials. The game does not generate AI content during gameplay and does not connect to external AI services.
Some of this game's art and audio were made with generative AI tools and then edited and modified by the developer. All of it is pre-generated during development. No AI runs live during gameplay. The game's code, design and writing are authored by the developer.
Features generated texturework.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Doringbult Detective In-game content art | Made by one person. Written, directed and built by me, with generative AI used as a supplementary tool for some of the game's assets, all of it reviewed and refined by hand. | STANDER Games | - | Sep 22, 2026 | |
Spellchainer In-game content art | Spellchainer is made by a solo developer. I used generative AI sporadically to help fill gaps in artwork and textures, including selected in-game and marketing visuals. These assets were reviewed and edited before inclusion. No content is generated by AI during gameplay. | SigmaX | - | Sep 22, 2026 | |
One More Claw In-game content arttext | Some 3D models and some icons in the game were created with generative AI tools. Steam store images were created with generative AI. All translations were produced with generative AI. | YogurtGames | - | Sep 22, 2026 | |
Myriad Auction In-game content artaudiotext | Generative AI tools were used during development to assist with artwork (item illustrations, backgrounds and UI art), audio, and localisation. All AI-assisted content is pre-generated and reviewed, edited and finished by the developer before it ships. Nothing is generated at runtime, and the game contains no AI features while you play. | Hansir | - | Sep 22, 2026 | |
Match & Ruin In-game content artaudiotext | Generative AI was used to create content including artwork, sound, narrative, and localization. | id187 | - | Sep 22, 2026 | |
Illyrium: Chronicles In-game content art | Only the character images are AI generated. | The Kingdom | - | Sep 22, 2026 | |
Unlucky In-game content art | We used AI to generate several parts of the game and the models. | Piece Of Web | - | Sep 22, 2026 | |
Nonogram Duel In-game content art | During development, generative artificial intelligence tools were used to create some pre-rendered static images featured in the game and in the Store page materials (illustrations and promotional graphics).
All content was selected, reviewed and integrated manually by the developer.
The game does not use generative AI during gameplay and does not generate content in real time. | Alessio Perilli | - | Sep 22, 2026 | |
Ourself In-game content arttext | The game's icon and the promotional images were made with generative AI; the store page text and its translations were drafted with an AI assistant and checked by the developer. Nothing is generated by AI while you play. | BOGITY LLC | - | Sep 22, 2026 | |
Tide Pools In-game content artaudiocode | Generative AI tools were used during development to assist with visual assets, music and programming. Generated outputs were reviewed, edited and integrated by the developer to fit the game’s design and creative direction. | MrBongoBong | - | Sep 22, 2026 | |
Smash & Grab In-game content artaudiotext | SMASH & GRAB uses generative AI for pre-generated content that is reviewed and edited by the team before it ships. Card portraits and their collectible variants, the rival figures and props, the key art, and the store capsules were produced with image and 3D generation tools (Meshy, OpenArt) from our own prompts and references. Voice lines use synthetic voices from ElevenLabs; no real person's voice was cloned. The music beds were generated with ElevenLabs, and the store trailer was assembled from AI-generated clips (Kling via OpenArt). Card names, bios, and other in-game text were drafted with a large language model and edited by the team. Nothing is generated while you play: the game does not create content live. | Hashbang Games | - | Sep 22, 2026 | |
Aventureiro 95 In-game content artaudiotext | Generative AI tools were used during development to create some artwork, music, text and translations, including promotional material. This content is prepared in advance. The game does not generate AI content or connect to AI services while you play. | STREAM ON | - | Sep 22, 2026 | |
NEBELHEIM In-game content artaudio | Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay. | Kararsız Studio | - | Sep 22, 2026 | |
Last Delivery In-game content artaudio | AI was used to generate sounds as well as images in the game. | PizzaForPeople | - | Sep 22, 2026 | |
猛鬼搬家公司 In-game content art | The game includes a limited number of developer-reviewed AI-assisted 2D atmospheric illustrations used as static, non-interactive UI/background art. They are not gameplay screenshots, playable characters, dialogue, code, or user-generated content. Interactive levels, gameplay systems, text, and the in-game 3D presentation are authored or assembled by the developer using project-owned and separately tracked third-party assets. | Bannye | - | Sep 22, 2026 | |
Knight Before Dawn In-game content audio | AI was used to create some of the voices heard in the game. | Last Level Studio | - | Sep 22, 2026 | |
Mission Nuts In-game content artaudio | Some artwork, cinematic sequences, and music were created with the assistance of generative AI tools and then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay, and the game does not connect to external AI services. | Tom Sheol | - | Sep 22, 2026 | |
Grave Company In-game content arttext | Some artwork and localization in Grave Company were created with the assistance of generative AI. This content was reviewed and adjusted by the development team before release. | Clauzen Entertainment | - | Sep 22, 2026 | |
Crimson Nova: The Star Gear Jobs In-game content artaudiotext | Crimson Nova is designed by me and made using AI tools. Character art, backgrounds and full-screen illustrations were generated with AI image tools, then selected, edited, composited and animated by me. Voices and music were generated with AI audio tools, then edited and mixed by me. The seven non-English text versions are AI translations. The game does not generate any content while it is being played. | Broken Visor | - | Sep 22, 2026 | |
AI Startup Manager: Race to AGI In-game content artaudiotext | Generative AI tools helped create character portraits, illustrations, store and marketing artwork, music, sound effects, and player-facing text during development. These are pre-generated assets. No generative AI runs during gameplay, and the game does not connect to external generative AI services. | Sivas Games | - | Sep 22, 2026 | |
MacroPilot In-game content textaudio | AI tools were used during development to help translate the user interface into its 14 languages and to produce the voice-over in the store trailer. All translations and marketing materials were reviewed by the developer. MacroPilot itself does not generate content with AI; users can optionally connect their own third-party AI assistant through the built-in MCP connection. | Kartal Labs | - | Sep 22, 2026 | |
Orbit Foundry In-game content textcode | Generative AI tools were used during development to assist with in-game dialogue, Korean localization, programming, and store-page text and marketing materials. Orbit Foundry does not generate AI content or connect to AI services during gameplay. | kimchistan | - | Sep 22, 2026 | |
Asther In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of some visual assets and localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. | SmallGear Studio | - | Sep 22, 2026 | |
Kingside Break In-game content art | Pre-generated AI-assisted content is present for background art, portions of the Steam/Windows key art and logo derivatives. Kingside Break contains no runtime generative-AI system or live AI-content generation. Its chess opponent is conventional gameplay AI, not generative AI. | YuJam Games | - | Sep 22, 2026 | |
Globecide In-game content artaudiotext | Generative AI tools were used during development to assist with coding, music, dialogue writing, and texture assets. All content has been reviewed and approved by the developer. | EEE Games | - | Sep 22, 2026 | |
Tidy Till Dawn In-game content artaudio | This game uses generative AI for: in-game product packaging (bento, ice cream, chips, cup noodles, gummies, gum, chocolate, candy, dried snacks, stationery, sundries, bath salts, hair care and hair color, coffee/tea boxes, drink and can labels, magazine covers, newspaper pages, and so on); full-screen art (title background, intro and epilogue illustrations, character icons, the morning results screen, the store floor plan, skill cards, skill icons, and effect overlays); some UI elements (panels, buttons, tabs); outdoor art and props (night sky panorama, vending machines, signage, banner flags, pavement, building walls, the traffic signal textures and the textures of small props by the entrance); the store capsule art and achievement icons; some 3D models (the radio by the register, the parking wheel stops, the trash bins by the entrance, three parked cars, the traffic lights, the coffee machine, the oden pot, the bun steamer and the bread crates, generated with Meshy and finished by the developer in Blender); and the background music (title and in-store tracks, also used in the trailer), generated with Suno and selected and arranged by the developer. All generated assets were reviewed and edited by the developer to avoid resembling real trademarks, people, or works. No content is generated by AI at runtime. | KK WORKS | - | Sep 22, 2026 | |
Sound Bounded In-game content artaudio | Generative AI was used to create some audio assets and visual elements, including menu artwork and game icons. | Toasted Bread Studio | - | Sep 22, 2026 | |
The Feather King In-game content audioart | This game has a lot of assets; as a solo developer, AI-assisted tools were used to help create some of the audio and sound files. I'm sharing this openly so players can make an informed choice. If the game finds an audience, I'd love to invest in commissioning original art to replace these assets down the line.
Some visual art assets were created using AI-assisted collage techniques, combining and compositing multiple generated elements into final scenes. Some character voices use AI voice modulation applied to original voice performances to modify and enhance those performances. Music is originally composed, with AI tools assisting in instrumentation and production. | Pregnant Quokka Games | - | Sep 22, 2026 | |
RaviWar 1 : A Perfect Sonday In-game content artaudiotext | All the Localization, voiceovers/music, and many of the in-game textures were generated using AI.
The store page trailer and images are rendered inside the game itself, so indirectly they also contains those AI generated textures.
A note on why.
RaviWar 1 is the first part of a story that takes eight games to tell: RaviWar 1 & 2, and six shorter games set inside the same universe, under the name Tales of Takarek.
I am one person, with no studio and no funding behind me. Built the traditional way, a project that size would outlast me. These tools are the only way I can attempt it at all, and I would rather finish the whole story imperfectly than finish a fraction of it perfectly.
It is also why this game is free. I am not asking anyone to pay for AI generated work.
The design, the writing, the puzzles and the world are mine. As the project grows I intend to replace generated assets with commissioned ones.
Once again I am sorry. | Niket Mishra | - | Sep 22, 2026 | |
Hit the Anvil In-game content art | Some in-game 2D art assets were created with the assistance of generative AI tools, then curated and integrated by the developer. The game does not generate content with AI during gameplay and does not connect to external AI services. | 7degree3 | - | Sep 22, 2026 | |
Workhorse Inc.: Attempted Clock-Out In-game content art | In-game icons and background assets were generated with AI and then manually adjusted
Promotional images and promotional videos were generated with AI and then manually adjusted | 幻想叙事工作室Mirage Tales Studio | - | Sep 22, 2026 | |
Boardroom Wars: Fight for Kashistan In-game content art | Sprites and backgrounds were produced using AI. All voice acting, translation, music, and everything else was done by humans. | Ian Minderman | - | Sep 22, 2026 | |
Sacrificium In-game content art | Some of the visual assets in Sacrificium — creature sprites, animations and background art — were created with the help of generative AI tools, then reviewed, edited and integrated by hand. All generative AI content is pre-generated; nothing is generated at runtime while you play. Game design, code, systems and all in-game text were written entirely by a human. | SeedWall | - | Sep 22, 2026 | |
传家 In-game content arttext | Generative AI was used to assist in creating some art assets, including backgrounds, prop images, and store promotional images, and in drafting and polishing some written content. The developer selected, edited, and integrated these materials for use in the game and on its store page. The game does not generate AI content during gameplay or connect to external AI services. | Paisley | - | Sep 22, 2026 | |
Medieval Fantasy In-game content art | This game is fully programmed by a human developer, including all gameplay systems, level design, and dungeon creation. Generative AI is used to assist with artistic elements such as textures, 3D objects/characters, and store visuals. All creative and technical decisions remain entirely human‑made. | 8º Arte Games | - | Sep 22, 2026 | |
SoulMonsters Ariel, Queen of the Sea In-game content arttext | AI-assisted tools were used during development to create fixed assets that are baked into the build and the store page:
- Pixel-art sprites for the sea creatures, the guardians, battle effects and Ariel
- Store page art (capsules, library images, logo)
- Drafts of some in-game text and the EN / RU / JA localization, reviewed by the developer
Game design, code, level layouts and music are human-authored. All music and sound effects are generated procedurally by the game's own code at runtime - there are no audio files and no AI model is involved.
No AI model runs while the game is playing. The build is fully offline. | Industrial Miracle | - | Sep 22, 2026 | |
Hex Reverse In-game content artaudiocode | This game uses generative AI as part of the development process. ChatGPT was used for planning, specification review, and the creation of some base visual assets, while Codex was used to assist with code generation, implementation, and testing.
Some visual assets were generated as base material and then edited and refined in tools such as Photoshop. SOUNDRAW was used for some background music, and ElevenLabs was used for some sound effects.
All AI-generated content was created during development. The game does not use generative AI to create content in real time during gameplay. Final design, editing, implementation, and selection decisions were made by the developer. | IsaoWorks | - | Sep 22, 2026 | |
Hive Earth: Idle Invasion In-game content text | Store descriptions, in-game text (the hive's log) and their translations are drafted with an AI assistant and reviewed and edited by the developer.
No AI-generated images, audio or 3D assets: all visuals are captured from the game, built on licensed third-party assets. | Massimiliano Scarpetta | - | Sep 22, 2026 | |
POCKET MONSTERS AUTOBATTLER In-game content artcode | We used AI in both the game's art and code, but we still made it with a lot of care and love for the fun of it — we hope you enjoy it. | Mokujin | - | Sep 22, 2026 | |
Desktop Tide In-game content arttext | Generative AI was used to assist in creating artwork for marine creatures, plants, decorations, underwater environments, and Steam store and marketing images, as well as portions of descriptive text. This content is pre-generated and included as fixed assets or text. The game does not generate content during play and does not connect to external AI services. | Moonwrought Studio | - | Sep 22, 2026 | |
Forgotten Horizons In-game content | Generative AI tools were used during the development of Forgotten Horizons to assist with the creation of some content. AI-generated content was reviewed and edited by the development team before being included in the game or its store and marketing materials. The game does not generate AI content in real time during gameplay. | MafrGames | - | Sep 22, 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 | |
Pinewood Inn In-game content arttext | Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI. | plushiebear-games | - | Sep 22, 2026 | |
Sandpipers! The Sea-Quell In-game content art | Generative AI was used during development to assist with the creation of some visual assets, as well as marketing materials. AI-generated assets were reviewed, edited, and integrated by the developer as part of the game's overall art direction. Generative AI is not used to generate content or code during gameplay. | David Dresner | - | Sep 22, 2026 | |
VoxPrinceps: The Political Game In-game content textaudio | This game uses Generative Artificial Intelligence (AI) to create Localization based text and In-game Sound Effects (sfx).
Disclosure is part of Magnus et Epicus LLC commitment on AI free use for all. | Magnus et Epicus LLC | - | Sep 22, 2026 | |
铸剑者 In-game content artaudiotext | Pre-generated AI-assisted content: portions of the game's 2D art, music, sound effects, NPC voice lines, and promotional artwork were created with AI generation tools during development, then reviewed and finalized by the developer. No AI content is generated at runtime. | SUN | - | Sep 22, 2026 | |
Sumpah Palapa Gajah Mada dan Cita Nusantara In-game content art | The game uses AI to generate illustrations from handcrafted raw artwork. | Leolit Games | - | Sep 22, 2026 | |
废土小饭馆 In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials.
The game does not generate AI content during gameplay and does not connect to external AI services. | Bannye | - | Sep 22, 2026 | |
INKQUISITION In-game content artaudio | Some of this game's art and audio were made with generative AI tools and then edited and modified by the developer. All of it is pre-generated during development. No AI runs live during gameplay. The game's code, design and writing are authored by the developer. | DOCEntertainment | - | Sep 22, 2026 | |
Shelf Stacker: Toy Store In-game content art | Features generated texturework. | QB Interactive | - | Sep 22, 2026 |