The layout of some graphics and one soundtrack.
- Creator
- Crispytecture Games
- Reviews
- 13
- Added
- Aug 7, 2026
Public Steam disclosure research 25,519 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 layout of some graphics and one soundtrack.
Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer.
Programs, background images, 3D objects
I received assistance from text-generative AI (LLM) for the English translation (localization) of all in-game text (dialogues, UI, system messages) and for writing the English description on the Steam store page.
Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service.
AI tools were used during development to help compose the soundtrack, draw the pixel art, and draft text (including localization and this store page), all under human direction — every piece was reviewed, curated, and approved by the developer. All content is fixed at build time; the game contains no live or runtime AI generation.
One More Fishing contains selected pre-generated content created or refined with generative AI tools during development. This includes selected in-game artwork and UI assets, selected Steam store and marketing artwork, audio assets such as music, ambience, sound effects and selected character voice lines, plus assistance with narrative and quest drafting and localization. All shipped content is selected, edited and integrated before release. The game does not use live-generated AI. It does not contact generative AI services while running and does not send player prompts or player data to such services. At runtime it only loads, selects, animates, processes and mixes fixed content prepared before shipping.
Generative AI was used throughout nearly every aspect of this game's development and production. AI and a human developer formed an unholy union of sound and mind (a merge, if you will) to birth this production. No generative AI runs during gameplay. Its contributions were created during development.
I mostly use AI for debugging and I make it document my code for me. I've been using it for placeholder art but intend on replacing all, or at least most of them by release. I use it like a tool I can turn to for general tasks rather then a crutch that does everything.
Wildmark was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it.
The game to contain art assets generated by artificial intelligence
This game uses AI technology in the production of some of its illustrations, music, voice, and text assets. All generated assets have been reviewed and adjusted by the developer before inclusion. The game also includes an "offline AI study assistant." This assistant does NOT generate text. It identifies the intent of the player's question and searches through study data that the developer has written and verified in advance, then displays the matching explanation as-is. It uses two bundled machine-learning models to improve search accuracy (an embedding model, multilingual-e5-large / MIT, and a re-ranking model, ms-marco-MiniLM-L-6-v2 / Apache-2.0), but these models do not generate any answer text. All processing runs entirely on the player's device with no external data transmission (no GPU required; runs on CPU). Any explanation shown was written and verified in advance by the developer. Note that it cannot answer topics outside the included data, and content may become outdated due to changes in exam rules or laws, so please confirm important matters with official exam information. This AI assistant is a supplementary study feature.
I’m a web designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code, visual and audio assets. Every asset included in the final game was personally selected, refined by hand, placed, and directed by me to match the game’s overall vision.
Kerf - Sawmill Tycoon was made almost entirely with AI tools. The developer directed the work, chose what went into the game and approved every result, but did not model, rig or write code by hand. What that means for the content that ships in the game: - Code: written by an AI coding assistant. - Characters: generated by an AI 3D tool from AI-generated reference images, then rigged and set up in the game by the AI assistant. - Other 3D models: some came from an AI 3D tool - a vehicle and environment props such as rocks, mountains and bushes. The rest, including the valley, the buildings, the machines and the trees, were built in 3D software by the AI assistant writing scripts. - Animation: all character animation was generated with an AI motion tool. - Music: all of the in-game music was generated with an AI music tool. - Sound: some sound effects were generated with an AI sound tool; the rest were sourced from sound libraries by the developer. - Text: the in-game text was written with AI assistance, and the translations from English and Polish into the other 13 supported languages were made with AI. Everything was reviewed and approved by the developer before release. No content is generated by AI while the game is running. The Twitch integration only displays messages typed by real viewers.
We used generative AI tools to create the video content shown on the in-game pinball machine, and some of the promotional assets on our store page. All AI-generated content is reviewed by our team before release.
"We utilized generative AI tools to assist in the creation of 2D art assets, including in-game enemy portraits, familiar graphics, and the background illustrations, banners, and logo artwork displayed on our Steam Store page and library graphics."
Business And Life Simulator, uses generative AI-assisted artwork in some packaging visuals for in-game products/items. Generative AI is not used in any other part of the game, and we are working to remove these AI-assisted visuals before the full release.
Some visual assets were created with the help of generative AI and then hand-finished: the store capsule/key art and a short promotional video are AI-assisted, and a small set of in-game background and decoration art (tile textures, decals) started from AI-generated images that were manually edited and integrated. All game code, game design, writing and gameplay systems are human-made. Screenshots on this page show real gameplay. The game does not generate any content with AI at runtime.
Generative AI tools were used during development to create or assist with some visual assets, audio, and 3D assets used in the game and its promotional materials. No AI-generated content is created during gameplay, and the game does not connect to external AI services.
This game contains pre-rendered AI-assisted artwork and marketing assets that were reviewed and edited by the developer. No live AI-generated content is produced during gameplay.
Many of our icons have been created via generative AI.
We use generative AI tools to assist in creating some of the store artwork and in-game visual assets
Many of the game's visual assets were initially created with the assistance of generative AI as part of the concepting and asset production process. All AI-generated content was reviewed, curated, and refined by the developer to ensure it matched the game's artistic style and quality standards. Gameplay systems, design, balance, writing, and overall creative direction were developed by the developer.
Character portraits are entirely hand-drawn by artists. Background assets are created using AI as preliminary sketches, then comprehensively revised and manually reworked to achieve consistent art style.
Generative AI tools were used during development to generate some 3D model assets, textures, and sounds. All AI-generated content was pre-rendered and reviewed before being included in the game build. No live generative AI is used during gameplay.
AI was used in parts of the character design.
Hot Seat Triage uses AI tools during development only; the game contains no live AI generation at runtime. Code: The game's code was written with the assistance of Claude (Anthropic). All AI-assisted code was directed, reviewed and tested by the developer. Art: The in-game background image was initially generated with Nano Banana 2, then manually edited and finalized by the developer. All other art and UI assets are human-made. Text: Clinical case scenarios were drafted with AI assistance and then reviewed, corrected and medically approved by the developer, an emergency medicine physician. Audio: The theme music and some sound effects were created by the developer using Suno. All AI-assisted content was human-reviewed before inclusion.
The game uses AI for procedural dungeon generation, gameplay management, and realistic enemy behavior simulation.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
Some assets were created with the help of AI serving mainly as inspiration.
In-game textures were generated and enhanced via the use of generative AI. Large Language Models were used to generate and assist with the Code.
AI to translate.
AI tools were used to assist in creating some of the code and game assets. Even so, every part of the game reflects the creator's vision and passion.
This game contains AI-generated 2D artwork, while all 3D models were created by hand.
Some 2D art assets and music in this game were created with the assistance of generative AI during development. All such content was reviewed, edited, and curated by the developer. The game does not generate any AI content in real time.
Generative AI tools were used as development assistants for portions of game code, UI text, localization, and the preparation of some store-page copy and marketing layouts. All results were reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
Only used for assisting translations, no generative AI is used in the store page or the game assets
This game includes some character artwork and UI elements created with the assistance of generative AI.
Some minor 2d art is sketched with AI and then refined. Some music samples created with AI and composed by hooman.
The voice of R.E.I.K.A, the AI companion character, is generated using AI text-to-speech technology same as the voice lines of the end dialogue; all other game content — code, art, design, and writing — is handmade.
Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay.
AI Coding Agents used as coding assistants, AI Generated Audio and Artwork in some places
Some artwork used in Salty was created with the assistance of generative AI tools, including store page capsule art, marketing images, and certain in-game visual assets. All game design, code, systems, and gameplay are authored by the developer. No AI content is generated during gameplay.
This game was made with the help of generative AI tools: • 2D art: Some of the game's 2D artwork (backgrounds, UI skins, card and joker illustrations) was created using generative AI, then selected, edited and integrated into the game by hand. • Commentary: In-match commentary lines were produced with AI text-to-speech. All other sound effects are synthesized procedurally by the game's own code, with no AI involved. No AI model runs while you play. The game is fully offline and never connects to any server; all of the content above is pre-generated, fixed content created during development. No player data is ever sent to any AI system.
all the pictures are generated by artificial intelligence.
AI-generated 3D models for characters and objects in the game.
Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence. Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence.
Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay.
Some store page artwork was created with the assistance of generative AI and manually reviewed and edited. All in-game content and gameplay systems are made by the developer.
Generative AI was used during pre-production to create early concept sketches, used purely as visual inspiration and reference. None of these initial AI-generated images appear in the final game, all art assets were subsequently created and replaced by the development team. Generative AI tools were also used to assist with writing portions of the game's code and with translating the game's text into other languages. In all cases, all output was reviewed, tested, and approved by human developers before being used in the final product.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Architecture & Design Unclear artaudio | The layout of some graphics and one soundtrack. | Crispytecture Games | 13 | Aug 7, 2026 | |
Zombie Cropse In-game content artaudiotext | Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer. | YCF Productions | - | Aug 7, 2026 | |
廃人メダルゲーマーが勝負を挑んで来た!~メダルタワー編~ Unclear art | Programs, background images, 3D objects | みらいゲームズ | - | Aug 7, 2026 | |
The Potion Stand : Brewing for Sprites In-game content text | I received assistance from text-generative AI (LLM) for the English translation (localization) of all in-game text (dialogues, UI, system messages) and for writing the English description on the Steam store page. | Warm Cup Studio | - | Aug 7, 2026 | |
HOPIATE In-game content textcode | Some in-game text and code were written with AI assistance during development. All content was reviewed, edited and approved by the developer before shipping. The game does not generate any content using AI at runtime and does not connect to any AI service. | 9in1shampoo | - | Aug 7, 2026 | |
1.44MB RESCUE In-game content audioarttext | AI tools were used during development to help compose the soundtrack, draw the pixel art, and draft text (including localization and this store page), all under human direction — every piece was reviewed, curated, and approved by the developer. All content is fixed at build time; the game contains no live or runtime AI generation. | Soarinto Inc. | - | Aug 7, 2026 | |
ONE MORE FISHING In-game content artaudiotext | One More Fishing contains selected pre-generated content created or refined with generative AI tools during development. This includes selected in-game artwork and UI assets, selected Steam store and marketing artwork, audio assets such as music, ambience, sound effects and selected character voice lines, plus assistance with narrative and quest drafting and localization. All shipped content is selected, edited and integrated before release.
The game does not use live-generated AI. It does not contact generative AI services while running and does not send player prompts or player data to such services. At runtime it only loads, selects, animates, processes and mixes fixed content prepared before shipping. | Linewake Studio | - | Aug 7, 2026 | |
Mergeopolis Dev only | Generative AI was used throughout nearly every aspect of this game's development and production. AI and a human developer formed an unholy union of sound and mind (a merge, if you will) to birth this production.
No generative AI runs during gameplay. Its contributions were created during development. | Obsolete Robot | - | Aug 7, 2026 | |
Immortalitea Dev only codeart | I mostly use AI for debugging and I make it document my code for me. I've been using it for placeholder art but intend on replacing all, or at least most of them by release. I use it like a tool I can turn to for general tasks rather then a crutch that does everything. | CronicGames | - | Aug 7, 2026 | |
Wildmark In-game content artaudiotext | Wildmark was made by one person. The story and all of its dialogue are my own, written by me. But without a studio's budget to commission artists, composers, and voice actors, I used generative AI tools to help create much of what you see. Nothing ships as a raw, untouched generation: every asset was hand-directed, chosen, refined, and assembled to fit a single cohesive, hand-crafted style and world, and reviewed by me to make sure it belonged. In the end, what matters is whether the game is enjoyable and worth your time, not which tools helped build it. | Jaco Stander | - | Aug 7, 2026 | |
Lumber Tycoon Island In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforgames | 10 | Aug 7, 2026 | |
電工らぶ -ゼロから始める電気工事士- Live AI artaudiotext | This game uses AI technology in the production of some of its illustrations, music, voice, and text assets. All generated assets have been reviewed and adjusted by the developer before inclusion.
The game also includes an "offline AI study assistant." This assistant does NOT generate text. It identifies the intent of the player's question and searches through study data that the developer has written and verified in advance, then displays the matching explanation as-is. It uses two bundled machine-learning models to improve search accuracy (an embedding model, multilingual-e5-large / MIT, and a re-ranking model, ms-marco-MiniLM-L-6-v2 / Apache-2.0), but these models do not generate any answer text. All processing runs entirely on the player's device with no external data transmission (no GPU required; runs on CPU). Any explanation shown was written and verified in advance by the developer. Note that it cannot answer topics outside the included data, and content may become outdated due to changes in exam rules or laws, so please confirm important matters with official exam information. This AI assistant is a supplementary study feature. | Tsumugi Games | - | Aug 7, 2026 | |
Buckaroo In-game content artaudiocode | I’m a web designer by day, and making a game has been a childhood dream of mine. I used generative AI as part of my development process, including helping with code, visual and audio assets. Every asset included in the final game was personally selected, refined by hand, placed, and directed by me to match the game’s overall vision. | Max G Games | - | Aug 7, 2026 | |
KERF: Sawmill Tycoon In-game content artaudiotextcode | Kerf - Sawmill Tycoon was made almost entirely with AI tools. The developer directed the work, chose what went into the game and approved every result, but did not model, rig or write code by hand. What that means for the content that ships in the game:
- Code: written by an AI coding assistant.
- Characters: generated by an AI 3D tool from AI-generated reference images, then rigged and set up in the game by the AI assistant.
- Other 3D models: some came from an AI 3D tool - a vehicle and environment props such as rocks, mountains and bushes. The rest, including the valley, the buildings, the machines and the trees, were built in 3D software by the AI assistant writing scripts.
- Animation: all character animation was generated with an AI motion tool.
- Music: all of the in-game music was generated with an AI music tool.
- Sound: some sound effects were generated with an AI sound tool; the rest were sourced from sound libraries by the developer.
- Text: the in-game text was written with AI assistance, and the translations from English and Polish into the other 13 supported languages were made with AI.
Everything was reviewed and approved by the developer before release.
No content is generated by AI while the game is running. The Twitch integration only displays messages typed by real viewers. | MGDB Studio | 31 | Aug 7, 2026 | |
Pachinko Swamp In-game content art | We used generative AI tools to create the video content shown on the in-game pinball machine, and some of the promotional assets on our store page. All AI-generated content is reviewed by our team before release. | Trollix Games | - | Aug 7, 2026 | |
Crimson Engines In-game content art | "We utilized generative AI tools to assist in the creation of 2D art assets, including in-game enemy portraits, familiar graphics, and the background illustrations, banners, and logo artwork displayed on our Steam Store page and library graphics." | Alphasin | - | Aug 7, 2026 | |
Business And Life Simulator In-game content art | Business And Life Simulator, uses generative AI-assisted artwork in some packaging visuals for in-game products/items. Generative AI is not used in any other part of the game, and we are working to remove these AI-assisted visuals before the full release. | EE GAMES | - | Aug 7, 2026 | |
Rot & Bloom In-game content art | Some visual assets were created with the help of generative AI and then hand-finished: the store capsule/key art and a short promotional video are AI-assisted, and a small set of in-game background and decoration art (tile textures, decals) started from AI-generated images that were manually edited and integrated. All game code, game design, writing and gameplay systems are human-made. Screenshots on this page show real gameplay. The game does not generate any content with AI at runtime. | Loam | - | Aug 7, 2026 | |
Second Nature: Night Authority In-game content artaudio | Generative AI tools were used during development to create or assist with some visual assets, audio, and 3D assets used in the game and its promotional materials. No AI-generated content is created during gameplay, and the game does not connect to external AI services. | ThunderRQN | - | Aug 7, 2026 | |
LostMan Store/marketing art | This game contains pre-rendered AI-assisted artwork and marketing assets that were reviewed and edited by the developer. No live AI-generated content is produced during gameplay. | JKDolbi | - | Aug 7, 2026 | |
Clickbait Tycoon In-game content art | Many of our icons have been created via generative AI. | FrostyVoid Inc. | - | Aug 7, 2026 | |
ローマ帝国の逆襲 In-game content art | We use generative AI tools to assist in creating some of the store artwork and in-game visual assets | 杉浦秀樹 | - | Aug 7, 2026 | |
Immortal Zenith: Idle to Ascension In-game content art | Many of the game's visual assets were initially created with the assistance of generative AI as part of the concepting and asset production process. All AI-generated content was reviewed, curated, and refined by the developer to ensure it matched the game's artistic style and quality standards. Gameplay systems, design, balance, writing, and overall creative direction were developed by the developer. | InZanityX | - | Aug 7, 2026 | |
姐姐是我的猫 In-game content art | Character portraits are entirely hand-drawn by artists. Background assets are created using AI as preliminary sketches, then comprehensively revised and manually reworked to achieve consistent art style. | 希部菌 | - | Aug 7, 2026 | |
Arena Blues - Requiem for 35 In-game content artaudio | Generative AI tools were used during development to generate some 3D model assets, textures, and sounds. All AI-generated content was pre-rendered and reviewed before being included in the game build. No live generative AI is used during gameplay. | CodeBlues | - | Aug 7, 2026 | |
TDM : Task Drill Maniac In-game content art | AI was used in parts of the character design. | ZETACORE INC. | - | Aug 7, 2026 | |
Hot Seat Triage In-game content arttextcode | Hot Seat Triage uses AI tools during development only; the game contains no live AI generation at runtime.
Code: The game's code was written with the assistance of Claude (Anthropic). All AI-assisted code was directed, reviewed and tested by the developer.
Art: The in-game background image was initially generated with Nano Banana 2, then manually edited and finalized by the developer. All other art and UI assets are human-made.
Text: Clinical case scenarios were drafted with AI assistance and then reviewed, corrected and medically approved by the developer, an emergency medicine physician.
Audio: The theme music and some sound effects were created by the developer using Suno.
All AI-assisted content was human-reviewed before inclusion. | System Two Games | - | Aug 7, 2026 | |
Path to Catakombs Live AI | The game uses AI for procedural dungeon generation, gameplay management, and realistic enemy behavior simulation. | Catakombs | - | Aug 7, 2026 | |
君と最後の放課後 In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 7, 2026 | |
Bid Wars Dev only | Some assets were created with the help of AI serving mainly as inspiration. | Fat Dragon Studios | - | Aug 7, 2026 | |
Bird Game: Tokyo In-game content artcode | In-game textures were generated and enhanced via the use of generative AI. Large Language Models were used to generate and assist with the Code. | Polygunplay | - | Aug 7, 2026 | |
Snake Extended In-game content text | AI to translate. | Noninoni | - | Aug 7, 2026 | |
Grimsorrow Academy In-game content codeart | AI tools were used to assist in creating some of the code and game assets. Even so, every part of the game reflects the creator's vision and passion. | Tadeo Interactive | - | Aug 7, 2026 | |
That pricing man 定价人 In-game content art | This game contains AI-generated 2D artwork, while all 3D models were created by hand. | Roundabout Game | - | Aug 7, 2026 | |
Code Alone In-game content artaudio | Some 2D art assets and music in this game were created with the assistance of generative AI during development. All such content was reviewed, edited, and curated by the developer. The game does not generate any AI content in real time. | W.Y. Games | - | Aug 7, 2026 | |
矿脉铁匠 In-game content codetext | Generative AI tools were used as development assistants for portions of game code, UI text, localization, and the preparation of some store-page copy and marketing layouts. All results were reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services. | LIU CHENGXI | - | Aug 7, 2026 | |
The Berliner In-game content text | Only used for assisting translations, no generative AI is used in the store page or the game assets | Kelt Games | - | Aug 7, 2026 | |
The Fallen Chronicles In-game content art | This game includes some character artwork and UI elements created with the assistance of generative AI. | Neler93 | - | Aug 7, 2026 | |
I Need to Fix My Dream Car (But I Work at a Junkyard) In-game content artaudio | Some minor 2d art is sketched with AI and then refined. Some music samples created with AI and composed by hooman. | GameFactory | - | Aug 6, 2026 | |
Venusville - Prologue In-game content audio | The voice of R.E.I.K.A, the AI companion character, is generated using AI text-to-speech technology same as the voice lines of the end dialogue; all other game content — code, art, design, and writing — is handmade. | Orbit Start Studios | 14 | Aug 6, 2026 | |
Army Troop Remastered In-game content art | Generative AI was used to assist in creating certain promotional and store page artwork. All AI-generated content was reviewed, edited, and refined by the developer. No generative AI is used during gameplay. | Army Troop Studios | - | Aug 6, 2026 | |
SubSurvival: SSN-13 "Grendel" In-game content artaudiocode | AI Coding Agents used as coding assistants, AI Generated Audio and Artwork in some places | Pomme Bleue | - | Aug 6, 2026 | |
Salty In-game content art | Some artwork used in Salty was created with the assistance of generative AI tools, including store page capsule art, marketing images, and certain in-game visual assets. All game design, code, systems, and gameplay are authored by the developer. No AI content is generated during gameplay. | Garrack Gaming Studios | - | Aug 6, 2026 | |
Cartagol: Football Card Career In-game content artaudiotext | This game was made with the help of generative AI tools:
• 2D art: Some of the game's 2D artwork (backgrounds, UI skins, card and joker illustrations) was created using generative AI, then selected, edited and integrated into the game by hand.
• Commentary: In-match commentary lines were produced with AI text-to-speech. All other sound effects are synthesized procedurally by the game's own code, with no AI involved.
No AI model runs while you play. The game is fully offline and never connects to any server; all of the content above is pre-generated, fixed content created during development. No player data is ever sent to any AI system. | İlker Yelken | - | Aug 6, 2026 | |
Visual Novel: Beak and Claws In-game content art | all the pictures are generated by artificial intelligence. | Reanim Games | - | Aug 5, 2026 | |
Tidewrack In-game content art | AI-generated 3D models for characters and objects in the game. | OverLKD Studio | - | Aug 5, 2026 | |
Starscrip In-game content text | Starscrip uses short-form in-game text content that was created with the assistance of generative artificial intelligence.
Player facing marketing content, like release notes, may also be created with the assistance of generative artificial intelligence. | FLOOPY | - | Aug 5, 2026 | |
Cinderisle In-game content art | Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay. | 플랜츠게임 | - | Aug 5, 2026 | |
Traffic Architect Store/marketing art | Some store page artwork was created with the assistance of generative AI and manually reviewed and edited. All in-game content and gameplay systems are made by the developer. | Green Signal Games | - | Aug 5, 2026 | |
Sealcoating Simulator Dev only artcodetext | Generative AI was used during pre-production to create early concept sketches, used purely as visual inspiration and reference. None of these initial AI-generated images appear in the final game, all art assets were subsequently created and replaced by the development team. Generative AI tools were also used to assist with writing portions of the game's code and with translating the game's text into other languages. In all cases, all output was reviewed, tested, and approved by human developers before being used in the final product. | Ace 87 Studios | - | Aug 5, 2026 |