This game uses AI-generated art and audio assets created during development.
- Creator
- WinFive Games
- Reviews
- -
- Added
- Aug 8, 2026
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Interactive or runtime AI features disclosed by the developer.
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This game uses AI-generated art and audio assets created during development.
Einige visuelle Elemente des Spiels wurden mithilfe generativer KI-Tools erstellt und anschließend vom Entwickler ausgewählt, bearbeitet und integriert. Während des Spielablaufs kommt keine generative KI zum Einsatz.
Some game assets used AI assisted coding and tools to help generate and refine them, localisation was done with the help of AI translation.
AI helped with translating into different languages and with editing some of the original textures.
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.
Many of our icons have been created via generative AI.
The game's code, writing (company names, event text, narrative flavor), and 2D art were created during development with AI assistance (Anthropic's Claude), directed, curated, and edited by the developer. All content is pre-generated: the game generates no AI content at runtime and connects to no AI services while you play.
Some of the game's resources (art assets, some promotional images on the store page, code, etc.) were completed with the help of AI to achieve better artistic effects.
This game's music was generated using an AI music generation tool.
Sound Syndicate uses some AI-generated tools for creating music, audio clips, and visual art assets used within the game.
Bar Baron's game design, code, simulation systems, balance and all in-game text are written by hand.Generative AI was used as a production tool in two places: some of the game's 3D props-furniture, bar equipment, kitchen and decor items-were produced with AI tools, and part of the soundtrack is AI-generated music. Those props were made specifically for Bar Baron, following our own art direction, and were then reviewed, optimized and placed by hand-this is not a game assembled from generic asset packs. Character models are not AI-generated. Nothing is generated while you play. The game runs no generative AI at runtime: every system, every event and every number in the simulation was authored by a person.
This game uses AI-generated artwork for static marketplace listing images including cars, homes, investment properties, boats, and businesses shown in the Assets and Business panels, as well as for Steam achievement icons. All AI-generated content is created during development and shipped as fixed image files. The game does not generate any content live during gameplay and does not connect to any AI service while you play.
AI tools were used to help speed up development. Cutscenes/story images in Career mode are AI-generated.
CivEconomy: Future Leader uses locally-running AI for two optional gameplay features. All AI processing runs entirely on the player's machine — no data is sent to external servers. Text AI (Command Processing): An on-device language model (Llama 3.2 1B via Ollama) interprets natural language player commands and classifies them into game actions. A keyword-matching fallback system works identically without AI enabled. Image AI (Chieftain Portraits): An on-device Stable Diffusion 1.5 model generates decorative chieftain portrait images. These are purely cosmetic with no gameplay impact. Both features are completely optional. The game is fully functional and playable without any AI features active.
Ice Coast Revival is built by a small team working with AI tools. Some pre-made content that ships with the game, including in-game text and some audio, was created with generative AI and then human-reviewed. All of it is fixed at build time: the game does not generate content live with AI while you play.
AI was used throughout to assist in the development of this game.
AI was used to generate initial drafts for some images and illustrations. All resulting assets are used only after review and revision by the developer.
Some of the content in this game was created using generative AI tools - this includes converting to seamless textures, some visual elements, localization (interface translations), as well as some sound effects and music. All AI-generated materials have been reviewed, edited and adapted by the game's creators.
We used AI tools during development to assist with portions of the game's code and some textures/images. All AI-assisted content was reviewed and finalized by the development team before being included in the game. No AI-generated content is created during gameplay.
This title includes content created with the assistance of AI tools.
Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio.
AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer.
Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data.
Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
Aircraft Tycoon uses generative AI during development to create certain pre-rendered 2D visual assets, including environmental backgrounds, building illustrations, and selected promotional artwork. All AI-assisted content is reviewed, curated, and, where necessary, edited by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services.
Gernative AI was used for coding, editing, and asset production.
This is not actually required to disclose but since it crosses the line for some people, I should admit that AI coding tools were used during the game's production. No AI was used to generate any images, audio, text, or design. Its purpose was to help code mechanics according to my design, assist in debugging, and (most importantly) eliminate crunch.
Some of this game's visual assets (character art, icons, and UI) were created with the help of generative AI tools and were manually edited and reviewed by the developer.
Ruthless Returns is a solo-developed game built and refined over hundreds of hours. The original version was created on paper in 2022, but at the time I did not have the resources to turn it into a full game. Early prototypes used licensed images with a simple painted treatment. It worked, but the visual style was ultimately shaped by whatever suitable assets were available. Generative AI made it possible to create artwork specifically for Ruthless Returns and give the game a much more consistent look and feel from top to bottom. AI was used for the card artwork and character voices. That also made it possible for me to finally turn the original paper concept into a PC game. If players enjoy it, I hope to take it full circle and eventually produce Ruthless Returns as a physical board game. Balancing combines extensive human playtesting with more than 500,000 simulated games. The simulations were used to analyze win rates, card strength, strategies and interactions across a much larger number of matches than manual playtesting alone could realistically cover.
AIR EMPIRE uses generative AI tools for part of its store/marketing assets and some in-game content — specifically store capsule images, store descriptions, localization into non-English languages, and marketing video narration. All AI-assisted output is reviewed and edited by a human developer, and we have taken steps to ensure it does not include infringing or illegal content.
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 of the art assets in Bomb Farm - including character, item and environment artwork used in the game, on our store page and in Steam Community images - were created with the help of generative AI tools, and were then reviewed, edited and assembled by our team before being included in the build. Bomb Farm does not generate any content with AI while you play. All content ships pre-made inside the game build; there is no live/real-time AI generation and the game does not connect to any external AI service.
AI support was used solely for coding support during the game's development process. There is no AI system actively running during gameplay, generating real-time content, or connecting to an external AI service. Beyond the game's coding, the graphics, story, music, and other creative content were entirely created by human effort.
This game is intended as a criticism of generative AI. The main premise of the game is fighting AI Slop as such we used existing AI images for the enemies and environment. We did not generate any of these images ourselves. All AI art used in the game is pre-existing and found on the internet.
Astral Outpost was built by a solo developer working with AI tools. Some visual assets ( mostly marketing ) including the key art seen on the start screen and store page were created with generative AI and hand-finished. In-game text and its translations were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play: every piece of content in the game is fixed and human-reviewed before it ships.
The images and illustrations in Old Money (icons, scenes, backgrounds) as well as parts of the store artwork were created with generative AI image tools and were curated and edited by the developer. The program code and parts of the texts were also developed with the assistance of AI tools and were reviewed, tested and are the responsibility of the developer. The game concept, design and balancing come from the developer. No content is generated by AI at runtime, and the game does not send any data to AI services.
Helped with bug fixes and proofreading.
Some of the artworks including pictures, 3D models and audios in the game are generated by AI.
Some 2D art assets (vehicle icons, map symbols, UI iconography) were created with AI assistance.
Generative AI was used during development to assist with selected fictional product labels, packaging textures, item icons, and visual reference materials.
Some of this game's assets were created with generative AI tools and then integrated by hand: the fish models, the facility hall, and the tanks. Some in-game text, the tutorial and the customer emails, was written with the help of an AI language model. All other assets (music, sound, icons, textures, remaining UI) are hand-made or CC0. Every game system, the water simulation, koi grading, economy, customer and calendar logic, is hand-written code. No generative AI runs at runtime; nothing is generated live while you play.
Some of this game's visual assets (such as background art, city and airport imagery, and icons) and background music tracks were created with the help of generative AI tools,
Generative AI was used during the development of this game to assist with the creation of certain visual assets and to help with portions of the programming process. All gameplay mechanics, game design, story, progression, and creative direction were designed and implemented by the developer.
Ever since I was a child, I dreamed of making my own game. I tried again and again — I gathered teams, but something always fell apart and I would give up halfway. This time is different: with the help of AI, I am finally able to bring my dream to life. AI helped me with some of the text and translations — all the art, music, and sound are human-made or licensed, and the game uses no AI while you play. I am an honest person, and I will keep giving this game everything I have. Thank you for taking the time to read this. 💚
Only Steam store assets and logo are generated or modified by AI
Generative AI was used during production of some visual and audio assets. All generated material is selected, directed, edited, and integrated through a human-led creative process. The game does not generate content with AI during play.
AI is used to translate/localize this game. AI is used to assist programming of this game.
This game uses generative artificial intelligence in the following ways: pixel character artwork and background images. AI-generated content was reviewed and edited by the developer before being included in the game or store page.
Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer: Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer. 2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer.
Some placeholder art in the current build was AI-generated and is being replaced with hand-made art ahead of release.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
CAPITALIUM In-game content artaudio | This game uses AI-generated art and audio assets created during development. | WinFive Games | - | Aug 8, 2026 | |
Harvest Deadline In-game content art | Einige visuelle Elemente des Spiels wurden mithilfe generativer KI-Tools erstellt und anschließend vom Entwickler ausgewählt, bearbeitet und integriert. Während des Spielablaufs kommt keine generative KI zum Einsatz. | Deadline Forge | - | Aug 8, 2026 | |
Void Inc In-game content arttextcode | Some game assets used AI assisted coding and tools to help generate and refine them, localisation was done with the help of AI translation. | The Occult Arcade | - | Aug 8, 2026 | |
Nicotine Merchant Simulator™ In-game content textart | AI helped with translating into different languages and with editing some of the original textures. | pickaxe | 42 | Aug 8, 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 | |
Clickbait Tycoon In-game content art | Many of our icons have been created via generative AI. | FrostyVoid Inc. | - | Aug 7, 2026 | |
Venture Capital Tycoon In-game content arttextcode | The game's code, writing (company names, event text, narrative flavor), and 2D art were created during development with AI assistance (Anthropic's Claude), directed, curated, and edited by the developer. All content is pre-generated: the game generates no AI content at runtime and connects to no AI services while you play. | Grackle Industries | - | Aug 5, 2026 | |
狂赌转轮 Store/marketing artcode | Some of the game's resources (art assets, some promotional images on the store page, code, etc.) were completed with the help of AI to achieve better artistic effects. | lv12games | - | Aug 5, 2026 | |
Bug Bounty Hunter — Idle audio | This game's music was generated using an AI music generation tool. | VulnByte | - | Aug 5, 2026 | |
Sound Syndicate In-game content audioart | Sound Syndicate uses some AI-generated tools for creating music, audio clips, and visual art assets used within the game. | NiTToN | - | Aug 5, 2026 | |
Bar Tycoon In-game content artaudiotext | Bar Baron's game design, code, simulation systems, balance and all in-game text are written by hand.Generative AI was used as a production tool in two places: some of the game's 3D props-furniture,
bar equipment, kitchen and decor items-were produced with AI tools, and part of the soundtrack is
AI-generated music.
Those props were made specifically for Bar Baron, following our own art direction, and were then
reviewed, optimized and placed by hand-this is not a game assembled from generic asset packs.
Character models are not AI-generated.
Nothing is generated while you play. The game runs no generative AI at runtime: every system, every
event and every number in the simulation was authored by a person. | Dorean Games | - | Aug 5, 2026 | |
GG Life In-game content art | This game uses AI-generated artwork for static marketplace listing images including cars, homes, investment properties, boats, and businesses shown in the Assets and Business panels, as well as for Steam achievement icons. All AI-generated content is created during development and shipped as fixed image files. The game does not generate any content live during gameplay and does not connect to any AI service while you play. | AfterGlow Games | - | Aug 5, 2026 | |
FinSim In-game content art | AI tools were used to help speed up development. Cutscenes/story images in Career mode are AI-generated. | FinSim | 56 | Aug 5, 2026 | |
CivEconomy - Future Leader Live AI textart | CivEconomy: Future Leader uses locally-running AI for two optional gameplay features. All AI processing runs entirely on the player's machine — no data is sent to external servers.
Text AI (Command Processing): An on-device language model (Llama 3.2 1B via Ollama) interprets natural language player commands and classifies them into game actions. A keyword-matching fallback system works identically without AI enabled.
Image AI (Chieftain Portraits): An on-device Stable Diffusion 1.5 model generates decorative chieftain portrait images. These are purely cosmetic with no gameplay impact.
Both features are completely optional. The game is fully functional and playable without any AI features active. | lekCurts Studio | - | Aug 5, 2026 | |
Ice Coast Revival In-game content textaudio | Ice Coast Revival is built by a small team working with AI tools. Some pre-made content that ships with the game, including in-game text and some audio, was created with generative AI and then human-reviewed. All of it is fixed at build time: the game does not generate content live with AI while you play. | Firn LLC | - | Aug 4, 2026 | |
Takeout Mania Dev only | AI was used throughout to assist in the development of this game. | Alagesia | - | Aug 4, 2026 | |
Bureau of Hero Affairs In-game content art | AI was used to generate initial drafts for some images and illustrations. All resulting assets are used only after review and revision by the developer. | indigoblue | - | Aug 4, 2026 | |
Texas Oil Baron In-game content artaudiotext | Some of the content in this game was created using generative AI tools - this includes converting to seamless textures, some visual elements, localization (interface translations), as well as some sound effects and music. All AI-generated materials have been reviewed, edited and adapted by the game's creators. | Slabon Games | - | Aug 4, 2026 | |
Only Booze: Liquor Store Simulator In-game content artcode | We used AI tools during development to assist with portions of the game's code and some textures/images. All AI-assisted content was reviewed and finalized by the development team before being included in the game. No AI-generated content is created during gameplay. | HighOnGames | - | Aug 4, 2026 | |
Streaming Platform Manager Unclear | This title includes content created with the assistance of AI tools. | Empera Games | - | Aug 4, 2026 | |
Fish Restaurant & Farming Simulator In-game content artaudio | Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio. | Arcane Lantern studio | - | Aug 2, 2026 | |
Minesweeper Inc. In-game content textartaudio | AI tools were used to assist with writing and localizing store page text and some in-game text, and as a coding assistant during development. Store page marketing assets, images and the background music in the trailer were generated with AI tools and then reviewed and edited by the developer. All game design, mechanics and balance are human-made; all in-game visual art is hand-authored procedural drawing, and the game itself contains no AI-generated audio, music or voice. All AI-assisted content was reviewed and edited by the developer. | Hazard Lights Games | - | Aug 1, 2026 | |
Industrial Mogul In-game content art | Generative AI is used only during development to create and refine certain visual assets, including textures, icons, and UI elements. All generated materials are reviewed and edited by the developer when necessary before being added to the game. AI does not generate content during gameplay or process user data. | codebooster | - | Jul 30, 2026 | |
Pip Sellfish In-game content artaudio | Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play. | Wombart | - | Jul 30, 2026 | |
Aircraft Tycoon In-game content art | Aircraft Tycoon uses generative AI during development to create certain pre-rendered 2D visual assets, including environmental backgrounds, building illustrations, and selected promotional artwork. All AI-assisted content is reviewed, curated, and, where necessary, edited by the developer before being included in the game. The game does not generate AI content during gameplay and does not connect to external AI services. | Spitfine Mmoores | - | Jul 29, 2026 | |
I Was a Failed Day Trader Who Lost Everything, But After Being Reincarnated in Another World, My Textbook Technical Analysis Actually Works and Now I'm the Richest Man in the Kingdom!? In-game content artcode | Gernative AI was used for coding, editing, and asset production. | Arbitales | - | Jul 29, 2026 | |
Wall Street Broker Dev only code | This is not actually required to disclose but since it crosses the line for some people, I should admit that AI coding tools were used during the game's production.
No AI was used to generate any images, audio, text, or design.
Its purpose was to help code mechanics according to my design, assist in debugging, and (most importantly) eliminate crunch. | GamesCorp | - | Jul 29, 2026 | |
Dead Broke In-game content art | Some of this game's visual assets (character art, icons, and UI) were created with the help of generative AI tools and were manually edited and reviewed by the developer. | Render Estudio 3D | - | Jul 29, 2026 | |
Ruthless Returns In-game content artaudio | Ruthless Returns is a solo-developed game built and refined over hundreds of hours. The original version was created on paper in 2022, but at the time I did not have the resources to turn it into a full game.
Early prototypes used licensed images with a simple painted treatment. It worked, but the visual style was ultimately shaped by whatever suitable assets were available. Generative AI made it possible to create artwork specifically for Ruthless Returns and give the game a much more consistent look and feel from top to bottom. AI was used for the card artwork and character voices.
That also made it possible for me to finally turn the original paper concept into a PC game. If players enjoy it, I hope to take it full circle and eventually produce Ruthless Returns as a physical board game.
Balancing combines extensive human playtesting with more than 500,000 simulated games. The simulations were used to analyze win rates, card strength, strategies and interactions across a much larger number of matches than manual playtesting alone could realistically cover. | South Harbour Studios | - | Jul 29, 2026 | |
AIR EMPIRE: 1950 Airline Tycoon In-game content arttextaudio | AIR EMPIRE uses generative AI tools for part of its store/marketing assets and some in-game content — specifically store capsule images, store descriptions, localization into non-English languages, and marketing video narration. All AI-assisted output is reviewed and edited by a human developer, and we have taken steps to ensure it does not include infringing or illegal content. | hAi Corp | - | Jul 29, 2026 | |
退職できない会社からの脱出 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 | - | Jul 29, 2026 | |
Bomb Farm In-game content art | Some of the art assets in Bomb Farm - including character, item and environment artwork used in the game, on our store page and in Steam Community images - were created with the help of generative AI tools, and were then reviewed, edited and assembled by our team before being included in the build.
Bomb Farm does not generate any content with AI while you play. All content ships pre-made inside the game build; there is no live/real-time AI generation and the game does not connect to any external AI service. | Stream On | - | Jul 29, 2026 | |
All The Little People Dev only code | AI support was used solely for coding support during the game's development process. There is no AI system actively running during gameplay, generating real-time content, or connecting to an external AI service. Beyond the game's coding, the graphics, story, music, and other creative content were entirely created by human effort. | R0guish | - | Jul 29, 2026 | |
ArtificialOverthrow In-game content art | This game is intended as a criticism of generative AI. The main premise of the game is fighting AI Slop as such we used existing AI images for the enemies and environment. We did not generate any of these images ourselves. All AI art used in the game is pre-existing and found on the internet. | Clearence Rack | - | Jul 29, 2026 | |
Astral Outpost In-game content arttext | Astral Outpost was built by a solo developer working with AI tools. Some visual assets ( mostly marketing ) including the key art seen on the start screen and store page were created with generative AI and hand-finished. In-game text and its translations were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play: every piece of content in the game is fixed and human-reviewed before it ships. | Derek Lawrence | - | Jul 27, 2026 | |
Old Money In-game content arttextcode | The images and illustrations in Old Money (icons, scenes, backgrounds) as well as parts of the store artwork were created with generative AI image tools and were curated and edited by the developer. The program code and parts of the texts were also developed with the assistance of AI tools and were reviewed, tested and are the responsibility of the developer. The game concept, design and balancing come from the developer. No content is generated by AI at runtime, and the game does not send any data to AI services. | DeltaGames | - | Jul 25, 2026 | |
Pounds & Polaroids Dev only codetext | Helped with bug fixes and proofreading. | FatFox Games | - | Jul 25, 2026 | |
Salt and Spice In-game content artaudio | Some of the artworks including pictures, 3D models and audios in the game are generated by AI. | Swordbearer Studios | - | Jul 25, 2026 | |
Core Logistics In-game content art | Some 2D art assets (vehicle icons, map symbols, UI iconography) were created with AI assistance. | Amber Anchor Studio | - | Jul 23, 2026 | |
Kiosk Hustle In-game content art | Generative AI was used during development to assist with selected fictional product labels, packaging textures, item icons, and visual reference materials. | Akadmy Development | - | Jul 23, 2026 | |
Aquaculture Simulator In-game content arttext | Some of this game's assets were created with generative AI tools and then integrated by hand: the fish models, the facility hall, and the tanks. Some in-game text, the tutorial and the customer emails, was written with the help of an AI language model. All other assets (music, sound, icons, textures, remaining UI) are hand-made or CC0. Every game system, the water simulation, koi grading, economy, customer and calendar logic, is hand-written code. No generative AI runs at runtime; nothing is generated live while you play. | Kellwright Studios | - | Jul 23, 2026 | |
Airline Empire art | Some of this game's visual assets (such as background art, city and airport imagery, and icons) and background music tracks were created
with the help of generative AI tools, | KS | - | Jul 23, 2026 | |
SpacePorts In-game content artcode | Generative AI was used during the development of this game to assist with the creation of certain visual assets and to help with portions of the programming process. All gameplay mechanics, game design, story, progression, and creative direction were designed and implemented by the developer. | Jørgen S. Eide | - | Jul 23, 2026 | |
Blackrast In-game content text | Ever since I was a child, I dreamed of making my own game. I tried again and again — I gathered teams, but something always fell apart and I would give up halfway. This time is different: with the help of AI, I am finally able to bring my dream to life. AI helped me with some of the text and translations — all the art, music, and sound are human-made or licensed, and the game uses no AI while you play.
I am an honest person, and I will keep giving this game everything I have. Thank you for taking the time to read this. 💚 | Ortak Games | - | Jul 23, 2026 | |
Fruit Store Simulator Store/marketing art | Only Steam store assets and logo are generated or modified by AI | MetaMata | - | Jul 22, 2026 | |
Pull the Lever In-game content artaudio | Generative AI was used during production of some visual and audio assets. All generated material is selected, directed, edited, and integrated through a human-led creative process. The game does not generate content with AI during play. | Finback Games | - | Jul 22, 2026 | |
Break the Bank In-game content textcode | AI is used to translate/localize this game.
AI is used to assist programming of this game. | Fen Fen | - | Jul 22, 2026 | |
Pixel Trader In-game content art | This game uses generative artificial intelligence in the following ways: pixel character artwork and background images. AI-generated content was reviewed and edited by the developer before being included in the game or store page. | Ryaland Studio | - | Jul 22, 2026 | |
Rent Due In-game content audioart | Pre-generated AI content is used in the following ways, with every piece reviewed, edited, and placed by hand by the developer:
Voice acting: character voice lines (the tutorial narrator and tenant voices) are generated with AI text to speech from scripts written by the developer.
2D artwork: some in-game 2D art (such as the travel map illustration and map icons) and some marketing and store page artwork (capsule backgrounds and logo concepts) started from AI generated images that were then selected, edited, and integrated by the developer. | Green | 76 | Jul 22, 2026 | |
Cauldron Cartel In-game content art | Some placeholder art in the current build was AI-generated and is being replaced with hand-made art ahead of release. | SHG | - | Jul 22, 2026 |