Some item and skill images were created with the help of generative AI during development.
- Creator
- Fiery Swan
- Reviews
- -
- Added
- Sep 15, 2026
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Interactive or runtime AI features disclosed by the developer.
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Some item and skill images were created with the help of generative AI during development.
Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game.
・We are using generative AI to reimagine characters based on original designs. ・We are using AI to generate characters based on some original designs. ・We use generative AI to create illustrations for store and website images. ・We conduct pattern testing using generative AI for logic and communication tests.
The following content was created with the help of AI tools: - Store capsule images and banners - Stage map images - Translations into localized languages - Steam achievement icons All AI-generated content was reviewed by our development team before being added to the game and store page.
Generative AI (Google Gemini) was used to draft, translate, and refine the store descriptions and in-game text based on the developer's concepts. Every output was reviewed and edited by the developer to ensure accuracy and alignment with the game's vision.
The developer first created a visual guide for the character NULL. Based on that guide, Meshy AI was used to create one pre-generated 3D character model. No AI-generated content is created during gameplay. All other game content, music, audiovisual works, film, website, and Unreal Engine and Wwise systems were created by the developer.
This game contains AI generated models and art.
Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play.
AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
Some of this game's artwork - the Steam achievement icons and a number of interface icons - was created with a generative image model, then hand-selected, cropped and colour-matched by the developer. In-game text and the English localisation were also drafted with AI assistance and reviewed by the developer. The game does not generate any content while you play, and it does not connect to any AI service.
Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play. What was made with the help of AI: - Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand. - Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer. - Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community. Game design, gameplay systems and balancing are the developer's own work.
AI has been used to improve the code and some graphics.
Some visual and audio assets in this game were created with generative AI during development. • Yokai piece illustrations were generated with OpenAI GPT Images, then selected and cropped for in-game use. The same art may also appear in store screenshots. • Title and battle music were generated with Google Gemini (Lyria), then selected for looping playback. Rules, gameplay code, sound effects, and UI text were not live-generated. This game does not call an AI service while you play.
Generative AI was used to assist with multilingual localization and the creation of some music used in the game.
Generative AI tools were used during development to assist with selected visual assets and promotional materials. All AI-assisted content was reviewed and refined by the developer before use.
Generative AI tools were used to create some of the pre-rendered content that ships with this game and appears on this store page, specifically artwork and character voice audio. Nothing is generated by AI while the game is running.
Generative AI tools were used during development to assist with portions of the game’s code and the creation or refinement of certain visual and marketing assets. All AI-assisted material was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Blitz Jong uses generative AI for part of its art and audio: the selectable player avatars, the home screen key art, the background music, animations, and some of the optional voice packs for call announcements.
Some of the content was co-created with the help of AI.
Some visual, localization, store page, and marketing materials may be created with the assistance of generative AI tools. All AI-assisted content is reviewed, edited, and polished by our team before use. No AI content is generated during gameplay.
小部分音訊與圖片內容經由AI生成
Generative AI was used in the creation of visual assets for this game, including characters, backgrounds, and stage maps. AI-assisted coding tools were also used during the development of the game. The game does not use generative AI to create content in real time during gameplay.
Generative AI tools were used during development to assist with creating some texture images, promotional/banner images, and code development. AI was also used to help review, test, and debug code, identify potential issues, and suggest improvements. All generated or AI-assisted content was reviewed, selected, and integrated by the developer.
Phantom Line: Prologue contains some voices generated by voice synthesizers.
Generative AI tools were used during development to assist with creating and refining some visual concepts and game assets. AI was also used as a development aid for tasks such as prototyping and programming assistance. All generated content was reviewed, selected, and integrated by the developer, and the game does not generate AI content during normal gameplay
Generative AI tools were used during development to assist with programming and the creation of portions of the game's source code. The game does not use generative AI during gameplay and does not connect to external AI services.
While AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team.
Generative AI is used only for 2D marketing assets and icons.
Generative artificial intelligence was used to develop the code in this game
Generative AI was used to assist in the creation of certain visual and audio elements of the game. AI tools were also used during development to assist with programming and other development tasks.
Generative AI tools were used during development to assist with the creation of some character illustrations, visual art assets, and portions of the game’s code. All AI-assisted content was reviewed, edited, and integrated by the development team before being included in the final product. The game does not use generative AI to create content in real time during gameplay.
A large chunk of the netcode was ai assisted as well as many in game features
Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization.
received help from AI for localization and code writing.
Some of the 3D character models in Glims were made with the help of generative AI: reference art was produced with an AI image tool and turned into 3D meshes with Meshy. Every model was then cleaned up, re-rigged, animated and hand-tuned by us, and all game code, design, UI art and animation work is human-made. No generative AI runs while you play — nothing is generated live.
Ravens of War uses generative AI to create some of the artwork and illustrations used in the game, including card artwork. This content is pre-generated and included as part of the game; the game does not generate new AI content during gameplay.
English — artwork (yes, pre-generated): Visual art (scene backgrounds, character art, GUI covers, and visual FX) was drafted with generative image models, then human-reviewed, cropped, and accepted into the shipping game. Store capsules and library art produced the same way are included in this disclosure. Unreviewed generator output is not shipped. English — writing (human, not AI narrative): All narrative, dialogue, in-game text, and store copy are human-written. This game is not an AI-authored story. Planned English localization is human-translated, not model-generated. English — audio / runtime (so reviewers do not assume the rest): Audio is CC0 / public-domain / project-synthesized sound effects. There is no voice acting and no generative AI voice. The game does not call generative models at runtime.
Some 2D art assets in this game, such as menu backgrounds, UI icons and character illustrations, were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by our team before being included in the game. No content is generated by AI while the game is running. Game code, design and text were created by humans.
Use AI to provide certain assistance.
Resolution upscaling, fictive product ads, some of the voiceovers
Some use of AI tools.
Illustrations are AI generated for now
Crie au loup is made with AI, from the first prototype to the illustrations. That is not a manufacturing detail: it is as much the project as the game itself. My role is not a craftsman's: I painted no card, and I did not write the code line by line. I designed the system, I direct it, I arbitrate and I verify. Deciding what makes it into the game, what gets redone, what gets cut: that is production work, and it is mine. What is generated: the creature and location artwork, the interface, a large share of the code and the writing. What is measured rather than assumed: card balance, computed over thousands of simulated matches before every update. What is verified: the historical sources behind every legend, published one by one on the official site, where you can open them and prove me wrong. What is never generated is your match. No image, no text and no game decision comes out of a model while you play: the engine is deterministic, and the solo opponent is a classic program applying the rules. Crie au loup is one of the projects I run around generative AI, and the only one you can play. The making-of is documented without varnish in the devlog on the official site.
Only use AI to assist in generating promotional materials.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
Some of the displayed visuals were generated with the assistance of AI.
AI used for programmation
Some of the artwork in ChessTan was created with the help of generative AI tools. This includes in-game graphics (unit and board art) and the store page / marketing images. All AI-generated art was reviewed, edited, and curated by the developer before use. No AI-generated content is produced live during gameplay. Music is licensed royalty-free stock (not AI-generated), and AI coding assistants were used only for development, not to generate player-facing content
Coding & Assistance creating skins
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Custimity In-game content art | Some item and skill images were created with the help of generative AI during development. | Fiery Swan | - | Sep 15, 2026 | |
Power Showdown In-game content artcode | Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game. | Chad Stewart | - | Sep 13, 2026 | |
Rever4 OCHIRO In-game content art | ・We are using generative AI to reimagine characters based on original designs.
・We are using AI to generate characters based on some original designs.
・We use generative AI to create illustrations for store and website images.
・We conduct pattern testing using generative AI for logic and communication tests. | As-key | - | Sep 13, 2026 | |
What’s Wrong with My Drawing In-game content arttext | The following content was created with the help of AI tools:
- Store capsule images and banners
- Stage map images
- Translations into localized languages
- Steam achievement icons
All AI-generated content was reviewed by our development team before being added to the game and store page. | Bulbasaur, Woowanggook | - | Sep 13, 2026 | |
Gake of Cliff In-game content text | Generative AI (Google Gemini) was used to draft, translate, and refine the store descriptions and in-game text based on the developer's concepts. Every output was reviewed and edited by the developer to ensure accuracy and alignment with the game's vision. | yasudev | - | Sep 13, 2026 | |
INTERSECTION I In-game content art | The developer first created a visual guide for the character NULL. Based on that guide, Meshy AI was used to create one pre-generated 3D character model. No AI-generated content is created during gameplay. All other game content, music, audiovisual works, film, website, and Unreal Engine and Wwise systems were created by the developer. | Emile Lee | - | Sep 12, 2026 | |
Old Times In-game content art | This game contains AI generated models and art. | Aluminum Dog | - | Sep 12, 2026 | |
SweatyPanzer In-game content artaudiotext | Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play. | SweatyGames | - | Sep 12, 2026 | |
DreamAgain Adventures Emperor Sin & King Pop Strike Force In-game content audiotext | AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material | DreamAgain Studios | - | Sep 12, 2026 | |
NULL VECTOR In-game content textart | Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services. | I9 | - | Sep 12, 2026 | |
Anvilborn In-game content arttext | Some of this game's artwork - the Steam achievement icons and a number of interface icons - was created with a generative image model, then hand-selected, cropped and colour-matched by the developer. In-game text and the English localisation were also drafted with AI assistance and reviewed by the developer. The game does not generate any content while you play, and it does not connect to any AI service. | Nokiworks | - | Sep 12, 2026 | |
Koruxa- IDLE RPG In-game content arttextcode | Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play.
What was made with the help of AI:
- Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand.
- Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer.
- Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community.
Game design, gameplay systems and balancing are the developer's own work. | NM Customs | - | Sep 11, 2026 | |
HemoSim Dev only artcode | AI has been used to improve the code and some graphics. | Pablo Kessler Saiz | - | Sep 10, 2026 | |
百鬼盤 In-game content artaudio | Some visual and audio assets in this game were created with generative AI during development.
• Yokai piece illustrations were generated with OpenAI GPT Images, then selected and cropped for in-game use. The same art may also appear in store screenshots.
• Title and battle music were generated with Google Gemini (Lyria), then selected for looping playback.
Rules, gameplay code, sound effects, and UI text were not live-generated. This game does not call an AI service while you play. | nit | - | Sep 10, 2026 | |
StreetTyper In-game content textaudio | Generative AI was used to assist with multilingual localization and the creation of some music used in the game. | Minisong | - | Sep 10, 2026 | |
Dawnbar Fantasy Store/marketing art | Generative AI tools were used during development to assist with selected visual assets and promotional materials. All AI-assisted content was reviewed and refined by the developer before use. | GGG Studio | - | Sep 10, 2026 | |
Ship Busters In-game content artaudio | Generative AI tools were used to create some of the pre-rendered content that ships with this game and appears on this store page, specifically artwork and character voice audio. Nothing is generated by AI while the game is running. | Invo Tech Inc. | - | Sep 10, 2026 | |
Gang Takeover Store/marketing artcode | Generative AI tools were used during development to assist with portions of the game’s code and the creation or refinement of certain visual and marketing assets. All AI-assisted material was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Dockdee Digital | - | Sep 9, 2026 | |
Blitz Jong In-game content artaudio | Blitz Jong uses generative AI for part of its art and audio: the selectable player avatars, the home screen key art, the background music, animations, and some of the optional voice packs for call announcements. | MarcoHard LLC | - | Sep 9, 2026 | |
Arena Immortalis Unclear | Some of the content was co-created with the help of AI. | BrowsyGames | - | Sep 9, 2026 | |
Piece of Cake: Cozy Bakery In-game content arttext | Some visual, localization, store page, and marketing materials may be created with the assistance of generative AI tools. All AI-assisted content is reviewed, edited, and polished by our team before use. No AI content is generated during gameplay. | HG POINT | - | Sep 8, 2026 | |
天外 : 英雄 Online In-game content artaudio | 小部分音訊與圖片內容經由AI生成 | 雷爵網絡科技股份有限公司 | 85 | Sep 8, 2026 | |
干支になりたい猫 In-game content artcode | Generative AI was used in the creation of visual assets for this game, including characters, backgrounds, and stage maps.
AI-assisted coding tools were also used during the development of the game.
The game does not use generative AI to create content in real time during gameplay. | PaoPao Studio | - | Sep 7, 2026 | |
Sanidade Zero In-game content artcode | Generative AI tools were used during development to assist with creating some texture images, promotional/banner images, and code development. AI was also used to help review, test, and debug code, identify potential issues, and suggest improvements. All generated or AI-assisted content was reviewed, selected, and integrated by the developer. | Alan Vieira oliveira | - | Sep 7, 2026 | |
Phantom Line: Prologue In-game content audio | Phantom Line: Prologue contains some voices generated by voice synthesizers. | Antistatic Studios Inc | - | Sep 7, 2026 | |
BumpBall In-game content artcode | Generative AI tools were used during development to assist with creating and refining some visual concepts and game assets. AI was also used as a development aid for tasks such as prototyping and programming assistance. All generated content was reviewed, selected, and integrated by the developer, and the game does not generate AI content during normal gameplay | SometimesGood | - | Sep 6, 2026 | |
LowBudgetSlots Dev only code | Generative AI tools were used during development to assist with programming and the creation of portions of the game's source code. The game does not use generative AI during gameplay and does not connect to external AI services. | Flaxx | - | Sep 6, 2026 | |
星空轨迹 Store/marketing art | While AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team. | May Game | - | Sep 6, 2026 | |
Desktop Fighter In-game content art | Generative AI is used only for 2D marketing assets and icons. | KiraKami Games | - | Sep 6, 2026 | |
Rico Rite Dev only code | Generative artificial intelligence was used to develop the code in this game | Wenxuan Su | - | Sep 5, 2026 | |
Last Train to Yotsuya In-game content artaudiocode | Generative AI was used to assist in the creation of certain visual and audio elements of the game. AI tools were also used during development to assist with programming and other development tasks. | DadooloveitStudio | - | Sep 4, 2026 | |
日落萍江 In-game content artcode | Generative AI tools were used during development to assist with the creation of some character illustrations, visual art assets, and portions of the game’s code. All AI-assisted content was reviewed, edited, and integrated by the development team before being included in the final product. The game does not use generative AI to create content in real time during gameplay. | 大狙 | - | Sep 4, 2026 | |
Anispo In-game content code | A large chunk of the netcode was ai assisted as well as many in game features | Devin Nickell | - | Sep 4, 2026 | |
VOID CLICKER: Infinite Prestige Dev only | Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization. | TrashPanda Interactive | - | Sep 4, 2026 | |
SCREENSIDE FISHER In-game content codetext | received help from AI for localization and code writing. | 032 | - | Sep 4, 2026 | |
Glims In-game content art | Some of the 3D character models in Glims were made with the help of generative AI: reference art was produced with an AI image tool and turned into 3D meshes with Meshy. Every model was then cleaned up, re-rigged, animated and hand-tuned by us, and all game code, design, UI art and animation work is human-made. No generative AI runs while you play — nothing is generated live. | Matheuzera Games | - | Sep 3, 2026 | |
Ravens of War In-game content art | Ravens of War uses generative AI to create some of the artwork and illustrations used in the game, including card artwork. This content is pre-generated and included as part of the game; the game does not generate new AI content during gameplay. | Ángel Jiménez | - | Sep 3, 2026 | |
Do Not Merge In-game content art | English — artwork (yes, pre-generated):
Visual art (scene backgrounds, character art, GUI covers, and visual FX) was drafted with generative image models, then human-reviewed, cropped, and accepted into the shipping game. Store capsules and library art produced the same way are included in this disclosure. Unreviewed generator output is not shipped.
English — writing (human, not AI narrative):
All narrative, dialogue, in-game text, and store copy are human-written. This game is not an AI-authored story. Planned English localization is human-translated, not model-generated.
English — audio / runtime (so reviewers do not assume the rest):
Audio is CC0 / public-domain / project-synthesized sound effects. There is no voice acting and no generative AI voice. The game does not call generative models at runtime. | MaruMiru | - | Sep 3, 2026 | |
Cozy Fishing Life art | Some 2D art assets in this game, such as menu backgrounds, UI icons and
character illustrations, were created with the assistance of generative
AI tools. All AI-assisted assets were reviewed and edited by our team
before being included in the game. No content is generated by AI while
the game is running. Game code, design and text were created by humans. | TINYCELL | - | Sep 3, 2026 | |
龍Game Unclear | Use AI to provide certain assistance. | 龍Game | - | Sep 3, 2026 | |
Lost Budapest In-game content artaudio | Resolution upscaling, fictive product ads, some of the voiceovers | Lost Budapest | - | Sep 3, 2026 | |
Slap Boxing Simulator Unclear | Some use of AI tools. | TMHS Digital | - | Sep 3, 2026 | |
Vice and Virtue Store/marketing art | Illustrations are AI generated for now | Nowmat Studios | - | Sep 3, 2026 | |
Crie au loup In-game content arttextcode | Crie au loup is made with AI, from the first prototype to the illustrations. That is not a manufacturing detail: it is as much the project as the game itself.
My role is not a craftsman's: I painted no card, and I did not write the code line by line. I designed the system, I direct it, I arbitrate and I verify. Deciding what makes it into the game, what gets redone, what gets cut: that is production work, and it is mine.
What is generated: the creature and location artwork, the interface, a large share of the code and the writing. What is measured rather than assumed: card balance, computed over thousands of simulated matches before every update. What is verified: the historical sources behind every legend, published one by one on the official site, where you can open them and prove me wrong.
What is never generated is your match. No image, no text and no game decision comes out of a model while you play: the engine is deterministic, and the solo opponent is a classic program applying the rules.
Crie au loup is one of the projects I run around generative AI, and the only one you can play. The making-of is documented without varnish in the devlog on the official site. | NXUS | - | Sep 3, 2026 | |
四圣传奇之沙城风云 Store/marketing art | Only use AI to assist in generating promotional materials. | 四圣传奇之沙城风云 | - | Sep 3, 2026 | |
CCR - Cosmic Card Realm In-game content artaudiotextcode | The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development. | Nan | - | Sep 3, 2026 | |
Forge Shop Unclear art | Some of the displayed visuals were generated with the assistance of AI. | JoyMore | - | Sep 1, 2026 | |
Out of Range Dev only code | AI used for programmation | Yoho Games | - | Sep 1, 2026 | |
ChessTan In-game content art | Some of the artwork in ChessTan was created with the help of generative AI tools. This includes in-game graphics (unit and board art) and the store page / marketing images. All AI-generated art was reviewed, edited, and curated by the developer before use. No AI-generated content is produced live during gameplay. Music is licensed royalty-free stock (not AI-generated), and AI coding assistants were used only for development, not to generate player-facing content | Darren Huai | - | Sep 1, 2026 | |
Shattersight In-game content art | Coding & Assistance creating skins | Derek Bancarz | - | Sep 1, 2026 |