Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline.
- Creator
- 1114980610yuyu
- Reviews
- -
- Added
- Oct 9, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline.
The game includes 2D illustrations created with generative AI during development, including characters, enemies and backgrounds. These images were then manually cleaned up, edited and integrated into the game. The game does not generate AI content during gameplay.
Bullet Factory is written in French and translated into other languages with generative AI. No content is generated by AI while you play.
The title logo was generated with an AI image tool and then cropped and resized by the developer. The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer. The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers. Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model. The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review. The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI.
Farmkill Remastered brings back the game our small team originally created for iPad in 2012. For its PC remaster, we used AI tools to upscale, sharpen and redraw the original low-resolution artwork, preserving the characters and visual designs while restoring detail for larger screens. We also used generative AI to create new artwork, music, character voices, sound effects, written content and animated cutscenes, including assets used in the store artwork and trailer. This content was generated during development, then selected and integrated under the developer’s creative direction. The game does not generate AI content during play.
Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running.
The game's text is partially translated into multiple languages with the help of AI. Feedback from native speakers is welcome.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code.
The localization and some code snippets were generated using AI and reviewed
Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay.
Some music, sound effects, artwork and translations were made with AI tools and edited by hand. The map, units and interface you see in play are drawn by the game's own code. No generative AI is used at runtime.
Hello! It’s a pleasure to greet you. I am the developer of Zero Colour. As you may notice, some aspects of the game include AI. I understand that some people may not like this or may find it bothersome, so I apologize for that. I am using this tool because I do not have the resources to hire professionals for the game’s art or translations. Please excuse any mistakes; I did my best. I hope you enjoy the game. If you have any corrections or suggestions, please feel free to let me know. Thank you very much!
Generative AI was used during development to create images, music, and in-game text.
1) Artwork: card illustrations and other visual assets were created with the help of AI image generation tools, then selected and edited by the developer. 2) Music: the soundtrack was created with the help of AI music generation tools.
The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI.
Some of the game's text (menus, hints, minigame descriptions and translations) and the copy on this store page were written with the help of an AI language model. The game does not use AI to create anything while you play.
AI was used to create artwork, music, audio and store images. All content is pre-generated; no live AI or external AI services.
All game assets were manually designed in Blender by the developer. Only a small portion of pre-rendered artwork and cinematics involved AI.
AI was used for in-game translations of UI, tutorial and caption text. It was also used to translate the store page content into non-English locales.
No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated. The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI. AI Usage: AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI.
The character portraits, ingredient and trick illustrations, bar background and UI artwork in this game were created using generative AI image tools, then selected, cleaned up and integrated by the developer. All gameplay, design, music and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services.
The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer.
Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service.
Pre-generated: The music was made with Suno. Sound effects, ambience and voices were made with ElevenLabs. The ability and tech icons were generated with AI image models and edited for the game. All of it was selected, edited and mixed by the developers. The 3D models, maps, animations and gameplay was developed with support of coding models. Every screenshot and video on this page was captured in the game. The store capsule art was refined with an AI image tool from in-game renders.
We have used AI for the translations.
This game includes pre-generated AI-assisted visual and audio assets, including gemstone, tool, environment, achievement, and promotional artwork, background music, and sound effects, as well as AI-assisted localization drafts. All included content was generated before release and was selected, edited, composited, mixed, and reviewed by the developer. The game does not generate content with AI during gameplay and does not connect to a generative AI service.
This game includes some images and text created with the assistance of generative AI.
It's used for generating some of the pixel art assets.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer. Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand: - Store artwork, logos and the main menu background image - Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese - Help with some in-game descriptions (shows, films, characters) The game does not use AI while you play.
Pre-generated: the game's art (character portraits, battle poses, map sprites, painted battlefields and towns, cutscene stills, icons) and music were created with generative AI tools under the developer's direction, then reviewed, edited and assembled by the developer. Live-generated: none. No AI content is generated while you play.
Generative AI assisted with some programming and debugging during the development of Daylight Line. Some in-game visual assets, including battle status icons, were also created with the assistance of generative AI and then processed and integrated by the development team. The game does not generate AI content during gameplay.
Generative AI was used during development to create some 3D models, textures, artwork, music, and store marketing materials, including the cinematic teaser. These assets were prepared before release. The game does not generate AI content during play or connect to external AI services.
Some of the game's content was created with the help of generative AI tools and then reviewed, edited and integrated by the developer: parts of the 3D unit and vehicle models and their textures, the key art and store artwork, backgrounds, voice lines and music.
The introductory video of the game store page is created using generative artificial intelligence tools.
Translations into other languages was made by using AI. If mistakes were made please send in a bug report.
Generative AI was used to assist in creating some of the artwork in the game.
This project includes promotional images generated by artificial intelligence and simple art elements
AI tools were used during development to assist with portions of the game’s artwork, audio, and gameplay logic, which were refined and integrated by the developer. All AI-assisted content was created in advance; the game does not use real-time generative AI during gameplay.
Clade is made by a small independent developer. During development, AI tools were used to help write some of the game's code, and to create some placeholder 3D models and text. All placeholder art is being replaced with handmade work, and this note will be updated as that happens. The game does not generate any content with AI while you play. The computer controlled empires are traditional game AI written for Clade, not generative AI.
This game uses generative AI to assist in creating some game assets. All AI-generated assets are manually reviewed, adjusted, and refined by the developer. The game does not generate AI content in real-time during gameplay.
Subject Zero was made with an AI assistant. Its code, its written content (the headlines, incidents, exams, the codex and every interface string) and the translations of the interface and the manual were written with Claude (Anthropic) under the developer's direction and review. The achievement icons on this store page are AI-generated images (Midjourney). The teaser trailer's video clips were generated with Google Veo, its narration was synthesised with ElevenLabs, and its subtitles were machine-translated. Nothing is generated while you play: the game contains no AI model and calls no online service. Every headline, incident and outcome comes from fixed tables written in advance, and the same seed always plays out the same way.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
The store page is created with AI-assisted tools
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
We’re two developers living on opposite sides of the world, who have been A LOT of sleepless nights building the game and world we wanted to see made possible. Without AI, this game would not have been possible. Despite that, we know that the world would be portrayed much better with a dedicated team of designers and artists behind it. We've made it a massive priority ours to create all of our visual design with as much human touch as we can to stay true to how we envision the world. The story, characters, worldbuilding, etc. Are all written by uS. A *very* generous friend is creating the soundtrack. We know everyone has different views on AI generated content and we are committed to being VERY clear of the when and where of it's used. In the long-term, we hope to grow to a point where we rely on AI less, and rely on people more for further development of Vorpus.
Some of the icons and help text were generated.
Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay.
No art, audio, levels, or other authored game content was created using generative AI. However, a small local AI model runs during gameplay to interpret the player's commands and control the character accordingly. Rest assured, it's dumb as a rock. It won't take over the world or your computer. It can barely take over the test subject.
AI was used as an interface and scripting assistant for industry standard tools such as Reaper, Godot, Blender, Aseprite, and Deepl for enhancing the quality and consistency of the game content and building systems I otherwise would not have the capacity to design and implement as solo developer. Where possible, artists are and will continue to be supported via use of their paid or free assets. For this game, the most money spent was on Quaternius source level packages. Notable exception to this is the UI, which was generated using RetroDiffusion with a python pipeline built in house for consistent design around UI elements using color normalization and targeting from a theme palette, which is then imported and tweaked in Godot.
Parts of the game's code and in-game text were written with AI assistance and edited by hand. The store capsule art was generated with AI image tools from the game's own visual style and then edited. No AI-generated image or audio files ship inside the game itself: every graphic is drawn in code while it runs, and all music and sound are synthesised live.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Fliptrail Store/marketing text | Generative AI assisted some game text and store descriptions. Promotional images and gameplay screenshots use actual game visuals. No live AI or external AI services. Offline. | 1114980610yuyu | - | Oct 9, 2026 | |
CLOCKHEART — The Dead Hour In-game content art | The game includes 2D illustrations created with generative AI during development, including characters, enemies and backgrounds. These images were then manually cleaned up, edited and integrated into the game. The game does not generate AI content during gameplay. | AXONE GAMES | - | Oct 9, 2026 | |
Bullet Factory In-game content text | Bullet Factory is written in French and translated into other languages with generative AI. No content is generated by AI while you play. | MagicalWind | - | Oct 9, 2026 | |
MMO Guild Manager In-game content arttextcode | The title logo was generated with an AI image tool and then cropped and resized by the developer.
The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer.
The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers.
Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model.
The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review.
The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI. | iida-lab | - | Oct 9, 2026 | |
Farmkill Remastered In-game content artaudiotext | Farmkill Remastered brings back the game our small team originally created for iPad in 2012. For its PC remaster, we used AI tools to upscale, sharpen and redraw the original low-resolution artwork, preserving the characters and visual designs while restoring detail for larger screens.
We also used generative AI to create new artwork, music, character voices, sound effects, written content and animated cutscenes, including assets used in the store artwork and trailer. This content was generated during development, then selected and integrated under the developer’s creative direction. The game does not generate AI content during play. | Edible Entertainment Pty Limited | - | Oct 9, 2026 | |
Marble Factory In-game content audio | Pre-generated: the music and SFX was created with generative AI tools and then edited and mixed by the developer. No generative AI is used while the game is running. | Job's Done Games | - | Oct 9, 2026 | |
WaxWire: Program the Hive In-game content text | The game's text is partially translated into multiple languages with the help of AI.
Feedback from native speakers is welcome. | dyskomworks | - | Oct 9, 2026 | |
Catch Command '98 In-game content text | I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code. | MonkeyCat Games | - | Oct 9, 2026 | |
The Theory of Humanity In-game content textcode | The localization and some code snippets were generated using AI and reviewed | Palm and Stars | - | Oct 9, 2026 | |
PUZFLO: Run the Line In-game content artaudiotext | Generative AI was used to assist with the creation of some visual and audio assets, localization, and store-page marketing materials. All AI-assisted content was reviewed and edited by the developer before use. The game does not use live generative AI during gameplay. | Hajime | - | Oct 9, 2026 | |
Radar Shadow In-game content artaudiotext | Some music, sound effects, artwork and translations were made with AI tools and edited by hand. The map, units and interface you see in play are drawn by the game's own code. No generative AI is used at runtime. | ZMEJ | - | Oct 9, 2026 | |
Zero Colour In-game content arttext | Hello! It’s a pleasure to greet you.
I am the developer of Zero Colour.
As you may notice, some aspects of the game include AI. I understand that some people may not like this or may find it bothersome, so I apologize for that.
I am using this tool because I do not have the resources to hire professionals for the game’s art or translations. Please excuse any mistakes; I did my best.
I hope you enjoy the game. If you have any corrections or suggestions, please feel free to let me know.
Thank you very much! | coffeeandcookies2k | - | Oct 9, 2026 | |
Jurassic Paradise In-game content artaudiotext | Generative AI was used during development to create images, music, and in-game text. | UnionJam | - | Oct 9, 2026 | |
Gangs of Nightglade In-game content artaudio | 1) Artwork: card illustrations and other visual assets were created with the help of AI image generation tools, then selected and edited by the developer.
2) Music: the soundtrack was created with the help of AI music generation tools. | Massive Mustache | - | Oct 9, 2026 | |
Abenteurergildenmeister In-game content text | The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI. | Oiko | - | Oct 9, 2026 | |
Bored Board In-game content text | Some of the game's text (menus, hints, minigame descriptions and translations) and the copy on this store page were written with the help of an AI language model. The game does not use AI to create anything while you play. | at your own risk studios | - | Oct 9, 2026 | |
巫师牌《Wizard Cards》 In-game content artaudio | AI was used to create artwork, music, audio and store images. All content is pre-generated; no live AI or external AI services. | fj游界 | - | Oct 9, 2026 | |
Chaos Chess Definitive Edition Store/marketing art | All game assets were manually designed in Blender by the developer. Only a small portion of pre-rendered artwork and cinematics involved AI. | Camis Publishers | - | Oct 9, 2026 | |
Patrol In-game content text | AI was used for in-game translations of UI, tutorial and caption text. It was also used to translate the store page content into non-English locales. | REMO Games | - | Oct 9, 2026 | |
Greaselord In-game content arttext | No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated.
The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI.
AI Usage:
AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI. | Cyb3rArtStudios | - | Oct 9, 2026 | |
Nightcap Alchemist In-game content art | The character portraits, ingredient and trick illustrations, bar background and UI artwork in this game were created using generative AI image tools, then selected, cleaned up and integrated by the developer. All gameplay, design, music and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services. | chi yin so | - | Oct 9, 2026 | |
Let It Melt In-game content audiotextart | The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer. | Osiris Atlas | - | Oct 9, 2026 | |
Artifical Railways Live AI artaudiocode | Artifical Railways was developed with extensive AI assistance, including programming and the creation of custom train models, procedural scenery, interface elements, and procedural sound effects. The game also incorporates third-party models, music, sound recordings, and fonts. Station announcements use AI-generated speech synthesized locally during gameplay from announcement templates and in-game railway information. This speech generation does not connect to an external AI service. | Starkim1999 | - | Oct 9, 2026 | |
Marschwerk: Tug of War Strategy In-game content artaudiocode | Pre-generated: The music was made with Suno. Sound effects, ambience and voices were made with ElevenLabs. The ability and tech icons were generated with AI image models and edited for the game. All of it was selected, edited and mixed by the developers.
The 3D models, maps, animations and gameplay was developed with support of coding models.
Every screenshot and video on this page was captured in the game.
The store capsule art was refined with an AI image tool from in-game renders. | Andreas Hanuja | - | Oct 9, 2026 | |
Doodle Wars: Ink and Paper In-game content text | We have used AI for the translations. | Humbertronics Arts | - | Oct 9, 2026 | |
Gems & Palace In-game content artaudiotext | This game includes pre-generated AI-assisted visual and audio assets, including gemstone, tool, environment, achievement, and promotional artwork, background music, and sound effects, as well as AI-assisted localization drafts. All included content was generated before release and was selected, edited, composited, mixed, and reviewed by the developer. The game does not generate content with AI during gameplay and does not connect to a generative AI service. | FYF | - | Oct 9, 2026 | |
Feast, Flee or Starve Unclear arttext | This game includes some images and text created with the assistance of generative AI. | MightyCodeDragon | - | Oct 9, 2026 | |
Zen Village In-game content art | It's used for generating some of the pixel art assets. | Zen Studios | - | Oct 9, 2026 | |
Television Dynasty Manager In-game content arttext | TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play. | One Tiny Empire | - | Oct 9, 2026 | |
Shattersong In-game content artaudio | Pre-generated: the game's art (character portraits, battle poses, map sprites, painted battlefields and towns, cutscene stills, icons) and music were created with generative AI tools under the developer's direction, then reviewed, edited and assembled by the developer. Live-generated: none. No AI content is generated while you play. | Matt Lionheart | - | Oct 9, 2026 | |
Daylight Line In-game content artcode | Generative AI assisted with some programming and debugging during the development of Daylight Line. Some in-game visual assets, including battle status icons, were also created with the assistance of generative AI and then processed and integrated by the development team. The game does not generate AI content during gameplay. | Windquill | - | Oct 9, 2026 | |
Defend the Sacred Well In-game content artaudio | Generative AI was used during development to create some 3D models, textures, artwork, music, and store marketing materials, including the cinematic teaser. These assets were prepared before release. The game does not generate AI content during play or connect to external AI services. | Yang | - | Oct 9, 2026 | |
Colony Battle Arena In-game content artaudio | Some of the game's content was created with the help of generative AI tools and then reviewed, edited and integrated by the developer: parts of the 3D unit and vehicle models and their textures, the key art and store artwork, backgrounds, voice lines and music. | Gerbert Guliyev | - | Oct 9, 2026 | |
Farm Story Life Store/marketing art | The introductory video of the game store page is created using generative artificial intelligence tools. | Appsalt | - | Oct 9, 2026 | |
Petrol Empire In-game content text | Translations into other languages was made by using AI. If mistakes were made please send in a bug report. | Voltaxis | - | Oct 9, 2026 | |
MiniHero: Wonderbound In-game content art | Generative AI was used to assist in creating some of the artwork in the game. | PixelHaven | - | Oct 9, 2026 | |
WAKABOOM Store/marketing art | This project includes promotional images generated by artificial intelligence and simple art elements | PAN JIA YU | - | Oct 9, 2026 | |
Catch The Black Ace In-game content artaudiotext | AI tools were used during development to assist with portions of the game’s artwork, audio, and gameplay logic, which were refined and integrated by the developer. All AI-assisted content was created in advance; the game does not use real-time generative AI during gameplay. | JokerGamesStudio | - | Oct 9, 2026 | |
Clade Dev only codearttext | Clade is made by a small independent developer. During development, AI tools were used to help write some of the game's code, and to create some placeholder 3D models and text. All placeholder art is being replaced with handmade work, and this note will be updated as that happens. The game does not generate any content with AI while you play. The computer controlled empires are traditional game AI written for Clade, not generative AI. | Hyena Striata | - | Oct 9, 2026 | |
无常三国:乱世幸存者 In-game content artaudiocodetext | This game uses generative AI to assist in creating some game assets. All AI-generated assets are manually reviewed, adjusted, and refined by the developer. The game does not generate AI content in real-time during gameplay. | PRIMORDIAL STUDIO | - | Oct 9, 2026 | |
Subject Zero In-game content textart | Subject Zero was made with an AI assistant. Its code, its written content (the headlines, incidents, exams, the codex and every interface string) and the translations of the interface and the manual were written with Claude (Anthropic) under the developer's direction and review.
The achievement icons on this store page are AI-generated images (Midjourney). The teaser trailer's video clips were generated with Google Veo, its narration was synthesised with ElevenLabs, and its subtitles were machine-translated.
Nothing is generated while you play: the game contains no AI model and calls no online service. Every headline, incident and outcome comes from fixed tables written in advance, and the same seed always plays out the same way. | Niobium Labs | - | Oct 9, 2026 | |
Fleet Forge In-game content art | Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay. | Richard Stake | - | Oct 9, 2026 | |
1.76流派传奇 Store/marketing text | The store page is created with AI-assisted tools | 1.76流派传奇 | - | Oct 9, 2026 | |
The President: 20th Century 2 In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Oct 9, 2026 | |
Rise of the Fenarii In-game content arttextaudio | We’re two developers living on opposite sides of the world, who have been A LOT of sleepless nights building the game and world we wanted to see made possible.
Without AI, this game would not have been possible. Despite that, we know that the world would be portrayed much better with a dedicated team of designers and artists behind it. We've made it a massive priority ours to create all of our visual design with as much human touch as we can to stay true to how we envision the world.
The story, characters, worldbuilding, etc. Are all written by uS. A *very* generous friend is creating the soundtrack. We know everyone has different views on AI generated content and we are committed to being VERY clear of the when and where of it's used. In the long-term, we hope to grow to a point where we rely on AI less, and rely on people more for further development of Vorpus. | nutpete | - | Oct 9, 2026 | |
Subroutine: Deep Space In-game content arttext | Some of the icons and help text were generated. | The Bearded Dev | - | Oct 9, 2026 | |
CIV Watchers In-game content art | Some icons and images in the game were created using generative AI. All AI-generated content is reviewed, edited, and curated by the developer. No live generative AI is used during gameplay. | Done by One Games | - | Oct 9, 2026 | |
AI Says code | No art, audio, levels, or other authored game content was created using generative AI.
However, a small local AI model runs during gameplay to interpret the player's commands and control the character accordingly. Rest assured, it's dumb as a rock. It won't take over the world or your computer. It can barely take over the test subject. | Duck Milk | - | Oct 9, 2026 | |
Mad Mary: Space Shepherd In-game content artcode | AI was used as an interface and scripting assistant for industry standard tools such as Reaper, Godot, Blender, Aseprite, and Deepl for enhancing the quality and consistency of the game content and building systems I otherwise would not have the capacity to design and implement as solo developer.
Where possible, artists are and will continue to be supported via use of their paid or free assets. For this game, the most money spent was on Quaternius source level packages.
Notable exception to this is the UI, which was generated using RetroDiffusion with a python pipeline built in house for consistent design around UI elements using color normalization and targeting from a theme palette, which is then imported and tweaked in Godot. | Spartan Game Studios | - | Oct 9, 2026 | |
Chordfall In-game content arttextcode | Parts of the game's code and in-game text were written with AI assistance and edited by hand. The store capsule art was generated with AI image tools from the game's own visual style and then edited. No AI-generated image or audio files ship inside the game itself: every graphic is drawn in code while it runs, and all music and sound are synthesised live. | Kovid Bhaduri | - | Oct 9, 2026 |