Generative AI was used to help with localization.
- Creator
- eyesolated
- Reviews
- -
- Added
- Jul 30, 2026
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI was used to help with localization.
Generative AI was used during game development to create images and musical accompaniment.
This game uses AI-generated music (Suno) and AI-generated voice acting (ElevenLabs). All AI-generated content has been reviewed and curated by the developer before inclusion in the game.
Generative AI coding models (Claude Code) used to assist with development. Including code that renders background music using MIDI-as-code tracks.
Some upgrade illustrations Background music Some sound effects Some text localization
Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game. All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation.
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is used to generate sound effects AI is also used to help translate the game.
Currently using some AI art assets, however the goal is to replace all or the vast majority of these before release.
LLMs were used to help create this game. The characters are human drawn.
Some content in this game is AI-generated.
Generative AI tools were used solely for programming assistance, code review, debugging, and technical problem-solving during development. They were not used to generate visual or audio assets. No content or code is generated by AI during gameplay, and the game does not connect to external AI services. All AI-assisted code was reviewed, tested, and integrated by the developer.
Generative AI tools were used as supportive measures during the development process in the following areas: - Localization: AI was used to assist with text translation and editing across supported languages. - Sound Design: AI tools may be used for generating foundational sound elements.
Generative AI is used to post-process capsule and marketing artwork on this game's Steam page; the underlying compositions and creative direction are the developer's own.
Generative AI was used to assist with initial drafts of some localized text. All final translations were manually reviewed and edited. No AI-generated artwork, animation, audio, code, or live-generated content is included in the game. All visual assets shown in the game and on the store page were created by human artists.
Generative AI tools were used to assist in creating some pre-generated 2D visual assets and promotional artwork. All generated material was selected, edited, composited, and integrated by the developer. The game does not generate AI content during gameplay and does not send player data to generative AI services.
Promotional artwork, Steam capsules, and certain marketing images were created with the assistance of generative AI and then reviewed, edited, and curated by PhoenixGold Game Studios. All gameplay, code, mechanics, characters, and in-game content were designed and implemented by the development team.
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.
I am a solo developer. In the initial phase, I utilized AI tools to assist with generating partial concept designs, primarily to rapidly prototype and confirm the visual style. Every piece of final art you see in the game has been meticulously tweaked and optimized by my own hands to guarantee it aligns with the game's quality and aesthetic requirements.
Some elements translated by AI or inspired by AI.
Generative AI tools were used during development to create and refine portions of the game’s pre-generated visual artwork, including character and enemy art, environments, UI elements, icons, effects, and cutscene imagery. Generative AI was also used for sound effects and as an assistant during programming and development. All generated material was reviewed, edited, and integrated by the developer.
Some item names and interface translations into languages other than English were created with AI assistance, then carefully reviewed and edited by the developer. Parts of the 2D artwork were created with image generation tools, then carefully curated, edited, and composited by hand. Audio was created by people and comes from CC0-licensed sources with attribution. No AI content is generated during gameplay. The game does not generate AI content at runtime, and no player data is ever sent to any AI service.
Hedra began as a physical board game designed and refined by one human developer over ten years. Nearly all of the tabletop game was created without generative AI; AI had a limited role in balance analysis. For the digital edition, AI tools played a substantial role in programming and technical development, including the original web app and its conversion into a desktop game. Most of Hedra's visual artwork was created with generative AI tools, then selected, reviewed, and integrated by the developer. The game contains pre-generated AI-assisted content. It does not generate artwork, text, audio, or other content while you play.
The developer used generative AI as a tool during development. Store page and marketing copy was drafted with an AI writing assistant and edited by the developer. All artwork, logos, and screenshots are human-created or captured from real gameplay. The game does not use generative AI to create any content live during play all in-game text, events, and outcomes come from the developer's own hand-authored, deterministic systems. All AI-assisted content is reviewed by the developer before release.
AI was used to create images, text, and algorithms used in the game. This game was made by a solo-developer with the help of AI.
The game's art and audio content — including visual assets, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play.
The game's art content — including unit art, terrain tiles, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play.
The game's art, audio and voice content — including visual assets, UI elements, narrator voice-over, music, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play.
The game's art and audio content — including visual assets, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play.
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.
Generative AI tools were used to create selected pre rendered promotional artwork displayed on the Steam Store page and in marketing materials. All such content was reviewed, curated and integrated by the developer. The game does not generate AI content during gameplay.
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.
Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features.
AI was used to generate code, assets, graphics and sounds.
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.
Generative AI was used during the development process to assist in writing the game's story, dialogue, and optimizing parts of the game code.
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 this game's visual assets (logo, promotional and store page images, character/enemy) were created with the aid of generative AI tools during development. All generated content was reviewed, curated and refined manually by the developer. The game does not use generative AI in real time during gameplay: all assets are pre-generated and static.
This game uses some assets that were AI generated. This includes some store images and in-game content.
This game includes some content created with generative AI: the music and sound effects were made using AI audio tools, and the in-game translations for languages other than English and French were produced with AI translation tools. The artwork, game design and gameplay are created by the developer.
Limited use of AI in artwork.
Generative AI tools were used during the development process to assist with the creation of some visual assets, including certain interface elements, artwork, and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate player-facing content using AI during gameplay.
Some pre-rendered artwork and marketing assets were created or refined with generative AI tools under developer direction. The game does not generate AI content during play and does not connect to external AI services.
The developer used generative AI tools during development to help create some art assets (such as character portraits, sprites, and background art) and marketing materials (store capsules and trailers), and to assist with text localization. All AI-assisted content was reviewed and edited by the developer. The game itself does not generate any content in real time and does not connect to AI services during gameplay.
The development of The Rug Racket used generative AI tools to assist in creating some of the content included in the game, such as art assets, as well as in the creation of the game's store page and marketing materials. All AI-assisted content was reviewed by the development team prior to release.
Assets, Pictures, Sounds, translation
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.
Dieses Spiel enthält vorab erstellte Inhalte, die teilweise mit Unterstützung generativer KI-Tools erstellt wurden. Dazu können einzelne Grafiken, Icons, Textentwürfe, Beschreibungen, Dialoge oder Lokalisierungstexte gehören. Alle KI-unterstützten Inhalte wurden vom Entwickler geprüft, ausgewählt und bei Bedarf manuell überarbeitet, damit sie zum Stil, zur Handlung und zur Qualität des Spiels passen. Während des Spielens werden keine neuen Inhalte durch KI generiert.
Some art and audio assets in Cozy Airways were created with the help of generative AI tools during development. All AI-assisted content was reviewed, edited and approved by our team. The game does not generate any AI content live during gameplay.
AI for Language translation and promotional images
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Cubic Color Confusion In-game content text | Generative AI was used to help with localization. | eyesolated | - | Jul 30, 2026 | |
Topdeck Duel In-game content artaudio | Generative AI was used during game development to create images and musical accompaniment. | One Ink Studio | - | Jul 30, 2026 | |
Desert Echo In-game content audio | This game uses AI-generated music (Suno) and AI-generated voice acting (ElevenLabs). All AI-generated content has been reviewed and curated by the developer before inclusion in the game. | DevTraum GmbH | - | Jul 30, 2026 | |
Age of Bricks In-game content codeaudio | Generative AI coding models (Claude Code) used to assist with development. Including code that renders background music using MIDI-as-code tracks. | stoggi | - | Jul 30, 2026 | |
Antarctic Showdown In-game content artaudiotext | Some upgrade illustrations
Background music
Some sound effects
Some text localization | znlfxm | - | Jul 30, 2026 | |
Marque & Reprisal In-game content arttext | Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game.
All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation. | Iron Pagoda | - | Jul 30, 2026 | |
Shattered Void Online In-game content audiotext | This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is used to generate sound effects AI is also used to help translate the game. | Woodland Software | - | Jul 30, 2026 | |
Perry's Pizzeria In-game content art | Currently using some AI art assets, however the goal is to replace all or the vast majority of these before release. | Stuffed Crust Studios | - | Jul 30, 2026 | |
Lastlore Saga Unclear | LLMs were used to help create this game. The characters are human drawn. | 30 Minute Games | 19 | Jul 30, 2026 | |
Zoollision Unclear | Some content in this game is AI-generated. | Zgotha | - | Jul 30, 2026 | |
祥之云三界 Dev only code | Generative AI tools were used solely for programming assistance, code review, debugging, and technical problem-solving during development. They were not used to generate visual or audio assets. No content or code is generated by AI during gameplay, and the game does not connect to external AI services. All AI-assisted code was reviewed, tested, and integrated by the developer. | Gameplaywolf_G | - | Jul 30, 2026 | |
SECTOR GRID: Efficiency Protocol In-game content textaudio | Generative AI tools were used as supportive measures during the development process in the following areas:
- Localization: AI was used to assist with text translation and editing across supported languages.
- Sound Design: AI tools may be used for generating foundational sound elements. | ovov games | - | Jul 30, 2026 | |
Knucklebones Store/marketing art | Generative AI is used to post-process capsule and marketing artwork on this game's Steam page; the underlying compositions and creative direction are the developer's own. | Iron Quill Games Studio | - | Jul 30, 2026 | |
Ricochet Abyss In-game content text | Generative AI was used to assist with initial drafts of some localized text. All final translations were manually reviewed and edited.
No AI-generated artwork, animation, audio, code, or live-generated content is included in the game. All visual assets shown in the game and on the store page were created by human artists. | DreamForge | 65 | Jul 30, 2026 | |
Roguelike Bricks Store/marketing art | Generative AI tools were used to assist in creating some pre-generated 2D visual assets and promotional artwork. All generated material was selected, edited, composited, and integrated by the developer. The game does not generate AI content during gameplay and does not send player data to generative AI services. | Hunmo | - | Jul 29, 2026 | |
Eucalyptus Edge: MegaBlast Mayhem In-game content art | Promotional artwork, Steam capsules, and certain marketing images were created with the assistance of generative AI and then reviewed, edited, and curated by PhoenixGold Game Studios. All gameplay, code, mechanics, characters, and in-game content were designed and implemented by the development team. | PhoenixGold Game Studios | - | Jul 29, 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 | |
Legend of Aether Dev only art | I am a solo developer. In the initial phase, I utilized AI tools to assist with generating partial concept designs, primarily to rapidly prototype and confirm the visual style. Every piece of final art you see in the game has been meticulously tweaked and optimized by my own hands to guarantee it aligns with the game's quality and aesthetic requirements. | 伊奇游戏 | - | Jul 29, 2026 | |
Fantasy Cartographer Unclear text | Some elements translated by AI or inspired by AI. | LapRPG | - | Jul 29, 2026 | |
The Deep Calls In-game content artaudiocode | Generative AI tools were used during development to create and refine portions of the game’s pre-generated visual artwork, including character and enemy art, environments, UI elements, icons, effects, and cutscene imagery. Generative AI was also used for sound effects and as an assistant during programming and development. All generated material was reviewed, edited, and integrated by the developer. | RandyPotatoGames | - | Jul 29, 2026 | |
Food Fight In-game content textart | Some item names and interface translations into languages other than English were created
with AI assistance, then carefully reviewed and edited by the developer. Parts of the 2D
artwork were created with image generation tools, then carefully curated, edited, and
composited by hand. Audio was created by people and comes from CC0-licensed sources with
attribution. No AI content is generated during gameplay. The game does not generate AI
content at runtime, and no player data is ever sent to any AI service. | Midnight Pixel | - | Jul 29, 2026 | |
Hedra In-game content artcode | Hedra began as a physical board game designed and refined by one human developer over ten years. Nearly all of the tabletop game was created without generative AI; AI had a limited role in balance analysis. For the digital edition, AI tools played a substantial role in programming and technical development, including the original web app and its conversion into a desktop game. Most of Hedra's visual artwork was created with generative AI tools, then selected, reviewed, and integrated by the developer. The game contains pre-generated AI-assisted content. It does not generate artwork, text, audio, or other content while you play. | Hedra Games | - | Jul 29, 2026 | |
Group Commander In-game content text | The developer used generative AI as a tool during development. Store page and marketing copy was drafted with an AI writing assistant and edited by the developer. All artwork, logos, and screenshots are human-created or captured from real gameplay. The game does not use generative AI to create any content live during play all in-game text, events, and outcomes come from the developer's own hand-authored, deterministic systems. All AI-assisted content is reviewed by the developer before release. | Eucalyptus Games | - | Jul 29, 2026 | |
Cosmic Crossover: Roguelike Basketball In-game content arttextcode | AI was used to create images, text, and algorithms used in the game.
This game was made by a solo-developer with the help of AI. | EJ Applications | - | Jul 29, 2026 | |
HOLOFLEET In-game content art | The game's art and audio content — including visual assets, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play. | ioStudios | - | Jul 29, 2026 | |
Battleboard In-game content art | The game's art content — including unit art, terrain tiles, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play. | ioStudios | - | Jul 29, 2026 | |
Null Keeper In-game content artaudiotext | The game's art, audio and voice content — including visual assets, UI elements, narrator voice-over, music, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play. | ioStudios | - | Jul 29, 2026 | |
Divine Ascendancy In-game content art | The game's art and audio content — including visual assets, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play. | ioStudios | - | 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 | |
Hoop Dynasty: Rise of a Legend Store/marketing art | Generative AI tools were used to create selected pre rendered promotional artwork displayed on the Steam Store page and in marketing materials. All such content was reviewed, curated and integrated by the developer. The game does not generate AI content during gameplay. | Hoop Dynasty: Rise of a Legend | - | 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 | |
Caribbean Prospector In-game content artcodetext | Some pre-rendered 2D artwork (several of the optional tile-art style packs, plus store capsule and marketing images) was created with generative AI image tools, then curated, edited and integrated by the developer. Portions of the game's code and text were written with AI coding assistance under full human review. The game does not generate any content with AI at runtime, and contains no AI chat features. | Denis Salanta | - | Jul 29, 2026 | |
Idle Deathworks In-game content artaudiocode | AI was used to generate code, assets, graphics and sounds. | NiutNiut Games | - | 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 | |
The Three Fingers of Fate In-game content textcode | Generative AI was used during the development process to assist in writing the game's story, dialogue, and optimizing parts of the game code. | Aisariya | - | 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 | |
Jackpot Poker Destruction Store/marketing art | Some of this game's visual assets (logo, promotional and store page images, character/enemy) were created with the aid of generative AI tools during development. All generated content was reviewed, curated and refined manually by the developer. The game does not use generative AI in real time during gameplay: all assets are pre-generated and static. | Angels' Software | - | Jul 29, 2026 | |
Yuhtzee In-game content art | This game uses some assets that were AI generated. This includes some store images and in-game content. | Shamrock Studios | - | Jul 29, 2026 | |
11 pm In-game content audiotext | This game includes some content created with generative AI: the music and sound effects were made using AI audio tools, and the in-game translations for languages other than English and French were produced with AI translation tools. The artwork, game design and gameplay are created by the developer. | Marijenburg | - | Jul 29, 2026 | |
Berserk Heroes Online Unclear art | Limited use of AI in artwork. | Lategame Studio LTD | - | Jul 29, 2026 | |
ACE Football Store/marketing art | Generative AI tools were used during the development process to assist with the creation of some visual assets, including certain interface elements, artwork, and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate player-facing content using AI during gameplay. | Firedancetech | - | Jul 29, 2026 | |
Rustfront Guardians Store/marketing art | Some pre-rendered artwork and marketing assets were created or refined with generative AI tools under developer direction. The game does not generate AI content during play and does not connect to external AI services. | Rustfront Studio | - | Jul 29, 2026 | |
Corsair Fleet Tides of Plunder In-game content arttext | The developer used generative AI tools during development to help create some art assets (such as character portraits, sprites, and background art) and marketing materials (store capsules and trailers), and to assist with text localization. All AI-assisted content was reviewed and edited by the developer. The game itself does not generate any content in real time and does not connect to AI services during gameplay. | Velron Games | - | Jul 29, 2026 | |
The Rug Racket In-game content art | The development of The Rug Racket used generative AI tools to assist in creating some of the content included in the game, such as art assets, as well as in the creation of the game's store page and marketing materials. All AI-assisted content was reviewed by the development team prior to release. | ioStudios | - | Jul 29, 2026 | |
End of War: Global Front Unclear artaudiotext | Assets, Pictures, Sounds, translation | Ironpathgames | - | 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 | |
Oreship Stellar Frontier In-game content arttext | Dieses Spiel enthält vorab erstellte Inhalte, die teilweise mit Unterstützung generativer KI-Tools erstellt wurden. Dazu können einzelne Grafiken, Icons, Textentwürfe, Beschreibungen, Dialoge oder Lokalisierungstexte gehören. Alle KI-unterstützten Inhalte wurden vom Entwickler geprüft, ausgewählt und bei Bedarf manuell überarbeitet, damit sie zum Stil, zur Handlung und zur Qualität des Spiels passen. Während des Spielens werden keine neuen Inhalte durch KI generiert. | Tischkanten_Flavor | - | Jul 29, 2026 | |
Cozy Airways In-game content artaudio | Some art and audio assets in Cozy Airways were created with the help of generative AI tools during development. All AI-assisted content was reviewed, edited and approved by our team. The game does not generate any AI content live during gameplay. | ioStudios | - | Jul 29, 2026 | |
水泊梁山 In-game content textart | AI for Language translation and promotional images | 疯狗工作室 | - | Jul 29, 2026 |