Store images not including video and screenshots, were generated by ChatGPT due to artistic limitations.
- Creator
- Scott Conway
- Reviews
- -
- Added
- Aug 30, 2026
Public Steam disclosure research 25,380 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.
Store images not including video and screenshots, were generated by ChatGPT due to artistic limitations.
Some images and audio were generated using AI.
AI is used as a translation aid for localizing in-game text and Steam store page text into the supported languages. All original Japanese text is written by the developer.
Generative AI was used selectively during development, always under direct human authorship and review: • Code — An AI coding assistant supported development as a productivity tool; all systems were designed, reviewed, and tested by the developer. • Key art — The Steam key art was created with generative AI, then curated and hand-finished by the developer. All in-game tilesets and character art are licensed, human-made asset packs. • Music — Background music tracks were produced with the assistance of generative AI tools, then selected, edited, and mixed by the developer. The game contains no live-generated AI content: nothing is generated by AI at runtime.
To streamline development and enhance our creative vision, generative AI technologies were utilized in the following areas during the production of this game: Programming & Development Support: AI tools assisted in drafting source code and verifying game logic. Art & Visual Assets: AI tools were used to assist with concept art and base background materials, all of which were manually retouched, processed, and reconstructed. Music: AI tools were used to assist in arranging and producing original tracks, followed by manual editing and mastering. All AI-assisted assets have been carefully curated, modified, and reviewed manually by the developer prior to integration into the game. The game does not feature any live-generated AI content during gameplay, and development strictly adheres to all applicable legal standards and Steam's content guidelines.
Some code and animation created with the assistance of LLMs.
Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay.
All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.
The code and the graphic design was made with AI
Some background assets and sound effects in this game were created using generative AI.
We use AI in the production of all our games.
This game utilizes AI during gameplay to dynamically generate partial narrative texts and character dialogue in real time based on game progress, character status, and player choices, which may result in varying text content across different playthroughs. To mitigate the risk of inappropriate output, the game enforces rule constraints, sensitive content detection, and keyword filtering on both AI prompts and generated responses. Any non-compliant content will be blocked or replaced accordingly.
所有图片均由AI生成
AI used to generate code, including code to procedurally generate graphics/sound. Artists using Suno marked "(Suno)" after artist name. AI used for localization.
Game Image and Background are AI.
Some graphic asset is generated by AI
AI was used solely for localization purposes.
Close Enough was built with generative AI. The code, the in-game text, the level layouts and all seven translations were written by an AI assistant (Claude) working to the developer's direction, and most of what you see on screen — the objects, the whole interface — is drawn by that code rather than loaded from image files. The doodle recognition inside the game is not generative. It is a small image classifier bundled with the game, trained on Google's Quick, Draw! dataset of human-drawn doodles. It runs entirely on your own computer, sorts each drawing into one of 100 pre-defined objects and creates nothing. Your drawings are never uploaded, and the release build contains no code that could upload them. The sprites, tiles, music, sound effects and font are licensed assets made by people, not by AI. Every one of them is credited inside the game under Esc → Credits.
Generative AI is used in this game for tasks such as music generation. As an indie game and a small software development studio, we simply do not have the budget to license a large number of well-known and popular songs. Unfortunately, nothing comes for free – so AI is used as an alternative. AI is also used for tasks such as integrating graphics, music and beat analysis, and translating content. AI can complete time-consuming tasks within minutes that would otherwise take a human several hours. No jobs are being replaced or put at risk through the use of AI in this project. This “crazy game” was still made with lots of love by humans. An AI probably would not have come up with a game idea like this anyway. And because it fits the topic far too well: purely on principle, this disclosure text was of course also written with the help of AI.
AI-generated content is used in the following areas of this game: - Icons: Some card icon artwork was AI-assisted. - Localization: All translated text was generated using AI. - Game balance: Adjustments were guided by AI-based simulation. - Help / guide / character text: Generated with AI, then edited by the developer. - Story text: AI was used during early drafting, but nearly all of it has been rewritten by the developer.
A large number of AI‑generated assets are used in this game. However, every asset has undergone extensive manual adjustments.
Certain graphical assets, such as the game’s loading-screen images, were generated using AI.
Generative AI was used to create some of the background music and assist with writing parts of the Steam store page descriptions.
1. Ensure that the game content does not include illegal or infringing material, such as violations of laws and regulations or infringement of others' intellectual property rights (e.g., plagiarism of artwork, code, etc.). 2. Consistency with Marketing Materials: The actual content of the game must align with the marketing materials, ensuring no discrepancies such as claiming an AI-generated art style or unique gameplay features in promotions that do not exist in the actual game.
部分角色配音及美术资产由AI生成,并通过人工审查,修改,整合
During development we used generative AI tools to create the some of this game's assets. This includes 2D art and audios. All AI-generated assets were produced during development, reviewed by us, and ship as fixed files in the build. Some were hand-edited, recoloured, composited or retimed afterwards. Game code, design, writing and dialogue are authored by us.
Music and images created with AI assistance.
Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation.
The application includes a small set of pre-generated pixel-art example assets, including default cat character poses, icons, and promotional visuals. They were created with generative AI assistance during development and curated as static demonstration content shipped with the application. The product does not generate AI content at runtime and does not embed, call, or operate a generative AI model or service. Its AI Material Assistant only provides editable prompt templates and links to third-party services outside the application. Players may import their own images, GIFs, audio, and Workshop content.
AI-assisted translation tools are used to help localize this game's text for international audiences, including English and any additional languages added in the future. No AI-generated content is used for graphics, sound, or narrative/story content.
Industry Unbound includes a limited number of pre-generated visual assets created with the assistance of generative AI. Each asset was selected, reviewed, and edited by the developer before release. Generative AI is not used to generate content in real time during gameplay.
Generative AI tools were used to assist with programming during development and to support the creation of some of the game's music. All AI-assisted content was reviewed and integrated by the developer.
Generative AI was used solely to assist with drafting and translating the Japanese and English descriptions for the Steam store page. Generative AI was not used for any other purpose. All content within the game itself was created by humans.
Underkeep's visual assets — character and monster sprites, traps, tiles, effects, UI art, and store artwork — were produced using generative AI image tools. The developer selected, adjusted, and quality-checked every asset before it went into the game. The English and Spanish text was machine-translated from the original Korean. Parts of the source code were written with an AI coding assistant, under the developer's direction and review. Music and sound effects are not AI-generated. They are human-made CC0 assets from Kenney and OpenGameArt, and the in-game font (Galmuri) is a human-made open-source font. Underkeep does not use generative AI while you play. The game runs fully offline and generates no content at runtime.
All assets in this game — art, music, and text — were created by humans. During development, generative AI tools were used for coding assistance and debugging. All resulting code was reviewed and approved by a human developer before inclusion.
The background images featured in the game were created using AI. Some of the images used in the in-game UI were generated using AI. The in-game background music (BGM) was created using AI.
This game was developed with the help of generative AI. - Generative AI was used to write and translate text (slime descriptions, in-game wording, and the English localisation). All of it was reviewed and edited by a human. - Generative AI was also used to write program code. - The slime pixel art is not image-generated. It is drawn by a rendering program written for this game. - No AI runs while the game is playing. The game makes no network connections and calls no AI models.
Some of the code was generated with AI assistance.
I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly.
Some of the standing pictures and background pictures are generated by AI and editored by human.
Since all the content of the code was completed by the producer alone, it was inevitable to use AI for bug maintenance.
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand. Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
Store and Library creatives were enhanced using AI. Store descriptions were created and translated using AI.
Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used.
This game includes an optional AI assistant. Players may use the AI tools during gameplay for in‑game assistance such as balloon‑shooting, feeding and other actions. No AI‑generated content will be produced. During development, generative AI tools were used to assist with programming and some pre‑generated text. All AI‑assisted text included in the game was reviewed and edited by the development team. No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians.
This game uses an open-source language model (Qwen2.5) bundled with the game to generate real-time NPC dialogue and ambient chatter entirely offline on the player's own machine via llama.cpp. No external server, no third-party API, and no internet connection are required. Players can toggle this feature on or off. The model runs locally using the player's CPU — no data is uploaded, collected, stored, or used for training.
Some visual assets in the game, including certain card illustrations and UI elements, were created with the assistance of generative AI tools. These assets were generated during development and are included as pre-generated content in the game.
This game may include content created with the assistance of generative artificial intelligence, including artwork, music, sound, narrative, or other assets. The use of generative AI may change over the course of development and future updates, including the introduction of further AI-generated content.
This game utilized generative AI tools during development to assist with the following aspects: Generation and optimization of certain code snippets; Creation and processing of some sound effects; Machine translation and localization assistance for in-game text and UI strings. Important note: All visual art assets in the game (including characters, environments, props, UI elements, icons, animations, etc.) are exclusively created by human artists and were not generated by any AI tools. All AI-generated content (code, sound, translation) has been manually reviewed, revised, and tested to ensure quality, stylistic consistency, and compliance with applicable regulations. AI is not used for real-time generation of player-facing content; all released content is finalized prior to launch.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Heroes of Brihn Store/marketing art | Store images not including video and screenshots, were generated by ChatGPT due to artistic limitations. | Scott Conway | - | Aug 30, 2026 | |
Gaming DNA & ESTI Unclear artaudio | Some images and audio were generated using AI. | Goblet Studio | - | Aug 30, 2026 | |
MOP’N SPARK In-game content text | AI is used as a translation aid for localizing in-game text and Steam store page text into the supported languages. All original Japanese text is written by the developer. | Omoplata Games | - | Aug 30, 2026 | |
zombie motel 96 Store/marketing artaudiocode | Generative AI was used selectively during
development, always under direct human
authorship and review:
• Code — An AI coding assistant supported
development as a productivity tool; all systems
were designed, reviewed, and tested by the
developer.
• Key art — The Steam key art was created with
generative AI, then curated and hand-finished by
the developer. All in-game tilesets and
character art are licensed, human-made asset
packs.
• Music — Background music tracks were produced
with the assistance of generative AI tools, then
selected, edited, and mixed by the developer.
The game contains no live-generated AI content:
nothing is generated by AI at runtime. | OFFtheREAL | - | Aug 29, 2026 | |
ANIMITE Echoes of the Chasm In-game content artaudiocode | To streamline development and enhance our creative vision, generative AI technologies were utilized in the following areas during the production of this game:
Programming & Development Support: AI tools assisted in drafting source code and verifying game logic.
Art & Visual Assets: AI tools were used to assist with concept art and base background materials, all of which were manually retouched, processed, and reconstructed.
Music: AI tools were used to assist in arranging and producing original tracks, followed by manual editing and mastering.
All AI-assisted assets have been carefully curated, modified, and reviewed manually by the developer prior to integration into the game. The game does not feature any live-generated AI content during gameplay, and development strictly adheres to all applicable legal standards and Steam's content guidelines. | Motaro | - | Aug 29, 2026 | |
Hood Dev only code | Some code and animation created with the assistance of LLMs. | Deep Six Game Studios | - | Aug 29, 2026 | |
Echo Doodle In-game content artaudio | Generative AI tools were used during development to assist in creating some 2D graphics, visual effects, and sound effects. AI-generated outputs are reviewed and edited before being used in the game. The game does not use generative AI or generate AI content during gameplay. | TruePushed | - | Aug 29, 2026 | |
THE LONG FORGETTING In-game content artaudio | All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made. | Quiet Machine | - | Aug 29, 2026 | |
Arcanefall : Darklands Unclear artcode | The code and the graphic design was made with AI | zak1aN | - | Aug 29, 2026 | |
DEAD RECALL In-game content artaudio | Some background assets and sound effects in this game were created using generative AI. | MALCREATURES STUDIO | - | Aug 29, 2026 | |
Tiny Garden Café Unclear | We use AI in the production of all our games. | tetsuneko | - | Aug 29, 2026 | |
神明游戏 Live AI text | This game utilizes AI during gameplay to dynamically generate partial narrative texts and character dialogue in real time based on game progress, character status, and player choices, which may result in varying text content across different playthroughs. To mitigate the risk of inappropriate output, the game enforces rule constraints, sensitive content detection, and keyword filtering on both AI prompts and generated responses. Any non-compliant content will be blocked or replaced accordingly. | 灵能游戏 | - | Aug 29, 2026 | |
世外桃源 In-game content art | 所有图片均由AI生成 | 玄逍工作室 | - | Aug 29, 2026 | |
Lost Ball In-game content codeartaudiotext | AI used to generate code, including code to procedurally generate graphics/sound.
Artists using Suno marked "(Suno)" after artist name.
AI used for localization. | Knut Ryager | - | Aug 29, 2026 | |
Casanova Simulator Store/marketing art | Game Image and Background are AI. | Tarnaki Games | - | Aug 29, 2026 | |
Feral Prince In-game content art | Some graphic asset is generated by AI | Honeyjam inc | - | Aug 29, 2026 | |
Flippy the Spider In-game content text | AI was used solely for localization purposes. | Zerith | - | Aug 28, 2026 | |
Close Enough In-game content arttextcode | Close Enough was built with generative AI. The code, the in-game text, the level layouts and all seven translations were written by an AI assistant (Claude) working to the developer's direction, and most of what you see on screen — the objects, the whole interface — is drawn by that code rather than loaded from image files.
The doodle recognition inside the game is not generative. It is a small image classifier bundled with the game, trained on Google's Quick, Draw! dataset of human-drawn doodles. It runs entirely on your own computer, sorts each drawing into one of 100 pre-defined objects and creates nothing. Your drawings are never uploaded, and the release build contains no code that could upload them.
The sprites, tiles, music, sound effects and font are licensed assets made by people, not by AI. Every one of them is credited inside the game under Esc → Credits. | dodnd | - | Aug 28, 2026 | |
Didgeridoo Man In-game content audiotext | Generative AI is used in this game for tasks such as music generation. As an indie game and a small software development studio, we simply do not have the budget to license a large number of well-known and popular songs. Unfortunately, nothing comes for free – so AI is used as an alternative.
AI is also used for tasks such as integrating graphics, music and beat analysis, and translating content. AI can complete time-consuming tasks within minutes that would otherwise take a human several hours.
No jobs are being replaced or put at risk through the use of AI in this project. This “crazy game” was still made with lots of love by humans. An AI probably would not have come up with a game idea like this anyway.
And because it fits the topic far too well: purely on principle, this disclosure text was of course also written with the help of AI. | Studio Justin Braun | - | Aug 28, 2026 | |
モンむすラッシュ In-game content arttext | AI-generated content is used in the following areas of this game:
- Icons: Some card icon artwork was AI-assisted.
- Localization: All translated text was generated using AI.
- Game balance: Adjustments were guided by AI-based simulation.
- Help / guide / character text: Generated with AI, then edited by the developer.
- Story text: AI was used during early drafting, but nearly all of it has been rewritten by the developer. | あとらそふと | - | Aug 28, 2026 | |
Golden Bay: Desktop Aquarium In-game content art | A large number of AI‑generated assets are used in this game. However, every asset has undergone extensive manual adjustments. | Emerge Game | - | Aug 28, 2026 | |
Abyssal Descent In-game content art | Certain graphical assets, such as the game’s loading-screen images, were generated using AI. | Trident Studio | - | Aug 28, 2026 | |
WinterSeed In-game content audiotext | Generative AI was used to create some of the background music and assist with writing parts of the Steam store page descriptions. | Wolf Studio | - | Aug 28, 2026 | |
World of Mist general | 1. Ensure that the game content does not include illegal or infringing material, such as violations of laws and regulations or infringement of others' intellectual property rights (e.g., plagiarism of artwork, code, etc.).
2. Consistency with Marketing Materials: The actual content of the game must align with the marketing materials, ensuring no discrepancies such as claiming an AI-generated art style or unique gameplay features in promotions that do not exist in the actual game. | Cat and Socks | - | Aug 28, 2026 | |
STLN-决进者 In-game content artaudio | 部分角色配音及美术资产由AI生成,并通过人工审查,修改,整合 | 终灭龙工作室 | - | Aug 28, 2026 | |
Mojiworld In-game content artaudio | During development we used generative AI tools to create the some of this game's assets. This includes 2D art and audios. All AI-generated assets were produced during development, reviewed by us, and ship as fixed files in the build. Some were hand-edited, recoloured, composited or retimed afterwards. Game code, design, writing and dialogue are authored by us. | Moji-studios | - | Aug 28, 2026 | |
Fading Edge In-game content artaudio | Music and images created with AI assistance. | YEZHUGAME | - | Aug 27, 2026 | |
GameOvrd2 In-game content art | Certain visual assets incorporated into the final product were subject to a multi-stage development, revision, and production process involving, at intermediate stages of asset preparation, generative AI-assisted material, together with subsequent developer-directed editing, alteration, reconstruction, and final implementation. | CodeKnight808 | - | Aug 26, 2026 | |
桌面寵物工作室 - DesktopPetStudio In-game content art | The application includes a small set of pre-generated pixel-art example assets, including default cat character poses, icons, and promotional visuals. They were created with generative AI assistance during development and curated as static demonstration content shipped with the application.
The product does not generate AI content at runtime and does not embed, call, or operate a generative AI model or service. Its AI Material Assistant only provides editable prompt templates and links to third-party services outside the application. Players may import their own images, GIFs, audio, and Workshop content. | Rowan.l | - | Aug 26, 2026 | |
EXORCIST K9 In-game content text | AI-assisted translation tools are used to help localize this game's text for international audiences, including English and any additional languages added in the future.
No AI-generated content is used for graphics, sound, or narrative/story content. | EXEX Games | - | Aug 25, 2026 | |
Industry Unbound In-game content art | Industry Unbound includes a limited number of pre-generated visual assets created with the assistance of generative AI. Each asset was selected, reviewed, and edited by the developer before release. Generative AI is not used to generate content in real time during gameplay. | TU HENGYU | - | Aug 25, 2026 | |
Brotito In-game content audio | Generative AI tools were used to assist with programming during development and to support the creation of some of the game's music. All AI-assisted content was reviewed and integrated by the developer. | JOBAC | - | Aug 25, 2026 | |
LINER/TRACER In-game content text | Generative AI was used solely to assist with drafting and translating the Japanese and English descriptions for the Steam store page. Generative AI was not used for any other purpose. All content within the game itself was created by humans. | いいいい | - | Aug 25, 2026 | |
Underkeep In-game content arttextcode | Underkeep's visual assets — character and monster sprites, traps, tiles, effects, UI art, and store artwork — were produced using generative AI image tools. The developer selected, adjusted, and quality-checked every asset before it went into the game.
The English and Spanish text was machine-translated from the original Korean.
Parts of the source code were written with an AI coding assistant, under the developer's direction and review.
Music and sound effects are not AI-generated. They are human-made CC0 assets from Kenney and OpenGameArt, and the in-game font (Galmuri) is a human-made open-source font.
Underkeep does not use generative AI while you play. The game runs fully offline and generates no content at runtime. | chris lee | - | Aug 25, 2026 | |
Fuwa! Fuwa! Omurice Simulator Roguelite Dev only code | All assets in this game — art, music, and text — were created by humans. During development, generative AI tools were used for coding assistance and debugging. All resulting code was reviewed and approved by a human developer before inclusion. | スタジオ白亜研究室 | - | Aug 25, 2026 | |
聖嶺鳳学園物語 In-game content artaudio | The background images featured in the game were created using AI.
Some of the images used in the in-game UI were generated using AI.
The in-game background music (BGM) was created using AI. | IsezakiGameWorks | - | Aug 25, 2026 | |
Taskbar Slime ~片隅のテラリウム~ In-game content textcode | This game was developed with the help of generative AI.
- Generative AI was used to write and translate text (slime descriptions,
in-game wording, and the English localisation). All of it was reviewed
and edited by a human.
- Generative AI was also used to write program code.
- The slime pixel art is not image-generated. It is drawn by a rendering
program written for this game.
- No AI runs while the game is playing. The game makes no network
connections and calls no AI models. | GarrAtelier | - | Aug 25, 2026 | |
电脉层域 Dev only code | Some of the code was generated with AI assistance. | Draeften | - | Aug 25, 2026 | |
TROUBLE SHOOTERS In-game content art | I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly. | Music For Robots | - | Aug 25, 2026 | |
Lumen Trace art | Some of the standing pictures and background pictures are generated by AI and editored by human. | RavenPop | - | Aug 25, 2026 | |
Parasomnia Dev only code | Since all the content of the code was completed by the producer alone, it was inevitable to use AI for bug maintenance. | Yishun Qin | - | Aug 24, 2026 | |
Rage and Fury In-game content artaudiotext | Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay. | EntroOne | - | Aug 24, 2026 | |
Aftergrowth Dev only textcode | Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service. | pl0xuee | - | Aug 24, 2026 | |
Zombie Fish Tank Store/marketing text | Store and Library creatives were enhanced using AI.
Store descriptions were created and translated using AI. | boombit | - | Aug 24, 2026 | |
STILLTRACE Dev only | Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used. | AdroVGames | - | Aug 24, 2026 | |
流浪猫岛 Live AI textcode | This game includes an optional AI assistant. Players may use the AI tools during gameplay for in‑game assistance such as balloon‑shooting, feeding and other actions. No AI‑generated content will be produced.
During development, generative AI tools were used to assist with programming and some pre‑generated text. All AI‑assisted text included in the game was reviewed and edited by the development team.
No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians. | 行云工作室 | - | Aug 24, 2026 | |
闲藏 Live AI text | This game uses an open-source language model (Qwen2.5) bundled with the game to generate real-time NPC dialogue and ambient chatter entirely offline on the player's own machine via llama.cpp. No external server, no third-party API, and no internet connection are required. Players can toggle this feature on or off. The model runs locally using the player's CPU — no data is uploaded, collected, stored, or used for training. | SUN JIANXIN | - | Aug 24, 2026 | |
ANONYMOUS CARD (TCG) In-game content art | Some visual assets in the game, including certain card illustrations and UI elements, were created with the assistance of generative AI tools. These assets were generated during development and are included as pre-generated content in the game. | ルーたん | - | Aug 24, 2026 | |
Strange Lands In-game content artaudiotext | This game may include content created with the assistance of generative artificial intelligence, including artwork, music, sound, narrative, or other assets. The use of generative AI may change over the course of development and future updates, including the introduction of further AI-generated content. | Aubercat | - | Aug 24, 2026 | |
无限循环 In-game content codeaudiotext | This game utilized generative AI tools during development to assist with the following aspects:
Generation and optimization of certain code snippets;
Creation and processing of some sound effects;
Machine translation and localization assistance for in-game text and UI strings.
Important note: All visual art assets in the game (including characters, environments, props, UI elements, icons, animations, etc.) are exclusively created by human artists and were not generated by any AI tools.
All AI-generated content (code, sound, translation) has been manually reviewed, revised, and tested to ensure quality, stylistic consistency, and compliance with applicable regulations. AI is not used for real-time generation of player-facing content; all released content is finalized prior to launch. | Capybara BBQ Studio | - | Aug 24, 2026 |