Localization of store page description
- Creator
- Lui Labs
- Reviews
- -
- Added
- Oct 2, 2026
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Localization of store page description
For languages other than Simplified Chinese, this game uses AI-assisted translation (including this notice). We will continue to improve translation quality.
Generative AI was used to create some visual assets included in the game, as well as artwork for the Steam store page and marketing materials. These assets were created before release. The game does not generate AI content during gameplay or connect to external AI services.
The sound effects, engine sounds and the race announcer's voice were generated with ElevenLabs (sound effects, text-to-speech and voice design) and then edited, mixed and processed by the developer. Parts of the store page text were drafted with AI assistance.
Background and Logo Created AI.
AI tools were used to assist in the creation of store Assets
Pre-generated: the game's code, its procedurally built 3D models, levels and effects, the synthesized in-game music, parts of the UI art, the store artwork and the store texts/translations were created with the help of AI tools (Anthropic Claude) under the developer's direction and review. The menu music tracks were generated by the developer with Google Gemini. Sound effects are edited recordings from Kenney (CC0) and Mixkit. No AI content is generated live while playing.
Generative AI tools helped create selected 2D artwork, including in-game branding, decorative art, and store and marketing illustrations, and assisted with translations of the store page text. This content is pre-generated; the game does not generate AI content during gameplay.
The game's cases, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. No content is generated while you play.
Generative AI tools were used to assist in creating some pre-generated decorative in-game artwork, including wall posters, as well as selected promotional and Steam store artwork. All generated content was reviewed and edited before inclusion. The game does not use live-generated AI content during gameplay.
Only for localization
Some game content was created with generative AI and edited by human artists during development. No AI content is generated during gameplay.
I’m a solo developer, and artificial intelligence was used in the creation of this game.
The graphical elements were created using AI and then manually refined.
Generative AI tools were used to create and refine promotional artwork and startup/loading artwork based on our game’s character designs. The startup artwork is included in the game.
Images: AI-generated images were manually edited and composited for use in the game. Text: AI was used to draft some in-game text (card names and descriptions), which was then manually rewritten. Live-generated AI content: None.
Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay.
This game uses generative artificial intelligence (AI) to assist with localization. AI tools were used to generate translations of the game’s text into multiple languages. The translations were reviewed and edited by the development team to ensure quality and accuracy. No generative AI was used to create gameplay content, art, audio, or other core elements of the game.
Music and sounds were produced with ElevenLabs.
All assets in the game—including text translations, images, audio, and video—are generated by AI.
Most of if not all of the models / graphics / music you see in game is made by humans. Rare exceptions were made for some basic models (That we really liked and made a creative decision to keep). We support artists and will continue to do so so in this game and all future ones.
I used AI to help generate some of the voice acting that is used in the game.
We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used. AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves. For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work.
AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay.
Some voice audio in EMPTYLAND was created using generative artificial intelligence tools. AI-generated voices are used as part of the game's narrative and in-game audio experience.
Some UI assets in this game were created with the assistance of AI tools during development.
本游戏有借助AI生成部分图片,比如游戏加载页,部分人物素材,其余游戏内容均为原创。
AI was used to assist with coding and to create some textures, which were later reworked by the developer. The game does not generate AI content in real time
The altered paintings ("forgeries") were made by editing public-domain museum scans with generative AI image tools. Each one was reviewed by hand, colour-matched to its original scan and, where possible, composited back onto that scan so that only the altered detail differs. Some in-game English text (the questions that appear beside the paintings) and parts of this store description were drafted with an AI writing assistant and edited by the developer. The capsule art and screenshots are frames rendered by the game itself; the capsule art shows one of the AI-edited paintings. Nothing is generated by AI while the game runs.
Assisted with all aspects of development
Generative AI tools were used to assist with the localization and translation of the game's text into additional languages.
The store page artwork (capsule images, header, library images and logo) was created with the help of generative AI tools. Part of the game's source code and development tools were also written with the help of AI coding assistants, then reviewed and integrated by the developer. The in-game content itself (3D visuals from licensed asset packs, CC0 sound effects, texts) is not AI-generated, and the game does not use generative AI while playing. All screenshots are captured from the actual game.
Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player.
music made by suno
Game text and translations were created with the help of AI tools. The public build has no AI voices; it has no voice acting yet. The art is not made with generative AI: it comes from free CC0 asset packs plus shapes and textures built in code. Sound effects are synthesized by our own scripts. Nothing is generated by AI while you play.
AI-assisted tools were used to support performance optimization and to generate the player character. AI tools also contributed to enemy character assets, store artwork and translations. These uses concern content prepared during development.
A Light in the Gloam uses pre-generated AI content. Nothing is generated while the game is running, and the game makes no network calls of any kind. Visual art: all in-game art was generated with OpenAI's image model (gpt-image-1) from prompts written by hand, then processed by our own scripts, which downscale it, quantise it to a fixed palette and trim it before it is placed in the game. This covers 14 character portraits, 43 enemy and boss sprites, 63 item icons, 27 wall, floor and ceiling textures, 10 dungeon props, 21 achievement emblems, and 14 town and title backdrops. The store capsules and the client icons are crops of the title-screen generation rather than new images. Music and sound: all 14 music tracks were generated with ElevenLabs' music model and all 47 sound effects with ElevenLabs' sound-effects model, both from written prompts and both post-processed by our own scripts for level and length. There is no voice acting and no synthesised speech anywhere in the game. Writing and translation: the game's text, meaning item and monster descriptions, dialogue, menus and the story, was written with the assistance of a large language model and then edited by hand. The Brazilian Portuguese translation was produced the same way and reviewed against the English.
本作の素材の一部は、生成AIを使って作り、開発者が選んで使っています。 ・キャラクターのイラスト、UIの絵、背景・遠景:ChatGPT(OpenAI) ・3Dモデル:Tripo AI ・音楽:Tunee AI ・効果音:ElevenLabs ・シナリオの一部:Claude(Anthropic) ・プログラム:Claude Code(Anthropic) 遊んでいる間に、AIが新たに内容を作ることはありません。
AI has been used as a helper tool for the art production pipeline, all assets were reviewed and adjusted to fit the game.
Some of this game's content was created with the help of generative AI tools during development: - Artwork: some of the visual art in the game. - Text: parts of the in-game writing, and the Simplified Chinese translation. - Audio: a small number of sound effects. Most of the game's sound was made without AI. Nothing is generated by AI while you play.
Game logo was created with help of AI tools.
Generative AI was used only as a supporting tool in the design of some fictional red panda characters and for language translation.
Some of the visual elements were created using AI
The game's story, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. One song on the car radio ("Broken Hearts and Blue Moons", licensed from Pixabay) was produced by its author with generative AI. No content is generated while you play.
Translation was supported by AI tools.
The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI.
The direction of this game has been altered by artificial intelligence
Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people.
Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything. Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio. Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead. All artwork, writing and game design were made by the developer or bought as assets with licenses.
AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay. Its creative direction and artistic content are rooted in human creativity and craftsmanship.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
My Little Bento Shop Store/marketing text | Localization of store page description | Lui Labs | - | Oct 2, 2026 | |
SPEEDING In-game content text | For languages other than Simplified Chinese, this game uses AI-assisted translation (including this notice). We will continue to improve translation quality. | CATEA Studio | - | Oct 2, 2026 | |
First Layer: 3D Printing Simulator In-game content art | Generative AI was used to create some visual assets included in the game, as well as artwork for the Steam store page and marketing materials. These assets were created before release. The game does not generate AI content during gameplay or connect to external AI services. | Vitrum Games | - | Oct 2, 2026 | |
Lead Foot In-game content audiotext | The sound effects, engine sounds and the race announcer's voice were generated with ElevenLabs (sound effects, text-to-speech and voice design) and then edited, mixed and processed by the developer. Parts of the store page text were drafted with AI assistance. | Filip Suta | - | Oct 1, 2026 | |
STOP THE VAN! Store/marketing art | Background and Logo Created AI. | NOXP | - | Oct 1, 2026 | |
Rock Hunter Store/marketing art | AI tools were used to assist in the creation of store Assets | DNA ARMY GAMING | - | Oct 1, 2026 | |
STICKSHOT: Comic War In-game content artaudiotextcode | Pre-generated: the game's code, its procedurally built 3D models, levels and effects, the synthesized in-game music, parts of the UI art, the store artwork and the store texts/translations were created with the help of AI tools (Anthropic Claude) under the developer's direction and review. The menu music tracks were generated by the developer with Google Gemini. Sound effects are edited recordings from Kenney (CC0) and Mixkit. No AI content is generated live while playing. | Millennial Game Dreams | - | Oct 1, 2026 | |
SHIFTMARE In-game content arttext | Generative AI tools helped create selected 2D artwork, including in-game branding, decorative art, and store and marketing illustrations, and assisted with translations of the store page text. This content is pre-generated; the game does not generate AI content during gameplay. | Andrii Torbenko | - | Oct 1, 2026 | |
Parcel Inspector Simulator In-game content text | The game's cases, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. No content is generated while you play. | Alexframe | - | Oct 1, 2026 | |
RAT LUCK In-game content art | Generative AI tools were used to assist in creating some pre-generated decorative in-game artwork, including wall posters, as well as selected promotional and Steam store artwork. All generated content was reviewed and edited before inclusion. The game does not use live-generated AI content during gameplay. | Miloš Lužnjanin | - | Oct 1, 2026 | |
Too Many Animals ! In-game content text | Only for localization | Lip Chuan Sui | - | Oct 1, 2026 | |
The Drowned Table In-game content art | Some game content was created with generative AI and edited by human artists during development. No AI content is generated during gameplay. | Undeathical Productions | - | Oct 1, 2026 | |
KOI-KOI! Unclear | I’m a solo developer, and artificial intelligence was used in the creation of this game. | KOI-KOI PRODUCTION | - | Oct 1, 2026 | |
Highway 26 In-game content art | The graphical elements were created using AI and then manually refined. | Plotline Games | - | Oct 1, 2026 | |
Silly Souls In-game content art | Generative AI tools were used to create and refine promotional artwork and startup/loading artwork based on our game’s character designs. The startup artwork is included in the game. | Pasta Desert Studios | - | Oct 1, 2026 | |
CARD SHOP SHUFFLE! In-game content arttext | Images: AI-generated images were manually edited and composited for use in the game.
Text: AI was used to draft some in-game text (card names and descriptions), which was then manually rewritten.
Live-generated AI content: None. | NorthPillow Lab | - | Oct 1, 2026 | |
Cook Or Get Cooked In-game content artaudio | Generative AI was used to assist with artwork, UI elements and sound effects. No AI content is generated during gameplay. | Fruitdish | - | Oct 1, 2026 | |
Cowboy Cats In-game content text | This game uses generative artificial intelligence (AI) to assist with localization.
AI tools were used to generate translations of the game’s text into multiple languages. The translations were reviewed and edited by the development team to ensure quality and accuracy. No generative AI was used to create gameplay content, art, audio, or other core elements of the game. | Cat Nails Studio | - | Oct 1, 2026 | |
Blind Man's Buff In-game content audio | Music and sounds were produced with ElevenLabs. | sanzyman | - | Oct 1, 2026 | |
重启:工作日 In-game content artaudiotext | All assets in the game—including text translations, images, audio, and video—are generated by AI. | NOX Labs | - | Oct 1, 2026 | |
Tile The Sea general | Most of if not all of the models / graphics / music you see in game is made by humans. Rare exceptions were made for some basic models (That we really liked and made a creative decision to keep). We support artists and will continue to do so so in this game and all future ones. | Derrad | - | Oct 1, 2026 | |
Threshold Zero In-game content audio | I used AI to help generate some of the voice acting that is used in the game. | Ken Henson | - | Oct 1, 2026 | |
Dino Dome: Tidy Up! In-game content arttext | We used AI-assisted tools to help create and refine a small selection of visual assets. Each one was reviewed and adjusted by hand before it was used.
AI also helped us tidy up the grammar and wording in a small amount of in-game and store-page text. We checked and edited every final line ourselves.
For us, AI is simply a supporting tool. Dino Dome: Tidy Up! is still shaped by our own ideas, judgement, and hands-on creative work. | Obsessive Games | - | Oct 1, 2026 | |
Night at the Fun Park In-game content arttext | AI tools were used to create or edit some in-game and store artwork and textures, and to assist with translations. Creative direction and final content selection are ours. No AI content is generated during gameplay. | Sitting Teddy | - | Oct 1, 2026 | |
EMPTYLAND In-game content audio | Some voice audio in EMPTYLAND was created using generative artificial intelligence tools. AI-generated voices are used as part of the game's narrative and in-game audio experience. | GAMEPAGE | - | Oct 1, 2026 | |
My Boba Shop Simulator In-game content art | Some UI assets in this game were created with the assistance of AI tools during development. | Yishir | - | Oct 1, 2026 | |
仙帝神兵 In-game content art | 本游戏有借助AI生成部分图片,比如游戏加载页,部分人物素材,其余游戏内容均为原创。 | 仙帝神兵工作室 | - | Oct 1, 2026 | |
TRAPPIST-1 In-game content art | AI was used to assist with coding and to create some textures, which were later reworked by the developer.
The game does not generate AI content in real time | Systm | - | Oct 1, 2026 | |
I Know This One (IKTO) In-game content arttext | The altered paintings ("forgeries") were made by editing public-domain museum scans with generative AI image tools. Each one was reviewed by hand, colour-matched to its original scan and, where possible, composited back onto that scan so that only the altered detail differs. Some in-game English text (the questions that appear beside the paintings) and parts of this store description were drafted with an AI writing assistant and edited by the developer. The capsule art and screenshots are frames rendered by the game itself; the capsule art shows one of the AI-edited paintings. Nothing is generated by AI while the game runs. | JoMi | - | Oct 1, 2026 | |
War Of The Worlds Trilogy Unclear | Assisted with all aspects of development | Invirtu Labs | - | Oct 1, 2026 | |
Dybbuk In-game content text | Generative AI tools were used to assist with the localization and translation of the game's text into additional languages. | Saul Morag Black | - | Oct 1, 2026 | |
Breath Of The Death Store/marketing artcode | The store page artwork (capsule images, header, library images and logo) was created with the help of generative AI tools. Part of the game's source code and development tools were also written with the help of AI coding assistants, then reviewed and integrated by the developer. The in-game content itself (3D visuals from licensed asset packs, CC0 sound effects, texts) is not AI-generated, and the game does not use generative AI while playing. All screenshots are captured from the actual game. | Ethernal Games Inc | - | Sep 30, 2026 | |
relay Live AI textaudio | Artificial intelligence was used to assist in development, primarily for the front end, and AI generated content is used in game for text and voices via local models ran on the player's system or external models provided by the player. | soli_dstate | - | Sep 30, 2026 | |
Counting Sand in the Sahara Unclear audio | music made by suno | nameless zombie | - | Sep 30, 2026 | |
Purpose of Visit In-game content text | Game text and translations were created with the help of AI tools. The public build has no AI voices; it has no voice acting yet. The art is not made with generative AI: it comes from free CC0 asset packs plus shapes and textures built in code. Sound effects are synthesized by our own scripts. Nothing is generated by AI while you play. | Larch Games | - | Sep 30, 2026 | |
The Core: Protocol In-game content arttext | AI-assisted tools were used to support performance optimization and to generate the player character. AI tools also contributed to enemy character assets, store artwork and translations. These uses concern content prepared during development. | ChritzleCraft | - | Sep 30, 2026 | |
A Light in the Gloam In-game content artaudiotext | A Light in the Gloam uses pre-generated AI content. Nothing is generated while the game is running, and the game makes no network calls of any kind.
Visual art: all in-game art was generated with OpenAI's image model (gpt-image-1) from prompts written by hand, then processed by our own scripts, which downscale it, quantise it to a fixed palette and trim it before it is placed in the game. This covers 14 character portraits, 43 enemy and boss sprites, 63 item icons, 27 wall, floor and ceiling textures, 10 dungeon props, 21 achievement emblems, and 14 town and title backdrops. The store capsules and the client icons are crops of the title-screen generation rather than new images.
Music and sound: all 14 music tracks were generated with ElevenLabs' music model and all 47 sound effects with ElevenLabs' sound-effects model, both from written prompts and both post-processed by our own scripts for level and length. There is no voice acting and no synthesised speech anywhere in the game.
Writing and translation: the game's text, meaning item and monster descriptions, dialogue, menus and the story, was written with the assistance of a large language model and then edited by hand. The Brazilian Portuguese translation was produced the same way and reviewed against the English. | Petersen Projects | - | Sep 30, 2026 | |
ことづての庭 In-game content artaudiotextcode | 本作の素材の一部は、生成AIを使って作り、開発者が選んで使っています。
・キャラクターのイラスト、UIの絵、背景・遠景:ChatGPT(OpenAI)
・3Dモデル:Tripo AI
・音楽:Tunee AI
・効果音:ElevenLabs
・シナリオの一部:Claude(Anthropic)
・プログラム:Claude Code(Anthropic)
遊んでいる間に、AIが新たに内容を作ることはありません。 | notfolder | - | Sep 30, 2026 | |
Puddle Makers In-game content art | AI has been used as a helper tool for the art production pipeline, all assets were reviewed and adjusted to fit the game. | Yominoid | - | Sep 30, 2026 | |
Backrooms Adventure In-game content arttextaudio | Some of this game's content was created with the help of generative AI tools during development:
- Artwork: some of the visual art in the game.
- Text: parts of the in-game writing, and the Simplified Chinese translation.
- Audio: a small number of sound effects. Most of the game's sound was made without AI.
Nothing is generated by AI while you play. | Glycine | - | Sep 30, 2026 | |
A Game About Needle In A Haystack Store/marketing art | Game logo was created with help of AI tools. | Developer about... | - | Sep 30, 2026 | |
Sort the Red Pandas: Tidy Up & Shelve In-game content arttext | Generative AI was used only as a supporting tool in the design of some fictional red panda characters and for language translation. | Ms.RedPanda | - | Sep 30, 2026 | |
Sort & Slam Unclear art | Some of the visual elements were created using AI | ValiantLight | - | Sep 30, 2026 | |
JUST UNTIL MORNING In-game content textaudio | The game's story, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. One song on the car radio ("Broken Hearts and Blue Moons", licensed from Pixabay) was produced by its author with generative AI. No content is generated while you play. | Alexframe | - | Sep 30, 2026 | |
Fossil Digger In-game content text | Translation was supported by AI tools. | Yagni Lab | - | Sep 30, 2026 | |
Nadas In-game content textaudioart | The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI. | Ato Games | - | Sep 30, 2026 | |
Backrooms Blocks Unclear | The direction of this game has been altered by artificial intelligence | Snarl | - | Sep 30, 2026 | |
Madame Cheng - Pirate Queen of Hong Kong In-game content art | Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people. | Hong Kong XR Museum, Inc | - | Sep 30, 2026 | |
Psst! Live AI audiotext | Psst! uses generative AI in two ways, and both run entirely on your own PC. Nothing you say or type is sent to a server, stored, or used to train anything.
Live voices: Bot players and the host speak their hints and table talk out loud through a text-to-speech model (Supertonic) that runs on your computer. The spoken lines come from the game's own writing and word lists. The AI only turns that text into audio.
Speech recognition: If you choose to play with your voice, a speech-to-text model (NVIDIA Parakeet) turns what you say into text so the game can read your hint or guess. This is optional, and you can always type instead.
All artwork, writing and game design were made by the developer or bought as assets with licenses. | Teeny Tiny Games | - | Sep 30, 2026 | |
Scentkeeper: Tidy Up the Perfume Archive! In-game content text | AI tools were used only to assist with translating in-game text into supported languages. No AI-generated images, music, audio, or 3D models were used. The game does not generate AI content during gameplay.
Its creative direction and artistic content are rooted in human creativity and craftsmanship. | Emberline Games | - | Sep 30, 2026 |