Starbloom Ranch features artwork developed with generative AI.
- Creator
- Recoil Mojo
- Reviews
- -
- Added
- Sep 16, 2026
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Starbloom Ranch features artwork developed with generative AI.
Part of the modeling was done using AI-generated technology.
I use generative AI for localization.
Grindveil's art is made with generative AI tools. We generate, then pick, crop, recolour and optimise every piece by hand before it ships, and we throw out the ones that do not fit. The same goes for part of the writing: item and location names, some of the lore in the in-game Codex, and the interface translations for our fourteen languages are drafted with AI help and reviewed by us. Nothing is generated while you play. No AI runs on your machine, nothing you type is sent to an AI service, and every image and every line of text in the game was made and checked before release.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review: Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer. Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools. Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
All art assets were generated by AI.
Some of the game's art assets, such as character and enemy models, portraits and icons, were created during development with the assistance of generative AI tools, and were then reviewed, curated and edited by the team. All AI-assisted content is pre-rendered: nothing is generated while the game is running.
Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content.
Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI.
Generative AI was used to assist in the creation of some promotional artwork for the Steam store page, including capsule and library artwork. AI is not used to generate content during gameplay.
We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards.
This game uses AI-assisted art assets generated prior to release for character art, scene backgrounds and store promotional materials. All AI-generated content was completed before the game's launch; no real-time AI content generation or connections to external AI services will occur during gameplay.
此游戏使用了AI生成代码,相关宣传画也由AI生成后续经手工修改完成。素材也游戏当前为单机游戏,游戏过程中游戏独立编写了语义引擎,没有使用完整的AI功能,虽然以后为了游戏的某些功能,应该会引入完整AI。
AI-assisted tools were used in the design of some characters.
The text on this store page was drafted with the assistance of a generative AI writing tool and reviewed and edited by the developer before publishing.
AI was used ONLY in the creation of the UI images and menu backgrounds. All gameplay and other assets were NOT created using AI.
Almost all of the art in the game has been created by Alexandr Elichev, the artist of the original Gloomhaven board game. A few missing art assets for summoned creatures for characters for this game were generated with AI. We hope to be able to replace these with official art as time progresses (and when I have a stable job to be able to pay for this).
- Voice Acting - Mech Sprites - Dialogues - SFX
This demo uses generative AI tools to create most of the character art, illustrations, and visual assets. All AI-generated content has been reviewed and edited by the development team to ensure quality and compliance with Steam policies. No illegal or infringing material is included.
Hell Healers features artwork developed with generative AI.
Some store-page and marketing artwork (capsule images, key art) was created with the help of generative AI tools. Some in-game sprite/visual assets were also produced or upscaled with AI-assisted tools as part of the HD remaster. All AI-assisted content is reviewed, edited and curated by the developer. The game does not use any live or real-time generative AI during gameplay, no AI content is generated on the fly for players.
Generative AI assisted with SystemChart's branding and store descriptions. The optional assistant uses a user-configured model to select diagnostic tools. In the Steam app, SystemChart writes the displayed summaries from validated tool results; free-form model text is not displayed. External AI clients connected through the optional tool server control their own responses. Core capture and charts do not require AI. No model or hosted inference service is included.
Some of this game's audio was created with generative AI tools.
Generative AI was used to assist in coding and translations for different languages. Some graphical store assets also used AI in its design, mostly as a composition tool to combine game scenes with human made art.
AI-assisted artwork was used for store marketing assets. The shipped game does not generate content during gameplay and does not connect to an AI service at runtime.
The app's user-interface text was translated from Japanese into its other supported languages with the help of AI (Claude), as were the translated versions of the store page description. All artwork, including the character illustration, the bundled music, and the original Japanese text were created by people.
Some item and skill images were created with the help of generative AI during development.
Generative AI assisted with selected original visual assets used by Tater Tube Player, including mascot illustrations, fictional demo artwork, Discovery category art, and Tube TV channel logos. These assets were reviewed before inclusion and do not contain third-party movie or television artwork. During use, the optional Tater Picks feature can generate short recommendation explanations and a synthesized voice briefing based on titles in the user’s own Tater Tube Server library and viewing history. Tater Picks requires the user to configure Tater Link separately, does not accept free-form prompts through the Player, and is hidden when not configured. It does not generate movies, television programs, music, or other playable media.
Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game.
This application does not use AI at runtime. Compatibility verdicts, expected presets and the performance recommendation come from a deterministic rule set and the developer's own hardware tier table, with no AI model involved. AI was used only for pre-made promotional material: the narration of the optional intro video for the developer's other product (synthetic text-to-speech with a preset voice) and parts of the store page artwork, which were generated with an image model and then edited by the developer. All in-app artwork, including the mascot, is first-party.
RealSub uses AI technology as its core function: it runs speech-recognition and voice-activity-detection models (OpenAI Whisper via faster-whisper, and Silero VAD) locally on the user's own computer to turn audio the user is already playing into live subtitles. If the user enables translation, the recognized subtitle text is sent to the translation service the user selected (Microsoft Translator by default, or an OpenAI-compatible LLM endpoint, DeepL, or a translation server the user runs locally) and the returned translation is displayed. Audio is never uploaded. The subtitles and translations produced this way are generated at runtime, from the user's own audio, and are shown only to that user on their own screen. RealSub does not generate art, music, voice-over, or narrative content, and it does not share generated text with other users or publish it anywhere. None of the shipped content assets are generated by AI: interface text, icons, store artwork, screenshots and video are written, laid out or recorded by us. The store capsules are programmatic layouts, and the demo footage is real screen recording of licensed material.
・We are using generative AI to reimagine characters based on original designs. ・We are using AI to generate characters based on some original designs. ・We use generative AI to create illustrations for store and website images. ・We conduct pattern testing using generative AI for logic and communication tests.
coding was partly done by claude and it created some small assets (like weapon sound).
The following content was created with the help of AI tools: - Store capsule images and banners - Stage map images - Translations into localized languages - Steam achievement icons All AI-generated content was reviewed by our development team before being added to the game and store page.
Generative AI (Google Gemini) was used to draft, translate, and refine the store descriptions and in-game text based on the developer's concepts. Every output was reviewed and edited by the developer to ensure accuracy and alignment with the game's vision.
The developer first created a visual guide for the character NULL. Based on that guide, Meshy AI was used to create one pre-generated 3D character model. No AI-generated content is created during gameplay. All other game content, music, audiovisual works, film, website, and Unreal Engine and Wwise systems were created by the developer.
This game contains AI generated models and art.
Generative AI tools were used to assist in the creation or editing of certain visual assets, promotional materials, cinematic elements, draft copy, and audio elements. All final outputs were reviewed and selected by the development team, and were revised where necessary before being incorporated into the game and related materials. Generative AI is not used during gameplay, and the game does not connect to any generative AI services.
We make extensive use of AI throughout this project, from coding and generating image/sound assets to planning, story concepts, and daily life improvements. We truly appreciate your understanding and support. Thanks a ton!
Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play.
AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Some of this game's artwork - the Steam achievement icons and a number of interface icons - was created with a generative image model, then hand-selected, cropped and colour-matched by the developer. In-game text and the English localisation were also drafted with AI assistance and reviewed by the developer. The game does not generate any content while you play, and it does not connect to any AI service.
Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play. What was made with the help of AI: - Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand. - Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer. - Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community. Game design, gameplay systems and balancing are the developer's own work.
The only AI generated content is the logo and content header. Image assets that are used for main menu.
Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering.
AI has been used to improve the code and some graphics.
Some art assets in this game were created with the assistance of generative AI. AI-assisted tools were also used in the translation and localization of the English text. In addition, AI was used to assist with certain programming tasks during development. All AI-assisted output included in the game was manually reviewed, edited, and integrated by the developer.
Some visual and audio assets in this game were created with generative AI during development. • Yokai piece illustrations were generated with OpenAI GPT Images, then selected and cropped for in-game use. The same art may also appear in store screenshots. • Title and battle music were generated with Google Gemini (Lyria), then selected for looping playback. Rules, gameplay code, sound effects, and UI text were not live-generated. This game does not call an AI service while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Starbloom Ranch In-game content art | Starbloom Ranch features artwork developed with generative AI. | Recoil Mojo | - | Sep 16, 2026 | |
After closing In-game content art | Part of the modeling was done using AI-generated technology. | FANGYAOYUE | - | Sep 16, 2026 | |
ノルヴェール戦記-紫水晶の旅物語- In-game content text | I use generative AI for localization. | cement | - | Sep 16, 2026 | |
Grindveil In-game content arttext | Grindveil's art is made with generative AI tools. We generate, then pick, crop, recolour and optimise every piece by hand before it ships, and we throw out the ones that do not fit. The same goes for part of the writing: item and location names, some of the lore in the in-game Codex, and the interface translations for our fourteen languages are drafted with AI help and reviewed by us.
Nothing is generated while you play. No AI runs on your machine, nothing you type is sent to an AI service, and every image and every line of text in the game was made and checked before release. | Grindare Studio | - | Sep 16, 2026 | |
Abyss Floors In-game content textart | Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content. | Alerot | - | Sep 16, 2026 | |
夏梦 In-game content art | All art assets were generated by AI. | 爱吃耙耙柑 | - | Sep 16, 2026 | |
QuestAway In-game content art | Some of the game's art assets, such as character and enemy models, portraits and icons, were created during development with the assistance of generative AI tools, and were then reviewed, curated and edited by the team. All AI-assisted content is pre-rendered: nothing is generated while the game is running. | ART X GAMES | - | Sep 16, 2026 | |
United Football In-game content arttext | Generative AI tools were used to assist in the production and refinement of selected promotional and marketing materials for United Football. AI-assisted outputs were reviewed and edited by the development team before use. Generative AI is not used to generate live gameplay content. | MetaverseME Ltd | - | Sep 16, 2026 | |
NYANCO: LOVE LOOP In-game content arttext | Generative AI tools were used during development to create or refine selected visual and text assets. All such content was pre-generated, reviewed, and edited before use; the game does not use live generative AI. | Nyanco Channel | - | Sep 16, 2026 | |
摸鱼小队 Store/marketing art | Generative AI was used to assist in the creation of some promotional artwork for the Steam store page, including capsule and library artwork. AI is not used to generate content during gameplay. | town | - | Sep 16, 2026 | |
Hot Meals Fast Wheels - Prologue In-game content artaudio | We occasionally used generative AI as an assistive tool to refine certain visual assets, enhance texture resolutions, and process minor audio elements. These tools were used sparingly to support our production workflow, and all final content has been manually reviewed and polished by our team to ensure it meets our quality and legal standards. | Misket Games | - | Sep 16, 2026 | |
血色华盛顿 In-game content art | This game uses AI-assisted art assets generated prior to release for character art, scene backgrounds and store promotional materials. All AI-generated content was completed before the game's launch; no real-time AI content generation or connections to external AI services will occur during gameplay. | 温州金酷科技有限公司 | - | Sep 16, 2026 | |
ERA-ming Store/marketing artcode | 此游戏使用了AI生成代码,相关宣传画也由AI生成后续经手工修改完成。素材也游戏当前为单机游戏,游戏过程中游戏独立编写了语义引擎,没有使用完整的AI功能,虽然以后为了游戏的某些功能,应该会引入完整AI。 | aigmer | - | Sep 16, 2026 | |
少女的后花园 Unclear art | AI-assisted tools were used in the design of some characters. | 少女工作室 | - | Sep 16, 2026 | |
Auto Mute Music Store/marketing text | The text on this store page was drafted with the assistance of a generative AI writing tool and reviewed and edited by the developer before publishing. | Yuki_isMine | - | Sep 16, 2026 | |
Jackshot In-game content art | AI was used ONLY in the creation of the UI images and menu backgrounds. All gameplay and other assets were NOT created using AI. | und3d | - | Sep 16, 2026 | |
The Crimson Scales In-game content art | Almost all of the art in the game has been created by Alexandr Elichev, the artist of the original Gloomhaven board game. A few missing art assets for summoned creatures for characters for this game were generated with AI. We hope to be able to replace these with official art as time progresses (and when I have a stable job to be able to pay for this). | Tall Tree | - | Sep 16, 2026 | |
Humans, Bots and Zombies In-game content audioarttext | - Voice Acting
- Mech Sprites
- Dialogues
- SFX | Hbz-team | - | Sep 16, 2026 | |
Kings Call 2 In-game content art | This demo uses generative AI tools to create most of the character art, illustrations, and visual assets. All AI-generated content has been reviewed and edited by the development team to ensure quality and compliance with Steam policies. No illegal or infringing material is included. | X Star Game Limited | - | Sep 16, 2026 | |
Hell Healers In-game content art | Hell Healers features artwork developed with generative AI. | Recoil Mojo | - | Sep 15, 2026 | |
Helbreath Evolution In-game content art | Some store-page and marketing artwork (capsule images, key art) was created with the help of generative AI tools. Some in-game sprite/visual assets were also produced or upscaled with AI-assisted tools as part of the HD remaster. All AI-assisted content is reviewed, edited and curated by the developer. The game does not use any live or real-time generative AI during gameplay, no AI content is generated on the fly for players. | Guillermo Vergara | - | Sep 15, 2026 | |
SystemChart Live AI text | Generative AI assisted with SystemChart's branding and store descriptions. The optional assistant uses a user-configured model to select diagnostic tools. In the Steam app, SystemChart writes the displayed summaries from validated tool results; free-form model text is not displayed. External AI clients connected through the optional tool server control their own responses. Core capture and charts do not require AI. No model or hosted inference service is included. | Ryan Brown | - | Sep 15, 2026 | |
Treaty Ground: Corridor 2032 In-game content audio | Some of this game's audio was created with generative AI tools. | https://chillnowllc.com | - | Sep 15, 2026 | |
Dynastia FC In-game content codetextart | Generative AI was used to assist in coding and translations for different languages.
Some graphical store assets also used AI in its design, mostly as a composition tool to combine game scenes with human made art. | Conni'co | - | Sep 15, 2026 | |
Super Brik Brik Store/marketing art | AI-assisted artwork was used for store marketing assets. The shipped game does not generate content during gameplay and does not connect to an AI service at runtime. | Infiland | - | Sep 15, 2026 | |
Lyrica In-game content text | The app's user-interface text was translated from Japanese into its other supported languages with the help of AI (Claude), as were the translated versions of the store page description. All artwork, including the character illustration, the bundled music, and the original Japanese text were created by people. | RIMASENKA STUDIO | - | Sep 15, 2026 | |
Custimity In-game content art | Some item and skill images were created with the help of generative AI during development. | Fiery Swan | - | Sep 15, 2026 | |
Tater Tube Player Live AI arttextaudio | Generative AI assisted with selected original visual assets used by Tater Tube Player, including mascot illustrations, fictional demo artwork, Discovery category art, and Tube TV channel logos. These assets were reviewed before inclusion and do not contain third-party movie or television artwork.
During use, the optional Tater Picks feature can generate short recommendation explanations and a synthesized voice briefing based on titles in the user’s own Tater Tube Server library and viewing history. Tater Picks requires the user to configure Tater Link separately, does not accept free-form prompts through the Player, and is hidden when not configured. It does not generate movies, television programs, music, or other playable media. | Tater Totterson AI LLC | - | Sep 13, 2026 | |
Power Showdown In-game content artcode | Generative AI tools were used during development to help create character artwork, menu backgrounds, some 3D assets, and pre-rendered cinematic videos. AI-assisted tools were also used for programming and debugging. These assets are prepared before release and incorporated into the game. | Chad Stewart | - | Sep 13, 2026 | |
Make Games Possible - Can I Run It? System Requirements Checker & PC Performance Mode Store/marketing audioart | This application does not use AI at runtime. Compatibility verdicts, expected
presets and the performance recommendation come from a deterministic rule set
and the developer's own hardware tier table, with no AI model involved.
AI was used only for pre-made promotional material: the narration of the
optional intro video for the developer's other product (synthetic text-to-speech
with a preset voice) and parts of the store page artwork, which were generated
with an image model and then edited by the developer. All in-app artwork,
including the mascot, is first-party. | Blackcanes | - | Sep 13, 2026 | |
RealSub Live AI text | RealSub uses AI technology as its core function: it runs speech-recognition and voice-activity-detection models (OpenAI Whisper via faster-whisper, and Silero VAD) locally on the user's own computer to turn audio the user is already playing into live subtitles. If the user enables translation, the recognized subtitle text is sent to the translation service the user selected (Microsoft Translator by default, or an OpenAI-compatible LLM endpoint, DeepL, or a translation server the user runs locally) and the returned translation is displayed. Audio is never uploaded.
The subtitles and translations produced this way are generated at runtime, from the user's own audio, and are shown only to that user on their own screen. RealSub does not generate art, music, voice-over, or narrative content, and it does not share generated text with other users or publish it anywhere.
None of the shipped content assets are generated by AI: interface text, icons, store artwork, screenshots and video are written, laid out or recorded by us. The store capsules are programmatic layouts, and the demo footage is real screen recording of licensed material. | RealSub Studio | - | Sep 13, 2026 | |
Rever4 OCHIRO In-game content art | ・We are using generative AI to reimagine characters based on original designs.
・We are using AI to generate characters based on some original designs.
・We use generative AI to create illustrations for store and website images.
・We conduct pattern testing using generative AI for logic and communication tests. | As-key | - | Sep 13, 2026 | |
Fuel Burn In-game content codeaudio | coding was partly done by claude and it created some small assets (like weapon sound). | The Insane Banana UG | - | Sep 13, 2026 | |
What’s Wrong with My Drawing In-game content arttext | The following content was created with the help of AI tools:
- Store capsule images and banners
- Stage map images
- Translations into localized languages
- Steam achievement icons
All AI-generated content was reviewed by our development team before being added to the game and store page. | Bulbasaur, Woowanggook | - | Sep 13, 2026 | |
Gake of Cliff In-game content text | Generative AI (Google Gemini) was used to draft, translate, and refine the store descriptions and in-game text based on the developer's concepts. Every output was reviewed and edited by the developer to ensure accuracy and alignment with the game's vision. | yasudev | - | Sep 13, 2026 | |
INTERSECTION I In-game content art | The developer first created a visual guide for the character NULL. Based on that guide, Meshy AI was used to create one pre-generated 3D character model. No AI-generated content is created during gameplay. All other game content, music, audiovisual works, film, website, and Unreal Engine and Wwise systems were created by the developer. | Emile Lee | - | Sep 12, 2026 | |
Old Times In-game content art | This game contains AI generated models and art. | Aluminum Dog | - | Sep 12, 2026 | |
Vector Quake In-game content arttextaudio | Generative AI tools were used to assist in the creation or editing of certain visual assets, promotional materials, cinematic elements, draft copy, and audio elements.
All final outputs were reviewed and selected by the development team, and were revised where necessary before being incorporated into the game and related materials.
Generative AI is not used during gameplay, and the game does not connect to any generative AI services. | J2M | - | Sep 12, 2026 | |
勇者山七光の道草 Unclear artaudiotextcode | We make extensive use of AI throughout this project, from coding and generating image/sound assets to planning, story concepts, and daily life improvements. We truly appreciate your understanding and support. Thanks a ton! | モスー | - | Sep 12, 2026 | |
SweatyPanzer In-game content artaudiotext | Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play. | SweatyGames | - | Sep 12, 2026 | |
DreamAgain Adventures Emperor Sin & King Pop Strike Force In-game content audiotext | AI content for audio sound effects on player strike attacks normal slash sounds for punches and kicks & wording that completes mission. Game Cover marketing material | DreamAgain Studios | - | Sep 12, 2026 | |
NULL VECTOR In-game content textart | Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services. | I9 | - | Sep 12, 2026 | |
The Turbo Crown In-game content arttext | Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Codemane | - | Sep 12, 2026 | |
Anvilborn In-game content arttext | Some of this game's artwork - the Steam achievement icons and a number of interface icons - was created with a generative image model, then hand-selected, cropped and colour-matched by the developer. In-game text and the English localisation were also drafted with AI assistance and reviewed by the developer. The game does not generate any content while you play, and it does not connect to any AI service. | Nokiworks | - | Sep 12, 2026 | |
Koruxa- IDLE RPG In-game content arttextcode | Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play.
What was made with the help of AI:
- Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand.
- Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer.
- Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community.
Game design, gameplay systems and balancing are the developer's own work. | NM Customs | - | Sep 11, 2026 | |
Phantom Protocol Store/marketing art | The only AI generated content is the logo and content header. Image assets that are used for main menu. | Blogchain Games | - | Sep 11, 2026 | |
Arcane Legion In-game content arttext | Generative AI assisted with selected static UI artwork, icons, promotional illustrations, text and localization during development. The game does not generate AI content or connect to generative AI services during play. Gameplay screenshots show actual in-game rendering. | MrLiuYX | - | Sep 11, 2026 | |
HemoSim Dev only artcode | AI has been used to improve the code and some graphics. | Pablo Kessler Saiz | - | Sep 10, 2026 | |
deal with the deep In-game content arttextcode | Some art assets in this game were created with the assistance of generative AI. AI-assisted tools were also used in the translation and localization of the English text. In addition, AI was used to assist with certain programming tasks during development. All AI-assisted output included in the game was manually reviewed, edited, and integrated by the developer. | 蓝莓谷游戏 | - | Sep 10, 2026 | |
百鬼盤 In-game content artaudio | Some visual and audio assets in this game were created with generative AI during development.
• Yokai piece illustrations were generated with OpenAI GPT Images, then selected and cropped for in-game use. The same art may also appear in store screenshots.
• Title and battle music were generated with Google Gemini (Lyria), then selected for looping playback.
Rules, gameplay code, sound effects, and UI text were not live-generated. This game does not call an AI service while you play. | nit | - | Sep 10, 2026 |