AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets.
- Creator
- EverTier Games
- Reviews
- -
- Added
- Oct 2, 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.
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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.
AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets.
Generative AI was used as a development tool for selected visual assets and concept artwork, as well as for assistance during development. All AI-assisted content was reviewed, edited, and integrated by the developer.
Some of the game's artwork was created from the developer's own sketches and refined using AI image tools. Some sound effects were produced with the help of AI audio tools. The in-game text was translated into the supported languages with the help of AI tools. All content is reviewed and approved by the developer before release.
Generative AI tools were used during development to create part of what you see and hear: the portraits of the fictional players and their faces at different ages, background illustrations, the short ambient videos, the music, the commentator's recorded calls and the surnames he calls out —a synthetic voice that does not belong to any real person— and part of the art on this page. Everything was reviewed, trimmed and edited by hand before going in, and every commentator line was checked with speech recognition to make sure it says what it should. The sound effects are real public-domain recordings. The game does not generate anything with AI while you play.
Pre-generated content only; nothing is generated while the game runs. - Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance. - Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer. - Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer.
Some visual assets and the music in Roadweave were created with the help of generative AI tools during development: the key art, logo, store and library artwork, icons and achievement badges were made with image tools, and the soundtrack with a music tool. Every asset was selected and edited by the developer before release. Generative AI is not used while you play. Maps are built by the game's own procedural generator from a seed — ordinary game code, not AI.
The key art, store capsules and library artwork were created with an AI image generator and reviewed by the developer. In-game pixel art sprites, the bitmap font, sound effects and music are produced by original project code written with AI coding assistance. Store and in-game text were drafted with AI assistance and edited by the developer. The game does not generate any content with AI while running and requires no AI service.
The game's art assets (tile, monster and item sprite atlases) were produced during development using OpenAI's image generation service. We then processed the output ourselves into transparent PNGs and assembled them into atlases, which ship as static assets inside the build. The game does not call any AI service at runtime and contains no live-generated content. Every generated image was manually reviewed and corrected before being added to the atlas. Apart from the art, the code, game design, balance and text involve no AI-generated content.
We use generative AI as a reference and supporting tool during game development, while final creative decisions and implementation are made by our team.
Generative AI was used in supporting the generation of artwork, code, testing and marketing.
Hero Football Manager was made by one developer working with AI tools. AI helped write the game's code, including the code that draws the pixel art and synthesizes many of the sounds and music tracks. AI also helped write and translate the in-game text and this store page. The developer directed, reviewed and tested all of it. The game does not use AI while you play.
Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service.
AI tools assisted visual artwork, audio and some text. No live AI generation occurs during gameplay.
RoomFolk used generative AI during development to assist with drafting and debugging parts of its source code and text.
Generative AI tools were used during development to help create some of the game's visual assets, including 3D props and environments, as well as localized text and store page descriptions. The main cat character model is a purchased third-party asset. The game does not generate AI content or connect to external AI services during gameplay.
Maps will be generated
Bringing together, refining, reviewing and coordinating the different disciplines into a functional complete game. All content was integrated into the development process, tested and aligned with the overall project before becoming part of the released version.
Generative AI was used during development to create or refine some visual assets and localized text, including character and background artwork, logos, textures, and pre-rendered presentation videos. This content is prepared in advance. The game does not generate AI content during gameplay or connect to an external AI service.
Lore is currently AI-written while in development and for the demo release; exclusively human-written lore is expected for the final release.
The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation.
Artificial intelligence has been used to color the buildings, for the shotgun unit art, and to translate the game into multiple languages.
Generative AI was used to create in-game background images and translations, as well as some store and library images. No generative AI is used during gameplay.
Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play.
Generative AI was used to assist in creating some of the 2D artwork used for this game's store page and marketing assets (store capsule art and icon bases). All such assets were reviewed, edited and composited by the developer. The game itself does not generate content with AI at runtime.
This game is designed, developed, and published by an independent developer, with AI tools used to assist during development: Written text was drafted with AI assistance and reviewed and edited by the developer. The gameplay, the art style, and every revision were decided by the developer. Some visuals and animations are drawn by code and were reviewed and revised version by version; no AI image-generation models were used. Map tiles and furniture are human-created licensed assets. Music and sound effects are human-created licensed assets. The store capsule artwork was commissioned from a human artist; its background may contain AI-generated elements. The game does not use AI to generate any content at runtime.
Artificial intelligence tools were used to generate some of the sprites and images used in this game.
Cards Rumble: Clash Of Elements uses generative AI tools during development to help create some of the game's card artwork and illustrations, as well as some of its music, sound effects, and voice lines. All AI-assisted content was reviewed, edited, and refined by our team before being included in the game. No content is generated by AI while you play.
Music and sounds were produced with ElevenLabs.
AI was used for code, art, and text translation.
Generative AI was used to create portions of the game’s artwork. All such content is prepared during development; no content is AI-generated during gameplay.
Generative AI tools were used during development to assist with game localization and code generation.
Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play.
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards.
This game utilizes generative AI in the creation of some images, background music, and sound effects. All such content is reviewed and edited before being incorporated into the game.
Generative AI tools were used to create some pre-generated visual assets for the game and its Steam store materials. All outputs were reviewed and edited by the developer. The game does not generate content during gameplay.
This game contains a neural network model.
Generative AI was used during development to create some 2D artwork, including machines, enemies and environments, and to assist with in-game text, English and German localization, and store materials. These are pre-generated assets and texts.
Generative AI tools were used to assist in the creation of 2D pre-rendered artwork for this game. Specifically, AI was used to generate the promotional library capsules on the store page, as well as the 2D icon graphics for the upgrade cards shown during gameplay. All AI-generated assets were reviewed and manually edited to ensure quality and consistency with the game's art style.
Art Resource, BGM, Store Asset
During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists. The game has optional computer generated voice overs.
Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay.
The game's translation and some visual and marketing elements may have been created with the assistance of AI.
Parts of this game were made with the help of generative AI tools: - 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture. - The title-screen key art was created with generative AI. - The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer. - The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI. No content is generated by AI while the game is running.
The Sounds and some Assets are AI-Generated
During development, generative AI tools were used to assist in creating the 78 card illustrations, composing ambient background soundscapes, and drafting card interpretations. All assets were curated, edited, and assembled by the developer to build an atmospheric, cohesive divination sanctuary. The game does not generate live AI content during runtime.
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。
This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created.
Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players.
Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ashes of Midgard In-game content textart | AI tools are used in some parts of the development process, including translations for the Steam store page and in-game UI text, as well as assistance with some visual assets. | EverTier Games | - | Oct 2, 2026 | |
Tiny Trawler Dev only art | Generative AI was used as a development tool for selected visual assets and concept artwork, as well as for assistance during development. All AI-assisted content was reviewed, edited, and integrated by the developer. | Mathias | - | Oct 2, 2026 | |
Sun To Sun: Endure In-game content artaudiotext | Some of the game's artwork was created from the developer's own sketches and refined using AI image tools. Some sound effects were produced with the help of AI audio tools. The in-game text was translated into the supported languages with the help of AI tools. All content is reviewed and approved by the developer before release. | Titan L.E.M.A.R Studios | - | Oct 1, 2026 | |
Pick & Roll Manager In-game content artaudiotext | Generative AI tools were used during development to create part of what you see and hear: the portraits of the fictional players and their faces at different ages, background illustrations, the short ambient videos, the music, the commentator's recorded calls and the surnames he calls out —a synthetic voice that does not belong to any real person— and part of the art on this page. Everything was reviewed, trimmed and edited by hand before going in, and every commentator line was checked with speech recognition to make sure it says what it should. The sound effects are real public-domain recordings. The game does not generate anything with AI while you play. | Maillard Retro Labs | - | Oct 1, 2026 | |
Hivetide In-game content text | Pre-generated content only; nothing is generated while the game runs.
- Localization: the game and store page were translated into 9 languages (Portuguese, Spanish, French, German, Polish, Russian, Japanese, Korean, Simplified Chinese) with AI assistance.
- Writing: story, tutorial and store text were drafted with AI assistance and edited and approved by the developer.
- Visuals are drawn procedurally by the game's own code; no AI image generators were used. Sound effects and music are licensed CC0 recordings chosen by the developer. | DragonFlameGameStudio | - | Oct 1, 2026 | |
Roadweave In-game content artaudio | Some visual assets and the music in Roadweave were created with the help of generative AI tools during development: the key art, logo, store and library artwork, icons and achievement badges were made with image tools, and the soundtrack with a music tool. Every asset was selected and edited by the developer before release.
Generative AI is not used while you play. Maps are built by the game's own procedural generator from a seed — ordinary game code, not AI. | AppGX | - | Oct 1, 2026 | |
Cartbonkers In-game content arttextcode | The key art, store capsules and library artwork were created with an AI image generator and reviewed by the developer. In-game pixel art sprites, the bitmap font, sound effects and music are produced by original project code written with AI coding assistance. Store and in-game text were drafted with AI assistance and edited by the developer. The game does not generate any content with AI while running and requires no AI service. | PHABDEV | - | Oct 1, 2026 | |
Hauberk锁甲地牢 In-game content art | The game's art assets (tile, monster and item sprite atlases) were produced during development using OpenAI's image generation service. We then processed the output ourselves into transparent PNGs and assembled them into atlases, which ship as static assets inside the build. The game does not call any AI service at runtime and contains no live-generated content. Every generated image was manually reviewed and corrected before being added to the atlas. Apart from the art, the code, game design, balance and text involve no AI-generated content. | BAI XIAN LE | - | Oct 1, 2026 | |
Your Ancestor Stories Dev only | We use generative AI as a reference and supporting tool during game development, while final creative decisions and implementation are made by our team. | Vision Ascent | - | Oct 1, 2026 | |
OVERREACH 2126 Dev only artcode | Generative AI was used in supporting the generation of artwork, code, testing and marketing. | The Extremely Tiny Game Studio | - | Oct 1, 2026 | |
Hero Football Manager In-game content codeartaudiotext | Hero Football Manager was made by one developer working with AI tools. AI helped write the game's code, including the code that draws the pixel art and synthesizes many of the sounds and music tracks. AI also helped write and translate the in-game text and this store page. The developer directed, reviewed and tested all of it. The game does not use AI while you play. | Joseph Vu | - | Oct 1, 2026 | |
PoopMan: Sewer Survivor In-game content arttext | Some of the game's 2D art (characters, enemies, backgrounds and icons) was created with the help of generative AI tools and then edited, cleaned up and reviewed by the developer. Some translations were also made with AI assistance. No AI content is generated while the game is running, and the game does not connect to any AI service. | PoopMan Productions | - | Oct 1, 2026 | |
Cowpokers: Dead Man's Frontier In-game content artaudiotext | AI tools assisted visual artwork, audio and some text. No live AI generation occurs during gameplay. | Cowpoke | - | Oct 1, 2026 | |
方寸小家 RoomFolk Dev only codetext | RoomFolk used generative AI during development to assist with drafting and debugging parts of its source code and text. | Minumote Studio | - | Oct 1, 2026 | |
Meow Game Desert Island Survival In-game content arttext | Generative AI tools were used during development to help create some of the game's visual assets, including 3D props and environments, as well as localized text and store page descriptions. The main cat character model is a purchased third-party asset. The game does not generate AI content or connect to external AI services during gameplay. | Webhack | - | Oct 1, 2026 | |
Mischkalon Live AI | Maps will be generated | Clanwirtschaft.de | - | Oct 1, 2026 | |
MERVARYN 2900 Dev only | Bringing together, refining, reviewing and coordinating the different disciplines into a functional complete game. All content was integrated into the development process, tested and aligned with the overall project before becoming part of the released version. | Thorsten Koerner | - | Oct 1, 2026 | |
ZombieBusters: Reborn In-game content arttext | Generative AI was used during development to create or refine some visual assets and localized text, including character and background artwork, logos, textures, and pre-rendered presentation videos. This content is prepared in advance. The game does not generate AI content during gameplay or connect to an external AI service. | YOOLKWON LABS | - | Oct 1, 2026 | |
Stake In-game content text | Lore is currently AI-written while in development and for the demo release; exclusively human-written lore is expected for the final release. | HessTech Games | - | Oct 1, 2026 | |
Echo in the Lightless Deep In-game content arttext | The audio in the game is not produced by machine learning models. The game images are divided into two categories: ① The vast majority are generated programmatically and not by machine learning models; ② The character illustrations are generated by machine learning and then selected, cropped, and post-processed by humans. The game text (environmental narration, entry descriptions, achievement descriptions) is drafted by AI with assistance and then revised by humans before being included; developers conduct fact and expression reviews of all game images and text before release. The game does not have an AI system for real-time generation of content, and player input will not be used for training or content generation. | CelestialArk | - | Oct 1, 2026 | |
Withstand The Horde In-game content arttext | Artificial intelligence has been used to color the buildings, for the shotgun unit art, and to translate the game into multiple languages. | Pere Brau Martínez | - | Oct 1, 2026 | |
PUYON In-game content arttext | Generative AI was used to create in-game background images and translations, as well as some store and library images. No generative AI is used during gameplay. | tommy_karasu | - | Oct 1, 2026 | |
Tenshu: The Keep Must Hold In-game content artaudiocodetext | Generative AI tools were used during development, and every output was reviewed, edited and integrated by the developer. AI contributed to: parts of the code, the English translation and store copy, some tower and enemy 3D models and textures, UI icons, co-op stickers, title and loading screen illustrations, the opening and ending cinematics, the store key art, the promotional mascot, and the background music and some sound effects. Game design, levels, balance and overall direction were decided by the developer. Nothing is generated by AI while you play. | 亞瑟先生 Mister Arthur Games | - | Oct 1, 2026 | |
箭无穷:Arrows Without End In-game content art | Generative AI was used to assist in creating some of the 2D artwork used for this game's store page and marketing assets (store capsule art and icon bases). All such assets were reviewed, edited and composited by the developer. The game itself does not generate content with AI at runtime. | Chen Jiandong | - | Oct 1, 2026 | |
Bugs Don't Pay Rent Store/marketing textart | This game is designed, developed, and published by an independent developer, with AI tools used to assist during development:
Written text was drafted with AI assistance and reviewed and edited by the developer.
The gameplay, the art style, and every revision were decided by the developer.
Some visuals and animations are drawn by code and were reviewed and revised version by version; no AI image-generation models were used.
Map tiles and furniture are human-created licensed assets.
Music and sound effects are human-created licensed assets.
The store capsule artwork was commissioned from a human artist; its background may contain AI-generated elements.
The game does not use AI to generate any content at runtime. | MazeSteps Studio | - | Oct 1, 2026 | |
BOZÓ! In-game content art | Artificial intelligence tools were used to generate some of the sprites and images used in this game. | Lililoka | - | Oct 1, 2026 | |
Cards Rumble: Clash of Elements In-game content artaudio | Cards Rumble: Clash Of Elements uses generative AI tools during development to help create some of the game's card artwork and illustrations, as well as some of its music, sound effects, and voice lines. All AI-assisted content was reviewed, edited, and refined by our team before being included in the game. No content is generated by AI while you play. | OnPixel Software | - | Oct 1, 2026 | |
Blind Man's Buff In-game content audio | Music and sounds were produced with ElevenLabs. | sanzyman | - | Oct 1, 2026 | |
Warring Kingdoms: Chronicles of War In-game content codearttext | AI was used for code, art, and text translation. | Absolute Power Game Studio | - | Oct 1, 2026 | |
Wizards of Elnia In-game content art | Generative AI was used to create portions of the game’s artwork. All such content is prepared during development; no content is AI-generated during gameplay. | Black Fox Games | - | Oct 1, 2026 | |
Usurper In-game content textcode | Generative AI tools were used during development to assist with game localization and code generation. | IndieRaven | - | Oct 1, 2026 | |
Twisted Survivors In-game content artaudiotext | Twisted Survivors was designed and made by Six. Some of its art (including the store artwork), music, voice-over and the opening cinematic were created with the help of AI tools, then curated and edited by Six; nothing is generated while you play. | Six | - | Oct 1, 2026 | |
Mandate Kingdoms In-game content artaudiotext | Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay. | Dreolo | - | Oct 1, 2026 | |
Stock Car Tycoon Store/marketing art | AI was used to create pre-generated artwork for Steam Community Items, including Trading Cards. | Tycoon Managers | - | Oct 1, 2026 | |
アルスマギア In-game content artaudio | This game utilizes generative AI in the creation of some images, background music, and sound effects. All such content is reviewed and edited before being incorporated into the game. | PracticalStudy | - | Oct 1, 2026 | |
God of Strafe In-game content art | Generative AI tools were used to create some pre-generated visual assets for the game and its Steam store materials. All outputs were reviewed and edited by the developer. The game does not generate content during gameplay. | Ren You Suo Cao Studio | - | Oct 1, 2026 | |
FlyMuse 2 Unclear | This game contains a neural network model. | XieXing Game | - | Oct 1, 2026 | |
Fibonex In-game content arttext | Generative AI was used during development to create some 2D artwork, including machines, enemies and environments, and to assist with in-game text, English and German localization, and store materials. These are pre-generated assets and texts. | Fibonexia | - | Oct 1, 2026 | |
Redline Horde In-game content art | Generative AI tools were used to assist in the creation of 2D pre-rendered artwork for this game. Specifically, AI was used to generate the promotional library capsules on the store page, as well as the 2D icon graphics for the upgrade cards shown during gameplay. All AI-generated assets were reviewed and manually edited to ensure quality and consistency with the game's art style. | DevGoneWild | - | Oct 1, 2026 | |
Soul Stream Unclear artaudio | Art Resource, BGM, Store Asset | Enter the Game Studios | - | Oct 1, 2026 | |
JYSTICE In-game content artaudio | During development we use AI assistance in certain tasks, such as generative fill to extend artist drawn artwork. All major art has been drawn by human artists.
The game has optional computer generated voice overs. | 10tons Ltd | - | Sep 30, 2026 | |
GRID DEFENSE: GRID WAR In-game content artaudiotext | Generative AI tools were used during development to create portions of the artwork, character and environment assets, cinematic visuals, music, sound effects, voice recordings, text, localization, and store marketing materials. These assets are prepared in advance and incorporated into the game by Keke Studio. The game does not generate AI content or connect to third-party generative AI services during gameplay. | Keke Studio | - | Sep 30, 2026 | |
Joker Chess In-game content textart | The game's translation and some visual and marketing elements may have been created with the assistance of AI. | Join Digital Land | - | Sep 30, 2026 | |
Age of Dynasty & Dust In-game content arttext | Parts of this game were made with the help of generative AI tools:
- 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture.
- The title-screen key art was created with generative AI.
- The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer.
- The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI.
No content is generated by AI while the game is running. | wailfate | - | Sep 30, 2026 | |
Tiny RTS In-game content audioart | The Sounds and some Assets are AI-Generated | DiaP | - | Sep 30, 2026 | |
Tarot: Deck of Celestials In-game content artaudiotext | During development, generative AI tools were used to assist in creating the 78 card illustrations, composing ambient background soundscapes, and drafting card interpretations. All assets were curated, edited, and assembled by the developer to build an atmospheric, cohesive divination sanctuary. The game does not generate live AI content during runtime. | Sky Blue Eye Studios | - | 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 | |
Victory's Grave: Death Before Dismount In-game content artcodetext | This game uses a mix of human and generative AI tools. AI was used in some visual art assets, code generation, and portions of the store page text. All writing in the game, voice acting, and music are fully human-created. | Old Glory Studios | - | Sep 30, 2026 | |
Compost Apocalypse Survivors In-game content art | Generative AI tools were used during development to assist with concept development and the creation of some visual assets. AI-generated material was reviewed, edited, and integrated by the developer to fit the game’s visual style and design. Generative AI is not used during gameplay and no content is generated dynamically for players. | Iron Veg Interactive | - | Sep 30, 2026 | |
星際傭兵團 In-game content art | Generative AI assisted in creating some in-game and promotional assets. All such content was reviewed and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services. | 鉅墨遊戲JUMO GAMES | - | Sep 30, 2026 |