Store listing assets & descriptions passed through generative AI for enhancements & review.
- Creator
- Gelm
- Reviews
- -
- Added
- Sep 30, 2026
Public Steam disclosure research 26,567 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Store listing assets & descriptions passed through generative AI for enhancements & review.
Pre-generated content only. No AI generated content is produced at runtime during gameplay. Some in-game text and its English localization were drafted with AI assistance and edited by the team. All art, including card art, backgrounds, icons and UI, is created by our artist. AI image tools were used as visual reference during concept work only; no AI generated image ships in the game. No AI models are used for music or sound effects.
Time Traveler: Divergence uses locally running generative AI to enable dynamic NPC conversations. AI-generated dialogue is constrained by the game's predefined rules, characters, world knowledge, and simulation state. AI is also used locally to generate voice-over for these dynamic conversations. No external AI service is required during gameplay.
This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer.
Pre-generated: AI-assisted development was used for portions of WiderUp's included preset/code content. Generative image tools were also used for splash/backdrop artwork and parts of the user-interface icon set, based on WiderUp's prompts and followed by human review/editing. Shipped outputs were reviewed, tested and integrated by WiderUp. The product does not rely on an AI service while it is running. Live-generated: None. Spiroshader does not generate content with AI at runtime and contains no runtime AI model or generative-AI service.
Used for character voice acting and for generating and editing graphical images.
The illustrated character portraits used as player avatars (also shown in our store and library artwork) were created with AI image generation (Google Gemini) and then cropped and adjusted by the developer. Some store text and interface translations were drafted with AI assistance. The game does not generate any AI content while you play.
In-game visuals and audio were developed with AI assistance.
Some of the visual and audio assets in Subject 4471 were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, curated, and edited by the developer to ensure it is appropriate, and the developer has taken steps to ensure it holds the rights necessary to use this content. This game does not generate any AI content in real time during gameplay.
Some UI icons were generated using AI, then refined by our artists to suit the UI. All other artwork was created by hand. No AI content is generated during gameplay.
Content produced with AI assistance: script functions and audio.
Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review: Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated. Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours. Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers. Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer. Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters.
I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing.
During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay.
This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service.
Some images shipped in the game were created with generative AI during development and then selected and reviewed by the developer. No other shipped content was generated by AI.
Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay.
During development, generative AI tools were used to assist with portions of the game’s artwork and music. All such content was selected, edited, refined, and integrated by the developer, with final creative direction and implementation handled manually.
AI is used throughout game development.
As a solo developer with a big dream and limited resources, I want to be entirely upfront how this game was built. The vast majority of this game is completely human-made: I crafted the pixel characters, animations, code, and story over the past 10 years. I also utilized incredible royalty-free and purchased assets from human creators like gyvr, Eunity, RafaelMatos, penusbmic, Winlu, Geoff Harvey. The use of generative AI was for touching up and refining the marketing capsule images using Adobe Photoshop tools.
AI assisted with some interface text, English translation and vector artwork during development. No AI generation occurs during gameplay.
Hero Chains of Destiny includes pre-generated content created with the assistance of generative AI tools during development. This includes selected artwork, music, and sound effects. All generated content is reviewed, curated, and approved by the developer before being included in the game.
All in-game artwork, music, and sound effects were made by people, not generative AI.
AI was used for some translations and music.
Some of the game's artwork, including characters, monsters, items and backgrounds, was created with the help of generative AI tools and then edited and refined by our team; none of it is used as raw AI output. Parts of the in-game text and translations were also produced with AI assistance. No AI content is generated during gameplay.
AI is used solely to assist with development, such as for some localization and the creation of internal tools. The game does not include any features that automatically generate content in real-time during gameplay.
AI tools were used during development to create pre-generated character art and animations, backgrounds, interface artwork, and sound effects, as well as Steam store descriptions and promotional artwork, including the animated store banner. Assets were selected, reviewed, processed or edited as needed, and integrated into the game or its Steam presentation. Music was composed and synthesized with AI-assisted development tools. The shipped game uses these prepared assets; it does not generate AI content or connect to AI services during gameplay.
Selected visual and audio assets were created with generative AI tools. AI was also used to assist with English and Italian localization, with all localized text reviewed and edited by the developer. No generative AI is used during gameplay.
This game uses AI tools in the following ways: Music: Composed using Suno. Code: Written and debugged with AI assistance. Art: Created with AI assistance. All AI-assisted content was reviewed, edited, and finalized by the developer.
Some of this game's visual assets—character portraits, backgrounds, and CG—were created using generative AI tools.
Generative AI was used to assist in creating textures, sound effects, concept art, music, translation and code during development.
Generative AI was used to create the 2D artwork and sprites used inside the game , as well as the promotional capsule images on the store page. Additionally, AI tools were used to assist with programming and code generation during development.
Generative AI was used as a development tool to assist with programming and debugging.
AI elements were used for the text. No AI-generated content is created during gameplay.
AI tools assisted historical card wording, interface and rules text, Japanese translations, and original procedural game and marketing artwork. Cards include source references. No generative AI runs during gameplay.
AI tools helped write the store page text and translate the game's text into other languages. The game's artwork and gameplay are not AI-generated, and nothing is generated by AI while you play.
As a solo developer, I used AI text-to-speech to voice characters. Everything else, including 3D models, textures, writing, and design, was made by me.
All the artwork in the Steam store was generated using AI.
Generative AI was used during development to create visual assets, including illustrations and backgrounds, produce background music, and translate in-game text. Images created using generative AI are also used on the Steam store page and in promotional materials. No content is generated using AI during gameplay.
Some visual and text content in KAZENRA was created or refined with the assistance of generative AI tools during development. All such content was reviewed, selected, edited, and integrated by the developer before release. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with localization, programming, and store/marketing text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime and does not generate live AI content.
During the development of this game, we utilized AI technologies to assist with certain visual and video production processes. Specifically: Visuals & Artwork: Some game assets and promotional images were initially generated using AI tools and have been extensively edited, refined, and integrated by our human development team. Promotional Videos: Certain camera movements and dynamic visual effects in our trailers were created by applying AI animation tools to static artwork prepared by our artists. We maintain rigorous quality control over all final assets to ensure the best possible experience for our players.
Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed.
AI assisted in the design of some game artwork
Generative AI was used during development to assist in the creation of some 3D models and visual assets. These assets are used alongside content created manually by the developer.
This game used generative AI for asset creation during development. The HQ statue's 3D model was created with Meshy AI, and background music was composed with Suno AI. Most in-game icons and images were created using Google Gemini and ChatGPT.
1.Some scenes 2.promotional renderings。
Generative AI tools were used during the development of Clean Your Garden for part of the 2D art (bug illustrations, backgrounds, weapon and achievement icons, and store art), to assist with writing code, and to assist with translating the game's text into English. All of it was reviewed, edited and integrated by hand. The game does not generate any content with AI while you play: no model runs at runtime. --- Durante el desarrollo de Clean Your Garden se han usado herramientas de IA generativa para parte del arte 2D (ilustraciones de bichos, fondos, iconos de armas y de logros, e imágenes de la ficha), para asistir en la escritura del código, y para asistir en la traducción de los textos al inglés. Todo ese material ha sido revisado, editado e integrado a mano. El juego no genera contenido con IA durante la partida: no hay ningún modelo ejecutándose en tiempo real.
Some music, sound effects were created with the assistance of generative AI. No AI content is generated during gameplay.
Generative AI tools are used during development to create some 3D assets as Place Holders and assist with Art/ music Content. These materials are prepared in advance and incorporated into the game or its store page. The game does not generate content using generative AI during gameplay. Some character voice recordings are also created using generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Deepstrata Store/marketing arttext | Store listing assets & descriptions passed through generative AI for enhancements & review. | Gelm | - | Sep 30, 2026 | |
DiceZ Royale In-game content textart | Pre-generated content only. No AI generated content is produced at runtime during gameplay.
Some in-game text and its English localization were drafted with AI assistance and edited by the team.
All art, including card art, backgrounds, icons and UI, is created by our artist. AI image tools were used as visual reference during concept work only; no AI generated image ships in the game. No AI models are used for music or sound effects. | Zeroot Studios | - | Sep 30, 2026 | |
Time Traveler: Divergence Live AI textaudio | Time Traveler: Divergence uses locally running generative AI to enable dynamic NPC conversations. AI-generated dialogue is constrained by the game's predefined rules, characters, world knowledge, and simulation state. AI is also used locally to generate voice-over for these dynamic conversations. No external AI service is required during gameplay. | Fako's Studio | - | Sep 30, 2026 | |
INKTRICK In-game content artaudiocode | This game is a solo-developed hobby project. Generative AI tools were used as part of the production workflow, including assistance with code, audio, and base visual assets. No generative AI output is used as a final in-game asset; all assets were manually edited, and integrated by the developer. The story, dialogue, and all other written in-game content were written by the developer. All gameplay design, creative direction, balancing, and final content decisions were made by the developer. | zweipilot | - | Sep 30, 2026 | |
Spiroshader art | Pre-generated: AI-assisted development was used for portions of WiderUp's
included preset/code content. Generative image tools were also used for
splash/backdrop artwork and parts of the user-interface icon set, based on
WiderUp's prompts and followed by human review/editing. Shipped outputs were
reviewed, tested and integrated by WiderUp. The product does not rely on an
AI service while it is running.
Live-generated: None. Spiroshader does not generate content with AI at
runtime and contains no runtime AI model or generative-AI service. | WiderUp LLC | - | Sep 30, 2026 | |
Crimson Sanity In-game content artaudio | Used for character voice acting and for generating and editing graphical images. | SignNarva | - | Sep 30, 2026 | |
Three Nights: Moonfall In-game content arttext | The illustrated character portraits used as player avatars (also shown in our store and library artwork) were created with AI image generation (Google Gemini) and then cropped and adjusted by the developer. Some store text and interface translations were drafted with AI assistance. The game does not generate any AI content while you play. | Diay Games | - | Sep 30, 2026 | |
Fable's Prelude In-game content artaudio | In-game visuals and audio were developed with AI assistance. | Cupixel | - | Sep 30, 2026 | |
Subject 4471 In-game content artaudio | Some of the visual and audio assets in Subject 4471 were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, curated, and edited by the developer to ensure it is appropriate, and the developer has taken steps to ensure it holds the rights necessary to use this content. This game does not generate any AI content in real time during gameplay. | KalisGo | - | Sep 30, 2026 | |
MODice In-game content art | Some UI icons were generated using AI, then refined by our artists to suit the UI. All other artwork was created by hand. No AI content is generated during gameplay. | moonburn | - | Sep 30, 2026 | |
斩厄令 In-game content codeaudio | Content produced with AI assistance: script functions and audio. | 阿六Mr.Liu000 | - | Sep 30, 2026 | |
The Last Byte: Serv-Bots Firewall In-game content arttextaudiocode | Serv-Bot's Firewall uses AI tools in its art and media pipeline, always under human direction and review:
Sprite art. The game's original hand-authored sprites were upscaled and repainted at native resolution with an image-editing model (Qwen-Image-Edit), then reviewed, corrected and in many cases restored to the originals by hand. Concept art for the six "arsenal" enemy types, the Serv-Bot HUD portraits and the achievement icon motifs were generated with local image models (Z-Image Turbo, Qwen-Image-Edit) from our own designs and reference art, then composited and finished in code. Canon elements such as the Greeb ship in the icons are the game's own sprite art, not generated.
Cutscenes. The in-game story videos come from our SIGNAL series. Keyframes were generated with a local image model trained on our own characters, motion with a local video model (Wan 2.2), narration with a text-to-speech model (Kokoro) and music with local music models (ACE-Step, Stable Audio Open). Scripts, story, character designs, editing and direction are ours.
Localization. Interface text in 28 languages was machine-translated with an AI model from our English source and has not yet been reviewed by native speakers.
Code. Parts of the game's code were written with AI coding assistance, reviewed and tested by the developer.
Sound effects are procedurally synthesised, not AI-generated. All AI generation ran on the developer's own hardware; no copyrighted third-party works were used as inputs beyond our own assets and characters. | Lerk Interactive Studio | - | Sep 30, 2026 | |
BlightMist Idle In-game content artcode | I use AI to assist in coding, and some skill icons for combat/talent trees; however all character sprites/animations are hand animated. Using AI allows me to make a game with all of the ideas I have and transform them into something tangible, and viewable. The goal is simple, create a fun game that people enjoy playing. | AzureMistKingdom | - | Sep 30, 2026 | |
島地在幹嘛(What the Isle) Dev only codearttext | During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay. | 斯斯工作室 | - | Sep 30, 2026 | |
小小行者 In-game content artaudiotextcode | This game was made with the help of generative AI tools. The in-game relic, element, rune and skill icons are AI-generated. The tutorial illustrations were AI-generated and then edited by hand. Some sound effects, and the localization of the interface text into the game's supported languages, were produced with AI assistance. Some of the source code was also written with AI tools. All of it was reviewed and adjusted by a human before release. Nothing is generated while you play, and the game never connects to any external AI service. | TPAI Entertainment | - | Sep 29, 2026 | |
Kill Through In-game content art | Some images shipped in the game were created with generative AI during development and then selected and reviewed by the developer. No other shipped content was generated by AI. | Holy Terra team | - | Sep 29, 2026 | |
SCRAPBOX In-game content artaudiocode | Generative AI tools were used during the development of SCRAPBOX to assist with programming, UI design, voice acting, music, and the creation of some 3D models and other game assets. The game does not generate AI content during gameplay. | HFM Games | - | Sep 29, 2026 | |
SolTarot In-game content artaudio | During development, generative AI tools were used to assist with portions of the game’s artwork and music. All such content was selected, edited, refined, and integrated by the developer, with final creative direction and implementation handled manually. | TheAgileSlug | - | Sep 29, 2026 | |
PWC Simulator Unclear | AI is used throughout game development. | Sender Jim's | - | Sep 29, 2026 | |
Pest Quest Store/marketing art | As a solo developer with a big dream and limited resources, I want to be entirely upfront how this game was built. The vast majority of this game is completely human-made: I crafted the pixel characters, animations, code, and story over the past 10 years. I also utilized incredible royalty-free and purchased assets from human creators like gyvr, Eunity, RafaelMatos, penusbmic, Winlu, Geoff Harvey.
The use of generative AI was for touching up and refining the marketing capsule images using Adobe Photoshop tools. | AzamaruStudio | - | Sep 29, 2026 | |
Paper Physics In-game content textart | AI assisted with some interface text, English translation and vector artwork during development. No AI generation occurs during gameplay. | Half Flower | - | Sep 29, 2026 | |
Hero Chains of Destiny In-game content artaudio | Hero Chains of Destiny includes pre-generated content created with the assistance of generative AI tools during development. This includes selected artwork, music, and sound effects. All generated content is reviewed, curated, and approved by the developer before being included in the game. | TavernCatGames | - | Sep 29, 2026 | |
Digging A Hole In Ice With A Chainsaw general | All in-game artwork, music, and sound effects were made by people, not generative AI. | Four Games | - | Sep 29, 2026 | |
Handymen Together In-game content textaudio | AI was used for some translations and music. | Simplicity Games | - | Sep 29, 2026 | |
Chest & Blade In-game content arttext | Some of the game's artwork, including characters, monsters, items and backgrounds, was created with the help of generative AI tools and then edited and refined by our team; none of it is used as raw AI output. Parts of the in-game text and translations were also produced with AI assistance. No AI content is generated during gameplay. | Misto Games | - | Sep 29, 2026 | |
俺たちのボトルフリップ : Flip or Fade In-game content text | AI is used solely to assist with development, such as for some localization and the creation of internal tools.
The game does not include any features that automatically generate content in real-time during gameplay. | Unagi Tech | - | Sep 29, 2026 | |
Beastforger Autobattle In-game content artaudiotext | AI tools were used during development to create pre-generated character art and animations, backgrounds, interface artwork, and sound effects, as well as Steam store descriptions and promotional artwork, including the animated store banner. Assets were selected, reviewed, processed or edited as needed, and integrated into the game or its Steam presentation. Music was composed and synthesized with AI-assisted development tools. The shipped game uses these prepared assets; it does not generate AI content or connect to AI services during gameplay. | Will ideas | - | Sep 28, 2026 | |
One More Commit In-game content artaudiotext | Selected visual and audio assets were created with generative AI tools. AI was also used to assist with English and Italian localization, with all localized text reviewed and edited by the developer. No generative AI is used during gameplay. | VD Interactive | - | Sep 28, 2026 | |
TRY IT In-game content audioartcode | This game uses AI tools in the following ways:
Music: Composed using Suno.
Code: Written and debugged with AI assistance.
Art: Created with AI assistance.
All AI-assisted content was reviewed, edited, and finalized by the developer. | HuntForge | - | Sep 28, 2026 | |
真・竹取物語 / Shin Taketori Monogatari In-game content art | Some of this game's visual assets—character portraits, backgrounds, and CG—were created using generative AI tools. | Byte | - | Sep 28, 2026 | |
Doodle Steel In-game content artaudiocodetext | Generative AI was used to assist in creating textures, sound effects, concept art, music, translation and code during development. | BoolMoko | - | Sep 28, 2026 | |
Timber Knight In-game content artcode | Generative AI was used to create the 2D artwork and sprites used inside the game , as well as the promotional capsule images on the store page. Additionally, AI tools were used to assist with programming and code generation during development. | Twist_Knight ! | - | Sep 28, 2026 | |
NightGlow : Aquarium Shop Simulator Dev only code | Generative AI was used as a development tool to assist with programming and debugging. | Square Toast | - | Sep 28, 2026 | |
Scribble Tanks Dev only text | AI elements were used for the text. No AI-generated content is created during gameplay. | Alexander Komissarov | - | Sep 28, 2026 | |
Dates at the Table In-game content textart | AI tools assisted historical card wording, interface and rules text, Japanese translations, and original procedural game and marketing artwork. Cards include source references. No generative AI runs during gameplay. | Luka Yeaman | - | Sep 28, 2026 | |
SLICE SURPRISE Store/marketing text | AI tools helped write the store page text and translate the game's text into other languages. The game's artwork and gameplay are not AI-generated, and nothing is generated by AI while you play. | Teerawat Samansook | - | Sep 28, 2026 | |
Two-Fifteen In-game content audio | As a solo developer, I used AI text-to-speech to voice characters. Everything else, including 3D models, textures, writing, and design, was made by me. | HaddajiDev | - | Sep 28, 2026 | |
Bathyscaphe Store/marketing art | All the artwork in the Steam store was generated using AI. | WaterGamers | - | Sep 28, 2026 | |
Relic Recoil In-game content artaudiotext | Generative AI was used during development to create visual assets, including illustrations and backgrounds, produce background music, and translate in-game text. Images created using generative AI are also used on the Steam store page and in promotional materials. No content is generated using AI during gameplay. | ATonanWing | - | Sep 28, 2026 | |
KAZENRA In-game content arttext | Some visual and text content in KAZENRA was created or refined with the assistance of generative AI tools during development. All such content was reviewed, selected, edited, and integrated by the developer before release. The game does not generate AI content during gameplay. | Mecun Games | - | Sep 28, 2026 | |
BABEL: Invent a Way Store/marketing textcode | Generative AI tools were used during development to assist with localization, programming, and store/marketing text. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime and does not generate live AI content. | NthAxs | - | Sep 28, 2026 | |
ECHOES OF REINCARNATION In-game content art | During the development of this game, we utilized AI technologies to assist with certain visual and video production processes. Specifically:
Visuals & Artwork: Some game assets and promotional images were initially generated using AI tools and have been extensively edited, refined, and integrated by our human development team.
Promotional Videos: Certain camera movements and dynamic visual effects in our trailers were created by applying AI animation tools to static artwork prepared by our artists.
We maintain rigorous quality control over all final assets to ensure the best possible experience for our players. | Nanjing Sigma Network Technology | - | Sep 28, 2026 | |
Solis Chronicles In-game content artaudiotext | Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed. | FrostByte Project | - | Sep 28, 2026 | |
Everything Must Go! In-game content art | AI assisted in the design of some game artwork | WU QIUDONG | - | Sep 28, 2026 | |
Cast Away In-game content art | Generative AI was used during development to assist in the creation of some 3D models and visual assets. These assets are used alongside content created manually by the developer. | Nightspire Games | - | Sep 28, 2026 | |
PanzerCity In-game content artaudio | This game used generative AI for asset creation during development. The HQ statue's 3D model was created with Meshy AI, and background music was composed with Suno AI. Most in-game icons and images were created using Google Gemini and ChatGPT. | Columbidae Games | - | Sep 28, 2026 | |
Endless Valkyrie Unclear | 1.Some scenes
2.promotional renderings。 | Runeborn Studio | - | Sep 28, 2026 | |
Clean Your Garden In-game content arttextcode | Generative AI tools were used during the development of Clean Your Garden
for part of the 2D art (bug illustrations, backgrounds, weapon and
achievement icons, and store art), to assist with writing code, and to
assist with translating the game's text into English. All of it was
reviewed, edited and integrated by hand.
The game does not generate any content with AI while you play: no model
runs at runtime.
---
Durante el desarrollo de Clean Your Garden se han usado herramientas de IA
generativa para parte del arte 2D (ilustraciones de bichos, fondos, iconos
de armas y de logros, e imágenes de la ficha), para asistir en la escritura
del código, y para asistir en la traducción de los textos al inglés. Todo
ese material ha sido revisado, editado e integrado a mano.
El juego no genera contenido con IA durante la partida: no hay ningún
modelo ejecutándose en tiempo real. | Jorge Torre Pérez | - | Sep 28, 2026 | |
Tindalos In-game content audio | Some music, sound effects were created with the assistance of generative AI. No AI content is generated during gameplay. | FFSKYChocobo | - | Sep 28, 2026 | |
Salvage Frontier In-game content artaudio | Generative AI tools are used during development to create some 3D assets as Place Holders and assist with Art/ music Content. These materials are prepared in advance and incorporated into the game or its store page. The game does not generate content using generative AI during gameplay.
Some character voice recordings are also created using generative AI. | bambideath Studios | - | Sep 28, 2026 |