Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay.
- Creator
- Cham-gaming
- Reviews
- -
- Added
- Oct 6, 2026
Public Steam disclosure research 25,380 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay.
Art Design
I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets. I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it.
Yes, AI helped make this game. Here's exactly how: • I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing. • The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page. • No image, music or voice generators. The art and sound are drawn and synthesized by code. • Nothing is AI-generated while you play.
AI was used to accelerate some of the development workflow.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI-assisted scripting was used to create visual and audio assets. AI tools also assisted with text and localization. No generative AI is used during gameplay.
Some textures, images, and music tracks in Arcforge were created using generative AI.
The Rend is made by a small indie team, with core character art, animation, and design created by human artists we've worked with and credited. We use generative AI tools in a supporting role for environment art direction and variation, additional views and variations of existing character designs, and some temporary UI artwork, such as achievement badges that haven't received their final art yet. No content is generated by AI during gameplay. All AI-assisted content is directed, reviewed, and edited by our team. As development continues, we'll keep working with artists and developers to improve the game's art and overall experience.
Some sprite artwork was created with generative AI tools during development. SPLIT-S does not generate AI content during gameplay or connect to external AI services.
Phantom Fleet uses generative AI during development to assist in creating card illustrations, skill icons, UI decorations, backgrounds, ship textures, and some visual effect assets. AI assistance was also used in writing in-game descriptions and store page text. Background music and sound effects were created using audio synthesis code written with the assistance of AI and are included in the game. All of this content is pre-generated during development. The game does not use generative AI to create new images, music, dialogue, or other content in real time during gameplay.
Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service.
We use AI tools to make some of the game's art, sound, voices and writing. Every result was reviewed and edited before it went into the game. - 3D models: most creature and character bodies (dinosaurs, Ice Age animals, wildlife, the infected, the customisable human bodies, hairstyles and hats) and some props and plants were generated with Tripo through Unity AI, from reference images made with OpenAI GPT Image. They were then cleaned up, rigged and fitted to the game's style. - Textures: the dinosaur hides and the human characters' faces, skin, clothing and infection damage were painted with the help of GPT Image. - Illustrations: the field guide's species plates were generated with GPT Image from renders of the in-game models. - Sound: the calls of the mammoths, giant elk, ground sloths and sauropods were generated with Unity AI sound generation. - Voices: the radio voices (the island broadcasts, the voice on the collection frequency and the facility's recorded messages) and the skipper's two lines in the opening scene are AI voices, made with ElevenLabs Eleven v4 text-to-speech from the game's own script. Face-to-face dialogue and the tapes are not voiced. - Writing: in-game text (dialogue, records and descriptions) and this store page were drafted with AI writing assistance and edited by the developer. - Store art: the capsule and library artwork and the logo were generated with GPT Image. They are illustrations, not screenshots. The screenshots, trailers and About clips are in-engine footage with licensed music and sound effects; any voices, herd calls, logo or artwork in the trailers are the AI content listed above. Buildings, vehicles, weapons, most props, the music, most sound effects and all animation come from licensed asset packs (a few animation clips are adapted from them). The interface was built for the game. The game generates no AI content while you play.
Some visual and audio assets were generated with AI tools during development and edited for use in Dead Last. No AI content is generated during gameplay.
Some assets in this game were created with generative AI during development: 3D models of characters and props (including some of their animations), and images such as textures and illustrations. All of them were selected and adjusted by the developers before being used in the game. No content is generated by AI while the game is running.
AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services.
Every part of this game's concept, design, and features was created by humans. The ideas, the gameplay, the look and feel, and every decision about how it all fits together came from us. For the programming itself, we use AI coding agents to help us write code. They speed up development and let us focus our time on what matters most: making the game fun to play.
[Developer Notice]This game was developed with the assistance of AI tools used for programming and code generation during the development process.
Generative AI tools assisted with LOADPATH’s development and the creation of game content, under the developer’s creative direction. The game was shaped through extensive iteration, selection and hands-on playtesting. The promotional trailer also uses AI-generated narration and music. All AI-generated content is prepared in advance; no generative AI runs during gameplay.
Generative AI tools were used as part of the development of Warstead to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process.
Generative AI tools were used during development to help create promotional artwork for Crazy Delivery.
This game used AI assistance to help arrange the store page artwork and to support programming. AI assistance was also used to write the store page text, and the multi-language localization in the current version was produced with AI assistance. All AI-related work was carried out under the direction and planning of the developer.
MARCO is made by a solo developer. Its characters, core concepts, and art direction are my original work. I used AI tools, guided by my own artwork and creative direction, to help create additional 3D models, props, textures, concept art, and some store-page and marketing images. I reviewed, selected, and refined these assets to fit MARCO’s style before including them. No content is generated by AI during gameplay. As a solo developer with limited time and resources, these tools helped me turn a game I’d imagined for years into something people can actually play.
This game used AI for localization. Translations only.
AI tools were used to generate base 2D images and concepts for character masks. These assets were then manually edited, polished, color-corrected, and integrated into the game by the developer.
Generative AI was used to assist with the creation of the game logo and some promotional assets for the Steam store. The generated materials were selected, edited, and further processed by the developer before use. Generative AI was also used during development to assist with programming and debugging. No generative AI is used to generate content during gameplay.
Pre-generated content only, nothing is generated while the game runs. Most of the pixel art for monsters, bosses, world objects (shrines, totems, traps, items), boon card art and the three hero cats was generated with PixelLab (an AI pixel-art tool) from text prompts and from our own hand-drawn references, then hand-corrected, quantized to the game's palette and animated frame by frame. The music and all sound effects are synthesized procedurally in our own code (no AI). Purchased asset packs (tiles, UI) are hand-drawn by their artists. No AI-generated text, voices or story.
Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team.
Generative AI tools were used during development to assist with the creation and editing of some text content and graphical materials used in the game and its related assets.
Pre-generated AI content: Some promotional artwork used on the Steam store page was created with generative AI and subsequently edited by the developer
AI-Generated Content Disclosure – CONJURARIUN CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu. All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer.
Some visual assets were created with the help of generative AI and then edited by the developer. A few sprite animations (doors opening, the ghost, the dynamite fuse and explosion, the turret turning) were generated with PixelLab from our own hand-made sprites, and some store artwork was made with AI image tools. Parts of the in-game text were written with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play.
The game propaganda map was created by AI.
Regarding programming, this game was partially coded and translated using AI; however, AI is used only for marketing art. The game's international artwork is hand-drawn and vectorized based on unofficial rock band logos.
AI-generated images are used for some of the designs in this game.
The English, Finnish and German texts on the store page and in the game are written by our team; all other languages are translated with AI.
Generative AI tools were used to assist with code development. All art, music, and design are human-made.
We don’t particularly like using AI. Unfortunately, we are a small indie studio made of programmers and designers who are currently somewhere between “making a game” and “having existential crises”. So, for now, we use AI to help us with some parts of our daily work and to bring some of our music, ideas, and inspirations to life. But don’t worry, we haven’t handed over the steering wheel to the robots just yet. Our project, its identity, and its originality are still created and directed by us. AI is simply one of the tools helping us survive the development process while our budget is busy pretending it doesn’t exist. As soon as we have the resources to replace AI with our own human made work, we absolutely intend to do so. Until then, we’re just a bunch of indie developers trying to make something cool before our refrigerators become purely decorative objects.
Store images are ai generated.
Generative AI was used only for the Steam Capsule art.
AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
I used ai for some complex implementations.
AI assistance used for some visuals.
Void Runners was developed with the help of AI coding tools. The game's art, music and sound effects are generated procedurally by code written with those tools; no AI model runs in the game, and no content is generated live while you play.
Generative AI was used to create character artwork and other images.
The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author. Artificial Intelligence tools were used strictly as an auxiliary production aid for: Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape. All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work.
Some pre-generated promotional artwork and the game icon were created with generative AI. Gameplay screenshots and trailer footage are captured directly from the game. The game does not generate content during play.
Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay.
Generative AI tools were used during development to create images and music. These are pre-generated assets included in the game and/or its store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services while playing.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
宇宙創世記カグラ ~素粒子協奏曲~ In-game content arttext | Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay. | Cham-gaming | - | Oct 6, 2026 | |
Grind or Die art | Art Design | Bowden Game Studios | - | Oct 6, 2026 | |
FlyFuture Live AI codetext | I’m developing FlyFuture as a solo developer and use AI tools to assist with troubleshooting, programming, design, and optimization. On top of this, there will be planes in the future that are commandable through OpenAi's Speech to command functions...similar to now and not so far future aerial combat usage of unmanned wingman jets.
I don’t agree with many of the ways AI is being used, and I understand why people have concerns about it. I believe AI should should be used as a tool and not to take over entire workloads, replace creative judgment, or become a shortcut for producing unoriginal work. Used thoughtfully, though, I think it can be a valuable tool...which is how I use it. | FuzeXO | - | Oct 6, 2026 | |
No Hands Yet In-game content textcode | Yes, AI helped make this game. Here's exactly how:
• I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing.
• The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page.
• No image, music or voice generators. The art and sound are drawn and synthesized by code.
• Nothing is AI-generated while you play. | Cow Tippers | - | Oct 6, 2026 | |
All Machines Must Die Dev only | AI was used to accelerate some of the development workflow. | SmallIndieDev | - | Oct 6, 2026 | |
I'M DEFINITELY IN A BASEMENT In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 6, 2026 | |
ROUGH CROSSING In-game content artaudiotext | AI-assisted scripting was used to create visual and audio assets. AI tools also assisted with text and localization. No generative AI is used during gameplay. | Summer | - | Oct 6, 2026 | |
Arcforge In-game content artaudio | Some textures, images, and music tracks in Arcforge were created using generative AI. | SWKEY_GAMES | - | Oct 6, 2026 | |
The Rend: Trials of the Drift In-game content art | The Rend is made by a small indie team, with core character art, animation, and design created by human artists we've worked with and credited.
We use generative AI tools in a supporting role for environment art direction and variation, additional views and variations of existing character designs, and some temporary UI artwork, such as achievement badges that haven't received their final art yet. No content is generated by AI during gameplay.
All AI-assisted content is directed, reviewed, and edited by our team. As development continues, we'll keep working with artists and developers to improve the game's art and overall experience. | Ludicrous Film and Games | - | Oct 6, 2026 | |
SPLIT-S In-game content art | Some sprite artwork was created with generative AI tools during development. SPLIT-S does not generate AI content during gameplay or connect to external AI services. | 8it | - | Oct 6, 2026 | |
Phantom Fleet In-game content arttextaudio | Phantom Fleet uses generative AI during development to assist in creating card illustrations, skill icons, UI decorations, backgrounds, ship textures, and some visual effect assets. AI assistance was also used in writing in-game descriptions and store page text.
Background music and sound effects were created using audio synthesis code written with the assistance of AI and are included in the game.
All of this content is pre-generated during development. The game does not use generative AI to create new images, music, dialogue, or other content in real time during gameplay. | DevMakerMin | - | Oct 6, 2026 | |
Shark Tales: Reef Rogues In-game content artaudio | Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service. | RadDad Basement Studio | - | Oct 6, 2026 | |
Stay Extinct In-game content artaudiotext | We use AI tools to make some of the game's art, sound, voices and writing. Every result was reviewed and edited before it went into the game.
- 3D models: most creature and character bodies (dinosaurs, Ice Age animals, wildlife, the infected, the customisable human bodies, hairstyles and hats) and some props and plants were generated with Tripo through Unity AI, from reference images made with OpenAI GPT Image. They were then cleaned up, rigged and fitted to the game's style.
- Textures: the dinosaur hides and the human characters' faces, skin, clothing and infection damage were painted with the help of GPT Image.
- Illustrations: the field guide's species plates were generated with GPT Image from renders of the in-game models.
- Sound: the calls of the mammoths, giant elk, ground sloths and sauropods were generated with Unity AI sound generation.
- Voices: the radio voices (the island broadcasts, the voice on the collection frequency and the facility's recorded messages) and the skipper's two lines in the opening scene are AI voices, made with ElevenLabs Eleven v4 text-to-speech from the game's own script. Face-to-face dialogue and the tapes are not voiced.
- Writing: in-game text (dialogue, records and descriptions) and this store page were drafted with AI writing assistance and edited by the developer.
- Store art: the capsule and library artwork and the logo were generated with GPT Image. They are illustrations, not screenshots. The screenshots, trailers and About clips are in-engine footage with licensed music and sound effects; any voices, herd calls, logo or artwork in the trailers are the AI content listed above.
Buildings, vehicles, weapons, most props, the music, most sound effects and all animation come from licensed asset packs (a few animation clips are adapted from them). The interface was built for the game. The game generates no AI content while you play. | windurex | - | Oct 6, 2026 | |
Dead Last In-game content artaudio | Some visual and audio assets were generated with AI tools during development and edited for use in Dead Last. No AI content is generated during gameplay. | Eddie Eizner | - | Oct 6, 2026 | |
肝試しオンライン In-game content art | Some assets in this game were created with generative AI during development: 3D models of characters and props (including some of their animations), and images such as textures and illustrations. All of them were selected and adjusted by the developers before being used in the game. No content is generated by AI while the game is running. | パン田 | - | Oct 6, 2026 | |
Slide or Fry In-game content artaudiotext | AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not connect to external AI services. | Ring Forge | - | Oct 6, 2026 | |
Neonrise Dev only code | Every part of this game's concept, design, and features was created by humans. The ideas, the gameplay, the look and feel, and every decision about how it all fits together came from us.
For the programming itself, we use AI coding agents to help us write code. They speed up development and let us focus our time on what matters most: making the game fun to play. | Green Novice Games | - | Oct 6, 2026 | |
deep rabbit hole Dev only code | [Developer Notice]This game was developed with the assistance of AI tools used for programming and code generation during the development process. | Slow step | - | Oct 6, 2026 | |
Loadpath In-game content audiotext | Generative AI tools assisted with LOADPATH’s development and the creation of game content, under the developer’s creative direction. The game was shaped through extensive iteration, selection and hands-on playtesting. The promotional trailer also uses AI-generated narration and music. All AI-generated content is prepared in advance; no generative AI runs during gameplay. | Happy Sidequest | - | Oct 6, 2026 | |
Warstead In-game content artaudio | Generative AI tools were used as part of the development of Warstead to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process. | Night Haven Interactive | - | Oct 6, 2026 | |
Crazy Delivery Store/marketing art | Generative AI tools were used during development to help create promotional artwork for Crazy Delivery. | Studio Bing-Huan | - | Oct 6, 2026 | |
Last Knight ~ Reclaim the Empire ~ In-game content arttext | This game used AI assistance to help arrange the store page artwork and to support programming. AI assistance was also used to write the store page text, and the multi-language localization in the current version was produced with AI assistance. All AI-related work was carried out under the direction and planning of the developer. | Honga Games Inc. | - | Oct 6, 2026 | |
Marco! In-game content art | MARCO is made by a solo developer. Its characters, core concepts, and art direction are my original work.
I used AI tools, guided by my own artwork and creative direction, to help create additional 3D models, props, textures, concept art, and some store-page and marketing images. I reviewed, selected, and refined these assets to fit MARCO’s style before including them.
No content is generated by AI during gameplay.
As a solo developer with limited time and resources, these tools helped me turn a game I’d imagined for years into something people can actually play. | Noel Ray | - | Oct 6, 2026 | |
Capture The Parcel In-game content text | This game used AI for localization. Translations only. | Pinching Pennies Studios LLC | - | Oct 6, 2026 | |
Broken Pawn In-game content art | AI tools were used to generate base 2D images and concepts for character masks. These assets were then manually edited, polished, color-corrected, and integrated into the game by the developer. | Morok Archive | - | Oct 6, 2026 | |
特災 怪獣対策局 Store/marketing artcode | Generative AI was used to assist with the creation of the game logo and some promotional assets for the Steam store. The generated materials were selected, edited, and further processed by the developer before use.
Generative AI was also used during development to assist with programming and debugging.
No generative AI is used to generate content during gameplay. | Japanese Bobtail Games | - | Oct 6, 2026 | |
Catacrawl In-game content art | Pre-generated content only, nothing is generated while the game runs. Most of the pixel art for monsters, bosses, world objects (shrines, totems, traps, items), boon card art and the three hero cats was generated with PixelLab (an AI pixel-art tool) from text prompts and from our own hand-drawn references, then hand-corrected, quantized to the game's palette and animated frame by frame. The music and all sound effects are synthesized procedurally in our own code (no AI). Purchased asset packs (tiles, UI) are hand-drawn by their artists. No AI-generated text, voices or story. | eedee | - | Oct 6, 2026 | |
Warwake In-game content art | Generative AI was used during development to help create a limited number of assets, such as some 2D art, textures. All AI-assisted content was reviewed and edited by our team. | 237 Studio | - | Oct 6, 2026 | |
Skeleton Crew: Castle Heist In-game content textart | Generative AI tools were used during development to assist with the creation and editing of some text content and graphical materials used in the game and its related assets. | Courtney Keyes Studios | - | Oct 6, 2026 | |
Brute Tusk : Feral Store/marketing art | Pre-generated AI content:
Some promotional artwork used on the Steam store page was created with generative AI and subsequently edited by the developer | Piri Piri Games | - | Oct 6, 2026 | |
Conjurariun In-game content artaudio | AI-Generated Content Disclosure – CONJURARIUN
CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu.
All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer. | Leonardo Ferreira da silva | - | Oct 6, 2026 | |
Friends Park In-game content arttext | Some visual assets were created with the help of generative AI and then edited by the developer. A few sprite animations (doors opening, the ghost, the dynamite fuse and explosion, the turret turning) were generated with PixelLab from our own hand-made sprites, and some store artwork was made with AI image tools. Parts of the in-game text were written with AI assistance and reviewed by the developer. The game does not generate any content with AI while you play. | Igoroja | - | Oct 6, 2026 | |
General please break through In-game content art | The game propaganda map was created by AI. | NHB | - | Oct 6, 2026 | |
Void Beserk Store/marketing codeart | Regarding programming, this game was partially coded and translated using AI; however, AI is used only for marketing art. The game's international artwork is hand-drawn and vectorized based on unofficial rock band logos. | Okiam666 | - | Oct 6, 2026 | |
ドタバタVRランド In-game content art | AI-generated images are used for some of the designs in this game. | Yoshida Gakuen | - | Oct 5, 2026 | |
Reactor 13 In-game content text | The English, Finnish and German texts on the store page and in the game are written by our team; all other languages are translated with AI. | Vaaran Game Studio | - | Oct 5, 2026 | |
Overlap Dev only code | Generative AI tools were used to assist with code development. All art, music, and design are human-made. | MilesThePiles | - | Oct 5, 2026 | |
Junk Rush In-game content audio | We don’t particularly like using AI.
Unfortunately, we are a small indie studio made of programmers and designers who are currently somewhere between “making a game” and “having existential crises”.
So, for now, we use AI to help us with some parts of our daily work and to bring some of our music, ideas, and inspirations to life.
But don’t worry, we haven’t handed over the steering wheel to the robots just yet.
Our project, its identity, and its originality are still created and directed by us. AI is simply one of the tools helping us survive the development process while our budget is busy pretending it doesn’t exist.
As soon as we have the resources to replace AI with our own human made work, we absolutely intend to do so.
Until then, we’re just a bunch of indie developers trying to make something cool before our refrigerators become purely decorative objects. | Mobdog Studios | - | Oct 5, 2026 | |
Ball Bugz Store/marketing art | Store images are ai generated. | Crush Bug Studios | - | Oct 5, 2026 | |
Break Store/marketing art | Generative AI was used only for the Steam Capsule art. | Tuesday Game Studios | - | Oct 5, 2026 | |
Audioglide In-game content artcode | AI tools were used to assist with programming and generate a small number of textures and menu illustrations. These visual assets were adjusted by hand before being included in the game. | Ospekki | - | Oct 5, 2026 | |
Curb Hoppers Store/marketing art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Curb Hoppers Studio | - | Oct 4, 2026 | |
Ashes of Animara Dev only code | I used ai for some complex implementations. | Zimix | - | Oct 4, 2026 | |
Wild Heroes: Fight Together Unclear art | AI assistance used for some visuals. | Smobu | - | Oct 4, 2026 | |
Void Runners In-game content artaudiocode | Void Runners was developed with the help of AI coding tools. The game's art, music and sound effects are generated procedurally by code written with those tools; no AI model runs in the game, and no content is generated live while you play. | Aaron Reisman | - | Oct 4, 2026 | |
SUSHISNK In-game content art | Generative AI was used to create character artwork and other images. | Kariya_Zucchini | - | Oct 4, 2026 | |
Recess of the Dead In-game content audio | The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author.
Artificial Intelligence tools were used strictly as an auxiliary production aid for:
Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape.
All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work. | Cobalt Rook Works | - | Oct 4, 2026 | |
Undead Gunline In-game content art | Some pre-generated promotional artwork and the game icon were created with generative AI. Gameplay screenshots and trailer footage are captured directly from the game. The game does not generate content during play. | Undead Gunline Studio | - | Oct 4, 2026 | |
それでも僕らは廻っている。 In-game content arttextaudiocode | Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay. | おまど | - | Oct 4, 2026 | |
FPV Strike In-game content artaudio | Generative AI tools were used during development to create images and music. These are pre-generated assets included in the game and/or its store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services while playing. | Mauro | - | Oct 4, 2026 |