Suno AI was used to generate the game's background music. And one of the friars is created with Meshy AI.
- Creator
- Italia 3D Academy
- Reviews
- -
- Added
- Jun 3, 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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Suno AI was used to generate the game's background music. And one of the friars is created with Meshy AI.
The game uses generative AI solely for the creation of certain visual and text assets. AI does not affect gameplay, player behavior, or core game mechanics.
All gameplay systems, game design decisions, balancing decisions, story/context decisions, implementation choices, and final creative decisions were made by the development team. Generative AI tools were used only as assistive tools during development. This may include support for brainstorming, improving workflows, and creating or refining some static 2D visual materials used in the game and its marketing, such as item icons, UI-related images, capsule/key art elements, and visuals that may appear in trailers or screenshots. All AI-assisted materials were reviewed, selected, edited, and approved by the developers before being included. No AI system makes gameplay decisions, controls game logic, generates levels, creates player-facing content, or produces images, videos, text, audio, or any other content in real time during gameplay.
This game uses the DeepSeek AI model to generate character dialogue in real time. Based on player input, the AI responds according to preset character personalities, creating an immersive role-playing experience. All generated content is filtered through a content moderation system to prevent inappropriate or policy-violating outputs. API and Billing Notice: To use this feature, you need to register a DeepSeek account and add API credits at: https://platform.deepseek.com/usage The AI service costs are charged directly by DeepSeek. The game developer does not collect any API fees.
This game uses generative AI for code writing and text work. All final content is manually reviewed and edited.
This title uses generative AI tools as supporting tools in limited parts of development.The game design, animation, asset placement, implementation, direction, programming, writing, stage design, and overall creative decisions are handled by the developer.All AI-assisted content is pre-generated during development. The game does not generate AI content in real time during gameplay.[3D Models]- Tripo AIAI-generated models are used as a base for some 3D assets. The developer performs mesh editing, scaling, texture and normal map adjustments, placement, and in-game implementation.[Music & Sound]- SUNO AIUsed to assist music production based on the developer's original motifs, samples, and creative direction.- ElevenLabsUsed for sound effect generation.All AI-generated content is used within the scope permitted by each tool's commercial usage terms.
Generative AI was used during development to assist with some visual concept art, store page images, and marketing assets. All AI-assisted content is manually reviewed, edited, and curated by the developer. The game does not include real-time generative AI content.
Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards. The game does not use real-time AI generation during gameplay.
Partially. Galactic Tenebris Company believes in being transparent with the people who play our games. Here is an honest account of where AI tools contributed to this production: — Some icons and UI elements, including weapon icons — Organizing and structuring the scenario, narrative documents, and dialogue across the game's four regions — Translation from Mr. M.'s private family dialect into English. All 3D models were handcrafted by the developer. No textures were AI-generated. The music and sound effects were composed and not generated by AI tools. Our position as a company is simple — we use AI only where we have no other means or resources available. Where human craft was possible, human craft was used. Every creative decision — the story, the world, the characters, the quests, the writing — was made by the developer. The scenario and dialogues were authored by the developer and organised with AI assistance. The foundation of this game is firsthand experience. That part was not written by any tool. — Mr. M., Owner of Galactic Tenebris Company
AI tools are used for translation
I used ai for some parts of coding to make tedious tasks quick. Or for help when needing to know how to program something
Our team's Generative AI policy is that we cannot use it at all for Assets, Sounds, and Arts. The only thing we have allowed ourselves to use Gen AI for is coding, although we have agreed we won't use Gen AI the first time we attempt to solve a problem. We only use Gen AI after having already attempted to fix a problem through YouTube videos, asking peers, etc.
Generative AI tools were used to assist with writing, reviewing, and improving parts of the game's code. All models, textures, images, sounds, and music used in Single Note are created through human work. The game does not use AI-generated visual assets, audio assets, music, or 3D models. Single Note is developed by a small independent studio, and AI tools were used as development assistance during production. All final implementation decisions, testing, integration, and creative direction are handled by Fanjoy Studio. The game does not use live-generated AI content during gameplay.
AI assisted tools were utilized during development to help generate and refine various assets and ideas. All content was reviewed, edited, and integrated by the developer to ensure consistency with the game's design and vision.
NPCs powered by LLM models to create unique and real conversations responding to the players voice making the world feel alive.
Sound, art, and programming logic were generated using AI tools and were subsequently hand-polished and manually adjusted.
Chrongrid is a narrative experience product powered by large language models (LLMs). In-game dialogue, scene descriptions, and character responses are generated in real time by an AI model — you can choose a third-party API service (such as DeepSeek, OpenAI, or Anthropic), or run a model locally on your machine via Ollama. You provide your own API credentials and bear the associated costs; we do not operate any server to relay your requests. The AI generates dialogue and descriptive text at runtime, always within the constraints of pre-authored narrative blueprints, characters, and world settings.
During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials.
Anchored Protocol uses generative AI throughout its development and gameplay: • Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping. • During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different. We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything inappropriate, please report it via https://aako.world/support
AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves.
It contains some Images generated by AI.
AI tools were used to assist with text editing, translation, illustrations, and marketing materials. Game concept, writing, music direction, and narrative structure were created by a human.
Some visual assets in this game have been created with the assistance of AI tools, then refined and integrated to fit the artistic direction of the project. All music featured in the game is original and performed by a real pianist, composed specifically to enhance the emotional experience.
The game uses a generative AI model to evaluate the sentences players construct during verbal battles. The AI analyzes the player's input sentence for grammatical coherence and contextual appropriateness, and returns a grade (e.g., 'Good', 'Great', 'Excellent'). The raw AI output is not displayed to players — only the graded result affects gameplay. No AI-generated text, images, or audio is shown directly to the player.
The visuals are largely generated using AI. Sound effects are partially generated using AI. Text content is mostly not generated by AI.
"The game utilizes generative AI tools for the creation of concept art, UI icons, and English-to-Turkish localization. These assets are pre-generated during the development phase and are fully reviewed and polished by our team to ensure quality and originality."
Some art assets started as AI-generated bases and were then manually edited, retouched, and finalized by real artists.
This game features graphical and audio assets that were built using artificial intelligence.
AI was used to create some of the artwork, sprites and music.
Visuals: We used generative AI tools (Midjourney, ComfyUI) to assist in creating background illustrations and concept art for characters. All AI-generated outputs were manually refined, overpainted, and edited by human artists to ensure visual consistency and quality. Text: We utilized AI-powered translation tools to assist in localizing scripts and store page descriptions from Korean to English. All translated text was proofread and edited by a native speaker to maintain the narrative's tone and nuance.
The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision.
This game used AI in background images and the AI's response dataset.
Some scene and character illustrations were created with AI assistance, and manually edited afterward.
This is a solo independent project. Except for the logo and UI design completed by an external collaborator, all other content was created by the author alone. Visual assets were generated with AI assistance, with character designs refined through multiple iterations by the author. All character expression variations were hand-drawn by the author, with the protagonist featuring dozens of distinct expressions. Key story CGs were hand-sketched or 3D-posed by the author before final production. Background music was generated with AI assistance. Some sound effects were recorded on location by the author; others were synthesized.
The game optionally connects to a local language model server (Ollama or any OpenAI-compatible endpoint) to generate live dialogue from rulers, travelers, and city locals. This requires installing Ollama separately and running a model locally. Instructions are in GUIDE.md. The game is fully playable without this feature.
Some of the models and music in the game are created by AI.
📝 AI Generation Transparency (Steam Store Page) 1. Real-Time Narrative Gameplay (LLM): The core of the game is powered by an advanced Large Language Model (AI) that generates kidnappers' responses in real-time. Unlike traditional games, your dialogues are not limited to pre-written choices. The AI interprets your arguments, your tone, and your creativity to offer unique and unpredictable reactions. We have implemented strict moderation filters to ensure that all interactions remain within the satirical framework of the game and fully comply with Steam’s community guidelines. 2. Pre-Production Creative Assistance: We utilized AI-generative image tools for artistic exploration and concept art during the initial design phases. This allowed us to define the game's "moonshot" and vibrant aesthetic.Important Note: All final visual assets (interfaces, characters, environments) have been retouched, finalized, or recreated by our human team to ensure total artistic consistency and full respect for intellectual property.
This game uses AI-generated visuals.
The visual assets in this game (character illustrations and background images) are generated using KlingAI. All other content — including scenario, music, and programming — is created by the developer.
As a solo developer, I utilize generative AI tools to assist in creating base 3D assets, environmental props, and certain 2D visual elements to streamline the development process. Additionally, AI is used to support the initial localization of game text, which is then manually reviewed and refined to ensure accuracy and cultural relevance. Every AI-assisted asset and text is carefully hand-edited to fit the game's specific art style and technical standards.
Some store page assets or art may use AI. Some may be placeholder.
Some CG artwork, visual assets, and audio assets in this game were created with the assistance of AI generation tools and then manually refined and integrated by the developer.
Yes. The game uses AI for localization translation (8 languages) and AI-assisted pixel art generation. All AI-generated assets have been heavily edited and refined by the developer to fit the game's dark pixel art style and narrative context.
Generative AI was partially used to create NPC sprites and background assets in this game.
The game's narrative videos (including surveillance footage, dashcam recordings, interrogation replays, crime scene reconstructions, atmospheric establishing shots, etc.) are created using AI video generation tools such as Seedance 2.0 and Jimeng. Character sprites, character portraits, and scene backgrounds are generated using AI image tools banana2 and image2. All AI-generated content has been manually curated, edited, and adjusted by developers before being integrated into the game, with full reviews conducted for copyright and compliance. The screenplay, dialogue, level design, reasoning logic, programming code, and UI are all originally created by human developers. No AI models are invoked nor external AI services connected during gameplay.
Developer's Note: This is a solo-developed indie game, and the developer is not a professional artist. Therefore, generative AI was used during the production of art assets.
Some content in COURIER GUILD was created with the assistance of AI tools, including visual assets, music, and text. All AI-generated content has been manually reviewed, edited, and refined by the developer to fit the game's style and vision.
Ai used for store page
Voice synthesis. All informant dialogue is voiced using Google Cloud Text-to-Speech. Each of the 27 informants has a distinct voice selected to reflect their regional background. Story illustrations. Discovery images were generated using AI image generation and curated by the developer. Game content. Story text, discovery descriptions, and informant dialogue were drafted with AI assistance and edited by the developer. No AI-generated content is produced live during gameplay. All content is pre-rendered and reviewed before shipping.
This game uses a custom-built local AI language model running entirely on the player's machine via the proprietary GROLAF3D ENGINE. The AI generates all dialogue, actions, and narrative responses from the kidnapper character in real time during gameplay. No internet connection is required and no player input is transmitted to external servers. The AI also powers an optional voice synthesis system for spoken responses. All AI-generated content is produced live based on player input and is unique to each session.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Ars Et Anima In-game content audioart | Suno AI was used to generate the game's background music.
And one of the friars is created with Meshy AI. | Italia 3D Academy | - | Jun 3, 2026 | |
Final Shelter In-game content arttext | The game uses generative AI solely for the creation of certain visual and text assets.
AI does not affect gameplay, player behavior, or core game mechanics. | Syndicate Corp. | - | Jun 3, 2026 | |
Donboz Jailbreak In-game content art | All gameplay systems, game design decisions, balancing decisions, story/context decisions, implementation choices, and final creative decisions were made by the development team.
Generative AI tools were used only as assistive tools during development. This may include support for brainstorming, improving workflows, and creating or refining some static 2D visual materials used in the game and its marketing, such as item icons, UI-related images, capsule/key art elements, and visuals that may appear in trailers or screenshots.
All AI-assisted materials were reviewed, selected, edited, and approved by the developers before being included. No AI system makes gameplay decisions, controls game logic, generates levels, creates player-facing content, or produces images, videos, text, audio, or any other content in real time during gameplay. | SKR Interactive | - | Jun 3, 2026 | |
GAL-Chat Live AI text | This game uses the DeepSeek AI model to generate character dialogue in real time. Based on player input, the AI responds according to preset character personalities, creating an immersive role-playing experience. All generated content is filtered through a content moderation system to prevent inappropriate or policy-violating outputs.
API and Billing Notice:
To use this feature, you need to register a DeepSeek account and add API credits at: https://platform.deepseek.com/usage
The AI service costs are charged directly by DeepSeek. The game developer does not collect any API fees. | Madao | - | Jun 3, 2026 | |
are you humen? In-game content codetext | This game uses generative AI for code writing and text work. All final content is manually reviewed and edited. | BD patch game | - | Jun 3, 2026 | |
KUMANO In-game content artaudio | This title uses generative AI tools as supporting tools in limited parts of development.The game design, animation, asset placement, implementation, direction, programming, writing, stage design, and overall creative decisions are handled by the developer.All AI-assisted content is pre-generated during development. The game does not generate AI content in real time during gameplay.[3D Models]- Tripo AIAI-generated models are used as a base for some 3D assets. The developer performs mesh editing, scaling, texture and normal map adjustments, placement, and in-game implementation.[Music & Sound]- SUNO AIUsed to assist music production based on the developer's original motifs, samples, and creative direction.- ElevenLabsUsed for sound effect generation.All AI-generated content is used within the scope permitted by each tool's commercial usage terms. | moly | - | May 23, 2026 | |
EverestBaseCamp Store/marketing art | Generative AI was used during development to assist with some visual concept art, store page images, and marketing assets. All AI-assisted content is manually reviewed, edited, and curated by the developer. The game does not include real-time generative AI content. | darkrio Studio | - | May 23, 2026 | |
SEO or Die In-game content arttext | Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools.
All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards.
The game does not use real-time AI generation during gameplay. | Zakhoda Oleksandr | - | May 23, 2026 | |
Jack Bonecroft 4 In-game content text | Partially. Galactic Tenebris Company believes in being transparent with the people who play our games. Here is an honest account of where AI tools contributed to this production:
— Some icons and UI elements, including weapon icons
— Organizing and structuring the scenario, narrative documents, and dialogue across the game's four regions
— Translation from Mr. M.'s private family dialect into English.
All 3D models were handcrafted by the developer. No textures were AI-generated. The music and sound effects were composed and not generated by AI tools.
Our position as a company is simple — we use AI only where we have no other means or resources available. Where human craft was possible, human craft was used.
Every creative decision — the story, the world, the characters, the quests, the writing — was made by the developer. The scenario and dialogues were authored by the developer and organised with AI assistance. The foundation of this game is firsthand experience. That part was not written by any tool.
— Mr. M., Owner of Galactic Tenebris Company | Galactic Tenebris Company | - | May 23, 2026 | |
Elsewhere In-game content text | AI tools are used for translation | Team Belladona | - | May 23, 2026 | |
Project Melvin Dev only code | I used ai for some parts of coding to make tedious tasks quick. Or for help when needing to know how to program something | CrunchyCookie | - | May 23, 2026 | |
MageTender Dev only code | Our team's Generative AI policy is that we cannot use it at all for Assets, Sounds, and Arts. The only thing we have allowed ourselves to use Gen AI for is coding, although we have agreed we won't use Gen AI the first time we attempt to solve a problem. We only use Gen AI after having already attempted to fix a problem through YouTube videos, asking peers, etc. | Team TAAAZED | - | May 23, 2026 | |
Single Note Dev only code | Generative AI tools were used to assist with writing, reviewing, and improving parts of the game's code.
All models, textures, images, sounds, and music used in Single Note are created through human work. The game does not use AI-generated visual assets, audio assets, music, or 3D models.
Single Note is developed by a small independent studio, and AI tools were used as development assistance during production. All final implementation decisions, testing, integration, and creative direction are handled by Fanjoy Studio. The game does not use live-generated AI content during gameplay. | Fanjoy Studio | - | May 23, 2026 | |
Galaxiwilds Unclear arttext | AI assisted tools were utilized during development to help generate and refine various assets and ideas. All content was reviewed, edited, and integrated by the developer to ensure consistency with the game's design and vision. | Blake Sherwin | - | May 23, 2026 | |
Eruin Live AI text | NPCs powered by LLM models to create unique and real conversations responding to the players voice making the world feel alive. | Veilstone Games | - | May 23, 2026 | |
Don't Feed the Boss! In-game content artaudiocode | Sound, art, and programming logic were generated using AI tools and were subsequently hand-polished and manually adjusted. | Cinderbun | - | May 23, 2026 | |
Chrongrid Live AI text | Chrongrid is a narrative experience product powered by large language models (LLMs). In-game dialogue, scene descriptions, and character responses are generated in real time by an AI model — you can choose a third-party API service (such as DeepSeek, OpenAI, or Anthropic), or run a model locally on your machine via Ollama. You provide your own API credentials and bear the associated costs; we do not operate any server to relay your requests. The AI generates dialogue and descriptive text at runtime, always within the constraints of pre-authored narrative blueprints, characters, and world settings. | Chrongrid Studio | - | May 23, 2026 | |
Beyond the Soil: Farming & Tales Prologue In-game content textart | During the development of Beyond the Soil: Farming & Tales Prologue, generative AI technologies were used to optimize localization texts and assist in the design phase of certain visual marketing materials. | Mavi Game Lab | - | May 23, 2026 | |
Anchor Protocol Live AI artaudiotext | Anchored Protocol uses generative AI throughout its development and gameplay:
• Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping.
• During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different.
We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything
inappropriate, please report it via https://aako.world/support | Aako Inc | - | May 23, 2026 | |
Hitchhiking to Hell In-game content art | AI is used to enhance images, icons, artwork, and UI elements by applying filters and visual refinements to assets we originally created ourselves. | MM88 | - | May 23, 2026 | |
Shadows Over Fog City Store/marketing art | It contains some Images generated by AI. | None Studio | - | May 23, 2026 | |
The Ultra Realistic Accurate Farmer Simulator Store/marketing textart | AI tools were used to assist with text editing, translation, illustrations, and marketing materials.
Game concept, writing, music direction, and narrative structure were created by a human. | CGCFSS | - | May 23, 2026 | |
Against The Light In-game content art | Some visual assets in this game have been created with the assistance of AI tools, then refined and integrated to fit the artistic direction of the project.
All music featured in the game is original and performed by a real pianist, composed specifically to enhance the emotional experience. | Shinka AI Studio | - | May 23, 2026 | |
Prison Queen Live AI text | The game uses a generative AI model to evaluate the sentences players construct during verbal battles. The AI analyzes the player's input sentence for grammatical coherence and contextual appropriateness, and returns a grade (e.g., 'Good', 'Great', 'Excellent'). The raw AI output is not displayed to players — only the graded result affects gameplay. No AI-generated text, images, or audio is shown directly to the player. | Sassy Bananas | - | May 23, 2026 | |
RPG: 护火者 In-game content artaudio | The visuals are largely generated using AI.
Sound effects are partially generated using AI.
Text content is mostly not generated by AI. | CCY | - | May 23, 2026 | |
WOTT In-game content arttext | "The game utilizes generative AI tools for the creation of concept art, UI icons, and English-to-Turkish localization. These assets are pre-generated during the development phase and are fully reviewed and polished by our team to ensure quality and originality." | WOTT Studios | - | May 23, 2026 | |
Problematic In-game content art | Some art assets started as AI-generated bases and were then manually edited, retouched, and finalized by real artists. | Galactrex Studios | - | May 23, 2026 | |
Soul Diagnosis In-game content artaudio | This game features graphical and audio assets that were built using artificial intelligence. | The J and J Show | - | May 23, 2026 | |
WHERE IS MY CAT? In-game content artaudio | AI was used to create some of the artwork, sprites and music. | NinjaCat | - | May 23, 2026 | |
Iris and the Moonlight Bakery In-game content arttext | Visuals: We used generative AI tools (Midjourney, ComfyUI) to assist in creating background illustrations and concept art for characters. All AI-generated outputs were manually refined, overpainted, and edited by human artists to ensure visual consistency and quality.
Text: We utilized AI-powered translation tools to assist in localizing scripts and store page descriptions from Korean to English. All translated text was proofread and edited by a native speaker to maintain the narrative's tone and nuance. | Gunoha Games | - | May 23, 2026 | |
The Silver Crow In-game content art | The backgrounds of The Silver Crow were created using a combination of AI image generation and extensive manual post-processing. Each location was individually refined, composited and hand-animated to achieve a consistent artistic vision. | Dreamagination | 73 | May 23, 2026 | |
Who is AI In-game content art | This game used AI in background images and the AI's response dataset. | hotarubii | - | May 23, 2026 | |
失焦 Out of Focus In-game content art | Some scene and character illustrations were created with AI assistance, and manually edited afterward. | bubble gun | - | May 23, 2026 | |
Debug Your Heart In-game content artaudio | This is a solo independent project. Except for the logo and UI design completed by an external collaborator, all other content was created by the author alone.
Visual assets were generated with AI assistance, with character designs refined through multiple iterations by the author. All character expression variations were hand-drawn by the author, with the protagonist featuring dozens of distinct expressions. Key story CGs were hand-sketched or 3D-posed by the author before final production.
Background music was generated with AI assistance. Some sound effects were recorded on location by the author; others were synthesized. | Starry Seaweed Game Studio Ltd. | - | May 23, 2026 | |
Twilight of Bronze Live AI text | The game optionally connects to a local language model server (Ollama or any OpenAI-compatible endpoint) to generate live dialogue from rulers, travelers, and city locals. This requires installing Ollama separately and running a model locally. Instructions are in GUIDE.md. The game is fully playable without this feature. | NonAverageStudio | - | May 23, 2026 | |
Hong Kong Horror Incident: Yik Sin House In-game content artaudio | Some of the models and music in the game are created by AI. | Seasonbean Team | 28 | May 23, 2026 | |
Hostage Down Live AI arttext | 📝 AI Generation Transparency (Steam Store Page)
1. Real-Time Narrative Gameplay (LLM):
The core of the game is powered by an advanced Large Language Model (AI) that generates kidnappers' responses in real-time. Unlike traditional games, your dialogues are not limited to pre-written choices. The AI interprets your arguments, your tone, and your creativity to offer unique and unpredictable reactions. We have implemented strict moderation filters to ensure that all interactions remain within the satirical framework of the game and fully comply with Steam’s community guidelines.
2. Pre-Production Creative Assistance:
We utilized AI-generative image tools for artistic exploration and concept art during the initial design phases. This allowed us to define the game's "moonshot" and vibrant aesthetic.Important Note: All final visual assets (interfaces, characters, environments) have been retouched, finalized, or recreated by our human team to ensure total artistic consistency and full respect for intellectual property. | Pooandplay | - | May 23, 2026 | |
Cozy Liora In-game content art | This game uses AI-generated visuals. | RedenelGO | 47 | May 23, 2026 | |
Blue Hawaii Aniki's Small Celebration vol.2 In-game content art | The visual assets in this game (character illustrations and background images) are generated using KlingAI. All other content — including scenario, music, and programming — is created by the developer. | Kirishima Shoichi | - | May 23, 2026 | |
Whispers from the Dark: Grandma's Helper In-game content arttext | As a solo developer, I utilize generative AI tools to assist in creating base 3D assets, environmental props, and certain 2D visual elements to streamline the development process. Additionally, AI is used to support the initial localization of game text, which is then manually reviewed and refined to ensure accuracy and cultural relevance. Every AI-assisted asset and text is carefully hand-edited to fit the game's specific art style and technical standards. | TameGum | - | May 23, 2026 | |
SNITCHED Store/marketing art | Some store page assets or art may use AI. Some may be placeholder. | Ruin The Friendship | - | May 23, 2026 | |
The Iron and the Oath In-game content artaudio | Some CG artwork, visual assets, and audio assets in this game were created with the assistance of AI generation tools and then manually refined and integrated by the developer. | FFire Studio | - | May 23, 2026 | |
Prison Glow In-game content textart | Yes. The game uses AI for localization translation (8 languages) and AI-assisted pixel art generation. All AI-generated assets have been heavily edited and refined by the developer to fit the game's dark pixel art style and narrative context. | KromiXX | - | May 23, 2026 | |
Ambered: Three Thousand Days & Nights In-game content art | Generative AI was partially used to create NPC sprites and background assets in this game. | Pillow Fairy Studio | - | May 23, 2026 | |
执念刑警之消失的证人 In-game content arttext | The game's narrative videos (including surveillance footage, dashcam recordings, interrogation replays, crime scene reconstructions, atmospheric establishing shots, etc.) are created using AI video generation tools such as Seedance 2.0 and Jimeng. Character sprites, character portraits, and scene backgrounds are generated using AI image tools banana2 and image2.
All AI-generated content has been manually curated, edited, and adjusted by developers before being integrated into the game, with full reviews conducted for copyright and compliance.
The screenplay, dialogue, level design, reasoning logic, programming code, and UI are all originally created by human developers. No AI models are invoked nor external AI services connected during gameplay. | 迷雾工作室 | 222 | May 23, 2026 | |
领导来了Boss is coming In-game content art | Developer's Note: This is a solo-developed indie game, and the developer is not a professional artist. Therefore, generative AI was used during the production of art assets. | Van's Studio | - | May 23, 2026 | |
COURIER GUILD In-game content artaudiotext | Some content in COURIER GUILD was created with the assistance of AI tools, including visual assets, music, and text. All AI-generated content has been manually reviewed, edited, and refined by the developer to fit the game's style and vision. | TunderWunder | - | May 23, 2026 | |
Sussy Cat Store/marketing arttext | Ai used for store page | csngames | - | May 23, 2026 | |
Alien History In-game content audiotextart | Voice synthesis. All informant dialogue is voiced using Google Cloud Text-to-Speech. Each of the 27 informants has a distinct voice selected to reflect their regional background.
Story illustrations. Discovery images were generated using AI image generation and curated by the developer.
Game content. Story text, discovery descriptions, and informant dialogue were drafted with AI assistance and edited by the developer.
No AI-generated content is produced live during gameplay. All content is pre-rendered and reviewed before shipping. | Adam | - | May 23, 2026 | |
Kidnapped Simulator Live AI text | This game uses a custom-built local AI language model running entirely on the player's machine via the proprietary GROLAF3D ENGINE. The AI generates all dialogue, actions, and narrative responses from the kidnapper character in real time during gameplay. No internet connection is required and no player input is transmitted to external servers. The AI also powers an optional voice synthesis system for spoken responses. All AI-generated content is produced live based on player input and is unique to each session. | CRUNCHFEST | - | May 23, 2026 |