Main Steam Page graphics
- Creator
- Splice
- Reviews
- -
- Added
- Jun 29, 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.
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.
Main Steam Page graphics
Used for text translation.
This game contains a limited amount of AI-assisted content, including some visual assets and music. All such content was reviewed and integrated by the developer.
Peasant voices are made with AI.
Notice: AI-assisted development tools were used in the preparation and creation of the game mechanics, texts, and question catalog.
Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay.
This game includes some AI-generated and AI-assisted content: 1. Some in-game sprites were adjusted or edited using AI tools. 2. AI was used to correct spelling and grammar in the game's text and on the store page. 3. Adjusting some of the chiptune tracks in the game to sound more musical by putting them all in key 4. Some Steam store and achievement assets were created with AI assistance, specifically generating the greyed-out (inactive) versions of the achievement icons from the colored originals, and producing the various required store image sizes from the original promotional artwork. All AI-assisted content was manually reviewed before release.
This game uses text-to-speech to generate character voices, image-to-3D tools to create ship models, and image-to-video tools to produce cinematic sequences you may encounter during gameplay. AI-generated content has been used to enhance and enrich the in-game experience.
Axiom of Echoes uses generative AI for part of its assets. The store and library artwork (capsule, header, and library images) was created with AI image-generation tools and then curated and edited by hand. Portions of the soundtrack, sound effects, and voice narration were produced with AI audio tools. All AI-assisted content is reviewed by a human before it ships. The gameplay itself — the 3D voxel puzzles, their target shapes and solutions — is generated procedurally from mathematical formulas, not by AI.
Diggems is developed by a very small team, and we use generative AI tools to assist with some pre-generated 2D and 3D art assets outside our core skill set. All AI-assisted assets are reviewed and adjusted before being included in the game.
Using AI BGM
Code, localization
My game currently uses generative AI only to assist with temporary localization and translation work, mainly as a placeholder until the translations can be reviewed and replaced by professional human translators.
Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated): Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated.
Generative AI tools were used during development to assist with code and to create or refine some visual assets and Steam store marketing artwork. All AI-assisted content was reviewed and edited by the developer. The game does not use generative AI during gameplay, and no content is generated liv
Some Example textures & images were created with AI.
Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW.
ESTRO Quantum uses generative AI only for some of its 2D/3D visual assets. Card illustrations and cosmetic art (card skins, backdrops, card backs) were created with the help of generative AI image-generation tools, then curated and reviewed by the developer before being included in the game. No AI-generated content is produced live during gameplay; the single-player "AI opponents" are traditional rule-based systems and do not use generative AI.
This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services while the game is running.
AI-assisted tools were used to create selected graphical assets, concept artwork and marketing materials. All generated content was reviewed, modified and integrated by the developer. No AI-generated content is created during gameplay.
We used generative AI tools to assist in drafting, translating, and optimizing the text for the store page and marketing materials. All final content has been reviewed and refined by the developer.
We use AI image tools during concept and ideation. Final in-game assets are produced and finished by hand by our artists, with AI-assisted elements reviewed, edited, and approved before release. No content is generated live during gameplay
Some Music assets were created with the help of AI tools.
Machine translation was used for some parts of the translation.
As a solo developer handling the entire scope of code, systems architecture, and design, generative AI tools were utilized during development to handle the massive volume of graphic assets. This includes illustrative 2D artwork for specific field environments, background landscapes, UI map layouts, and card illustration frames. Leveraging these tools allowed me to focus my full energy on what matters most: creating deep tactical gameplay, tight mechanical balance, and a compelling narrative. Every asset generated was extensively curated, manually edited, and visually polished to align perfectly with the game's aesthetic, storytelling, and tactical user interface. No live generative AI is used while the game is running.
Generative AI tools were used to assist with store page text, translation drafts, and promotional copy. All final content was reviewed and edited by the developer.
Generative AI tools were utilized to assist in the creation of promotional materials. The game itself does not contain any live AI generation.
AI is used for generating game thumbnail with extra editing.
Generative AI was used for some character visuals and as a development support tool. The game does not generate content with AI during gameplay.
The game uses AI-generated content only for music and translation.
AI was used to fix, format, and translate Steam Store Page assets and in-game text to various languages; to generate products icons (other sprites and textures are handmade)
Scourge of the Necromancer makes significant use of generative AI in its production. We want to be fully upfront about it. Visual assets (2D images + video) — all AI-generated, then human-curated and human-edited. Every shipped image and video in the game and on the Steam store page was produced with AI tools, then reviewed, edited, and selected by hand by the developer. This covers: Steam store capsules and library art, the store-page background, all in-game achievement icons, hero portraits, the Necromancer concept art, decorative UI elements, all real-time cinematics (the defeat sequence and all victory variants), and the marketing trailer's atmospheric segments. Image models used: Google Imagen 4, Google Veo 3.1 (video), Nano Banana Pro / Gemini 3 Pro Image (Google), Black Forest Labs FLUX.2, Recraft V4 Pro, Ideogram V3, and Bria RMBG-2.0 (background removal). Final assets received human editing — compositing, color correction, retouching, frame extraction, masking, and rejection of unusable outputs. 3D models — AI-generated base meshes, then human-edited in Blender. The in-game hero character models (Knight, Cleric, Ranger, Wizard, Warrior, Alchemist) started as outputs from Tripo AI's generative 3D model service (FBX + texture PNGs), but each model was then opened in Blender by the developer for hand editing — mesh cleanup, geometry adjustments, and texture fixes — before being exported for use in the game. Each finished model was imported into Unity with hand-tuned scale, rotation, material configuration, and import-setting curation. Unsatisfactory generations were discarded and re-prompted; the Blender editing step is substantial enough that the shipped models are not pure AI output. Music — AI-generated, then human-curated and post-processed. All music tracks in the game (menu, gameplay layers, boss phases, victory, defeat) were produced with Google Gemini's music generation, then human-selected, trimmed, looped, and mixed by the developer. Necromancer voice — AI-generated, then human-edited. The Necromancer's spoken syllables were synthesized with ElevenLabs Text-to-Speech (Eleven Multilingual v2 model), then pitch-shifted, EQ'd, and processed with reverb in Audacity by the developer to produce the final in-game delivery. No other character has spoken voice lines in the shipped game. Sound effects — all AI-generated. Every SFX in the game (ability sounds, ambient layers, UI sounds, footsteps, kill/spawn cues, tile state cues, boss audio) was produced with ElevenLabs Sound Effects, then human-selected, trimmed, processed, and mixed by the developer. The Necromancer voice lines use ElevenLabs Text-to-Speech (covered separately above). Runtime behavior. The game does NOT use live-generated AI content at runtime. Every shipped asset is a fixed, pre-rendered file. Player-facing text, dialogue, narrative, lore, and game design were written by the developer without AI generation. Code. Code development used Claude (Anthropic) as an AI coding assistant. This is behind-the-scenes efficiency tooling not consumed by players, but we mention it here for full transparency.
RAX uses generative AI-assisted content in limited areas. Background music was generated with Flow Music. English localization text was assisted by generative AI and manually reviewed/edited by the developer. Some promotional visual assets, including posters and background images used for the Steam store page, community assets, or marketing materials, were created with AI image generation tools. All gameplay systems, puzzle rules, level design, game logic, and player interactions are manually designed by the developer. RAX does not use real-time generative AI during gameplay.
Some images and audio assets in this game were created with the assistance of AI tools and further edited by the developer.
Some elements of this game were created using generative AI. The game also utilizes AI-powered upscaling technology provided by GPU manufacturers.
This project's entire graphic asset collection (all sprites) and all code is entirely generated by AI. It has been assembled and tweaked by the creator, but otherwise is 95% AI generated. This is purposeful and was intended to test some limits of Claude and GPT5.
Game logo has been created using AI.
Some of the sound designs we used partial ai sound effects and after we adjusted.
Generative AI was used to create the original images for the relics, the talismans, and zodiacs. We also used generative AI when writing the game's code.
Machine learning was used in the initial localisation process for the Crown Tactics in game and store page text.
KI wird ungesetzt zur Unerstützung bei der Programmierung und der Grafikerstellung.
Achievement icons in this game were created with the assistance of generative AI tools. All assets were reviewed and curated by the development team.
Generative AI tools were used as part of the development and drafting workflow. Hex Tower Boogie does not generate content during gameplay, does not connect to external AI services, and all shipped/store content is reviewed and curated by the developer.
This game uses AI-generated fighter portraits and promotional artwork. All AI content is pre-generated and included with the game. No AI content is generated live during gameplay.
Some code assistance tools and limited generative AI techniques were used during development. Some card artwork has been refined with the assistance of AI-based editing tools.
Some visual assets, promotional artwork, sound concepts, and early creative content for Lumibloom were created or assisted using generative AI tools during development. All AI-assisted content is reviewed, edited, and integrated by the developer to fit the game’s final artistic direction and gameplay experience.
Some of the English text content and translations in this game were created with the help of generative AI tools. All text has been reviewed and edited by our development team to ensure accuracy and educational quality.
During the development process, procedural- and AI-based tools were used to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own team. We do not knowingly use any AI-generated content that infringes on existing copyrighted works.
Some visual assets, concept materials, and marketing images may use generative AI during the production process. All final assets used in the game and store page are reviewed, selected, and edited by the developer before publication. The game does not generate AI content during gameplay.
AI is used to produce the following: - Character sprites / icons - Soundtrack
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
NETBREAK Store/marketing art | Main Steam Page graphics | Splice | - | Jun 29, 2026 | |
BRAYZ In-game content text | Used for text translation. | studio nu | - | Jun 28, 2026 | |
The Kidnapped Brother In-game content artaudio | This game contains a limited amount of AI-assisted content, including some visual assets and music. All such content was reviewed and integrated by the developer. | SAEED MOHAMMED ARISHI | - | Jun 28, 2026 | |
Pitchforks & Paragraphs In-game content audio | Peasant voices are made with AI. | Rogue Pigeon Games | - | Jun 28, 2026 | |
Duel: The Game Show In-game content text | Notice: AI-assisted development tools were used in the preparation and creation of the game mechanics, texts, and question catalog. | Main Stage Games | - | Jun 28, 2026 | |
Scorched Dominion In-game content artaudio | Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay. | InfiniService | - | Jun 28, 2026 | |
The Dungeon Persists In-game content arttext | This game includes some AI-generated and AI-assisted content:
1. Some in-game sprites were adjusted or edited using AI tools.
2. AI was used to correct spelling and grammar in the game's text and on the store page.
3. Adjusting some of the chiptune tracks in the game to sound more musical by putting them all in key
4. Some Steam store and achievement assets were created with AI assistance, specifically generating the greyed-out (inactive) versions of the achievement icons from the colored originals, and producing the various required store image sizes from the original promotional artwork.
All AI-assisted content was manually reviewed before release. | Alan Van Dinter | - | Jun 28, 2026 | |
Destination Gemini In-game content audioart | This game uses text-to-speech to generate character voices, image-to-3D tools to create ship models, and image-to-video tools to produce cinematic sequences you may encounter during gameplay.
AI-generated content has been used to enhance and enrich the in-game experience. | Hubert Cachat | - | Jun 28, 2026 | |
Axiom Of Echoes: Proof Refactor In-game content artaudio | Axiom of Echoes uses generative AI for part of its assets. The store and library artwork (capsule, header, and library images) was created with AI image-generation tools and then curated and edited by hand.
Portions of the soundtrack, sound effects, and voice narration were produced with AI audio tools. All AI-assisted content is reviewed by a human before it ships. The gameplay itself — the 3D voxel puzzles, their target shapes and solutions — is generated procedurally from mathematical formulas, not by AI. | Lukas Gergel | - | Jun 28, 2026 | |
Diggems In-game content art | Diggems is developed by a very small team, and we use generative AI tools to assist with some pre-generated 2D and 3D art assets outside our core skill set. All AI-assisted assets are reviewed and adjusted before being included in the game. | Purgehold | - | Jun 28, 2026 | |
Folding Dungeon In-game content audio | Using AI BGM | Hamus Game Studio | - | Jun 28, 2026 | |
Tomoshibi no Yoru Unclear codetext | Code, localization | NISAKE | - | Jun 28, 2026 | |
Fluffy Fighters - Tactical Dev only text | My game currently uses generative AI only to assist with temporary localization and translation work, mainly as a placeholder until the translations can be reviewed and replaced by professional human translators. | Lightcroft | - | Jun 28, 2026 | |
GodWright In-game content text | Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated):
Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated. | Jace Sleeman | - | Jun 27, 2026 | |
Yips! Store/marketing artcode | Generative AI tools were used during development to assist with code and to create or refine some visual assets and Steam store marketing artwork. All AI-assisted content was reviewed and edited by the developer. The game does not use generative AI during gameplay, and no content is generated liv | C.S.G | - | Jun 27, 2026 | |
TILEZ In-game content art | Some Example textures & images were created with AI. | Martin Winters | - | Jun 27, 2026 | |
Age of New Worlds In-game content art | Artwork note: some visuals were generated with AI models in this early version. For now the focus is on mechanics, so they are placeholders. Over time I will make the style more consistent and replace them with assets designed specifically for AoNW. | ernest.dev | - | Jun 27, 2026 | |
ESTRO Quantum In-game content art | ESTRO Quantum uses generative AI only for some of its 2D/3D visual assets. Card illustrations and cosmetic art (card skins, backdrops, card backs) were created with the help of generative AI image-generation tools, then curated and reviewed by the developer before being included in the game. No AI-generated content is produced live during gameplay; the single-player "AI opponents" are traditional rule-based systems and do not use generative AI. | Estro.Games | - | Jun 27, 2026 | |
Three Kingdoms: March In-game content artaudiocodetext | This game uses generative AI tools as part of its development and content production process. AI-assisted workflows were used for selected visual assets, video materials, music or audio drafts, localization/text drafts, code assistance, and marketing/store page materials. All AI-assisted outputs are reviewed, edited, and integrated by the developer before inclusion.
The game does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Doldori Games | - | Jun 27, 2026 | |
Expat Manager In-game content art | AI-assisted tools were used to create selected graphical assets, concept artwork and marketing materials. All generated content was reviewed, modified and integrated by the developer. No AI-generated content is created during gameplay. | CIP Dynamics | - | Jun 16, 2026 | |
ツミゲーム(Tsumi Stack) Store/marketing text | We used generative AI tools to assist in drafting, translating, and optimizing the text for the store page and marketing materials. All final content has been reviewed and refined by the developer. | T.U Games | - | Jun 16, 2026 | |
Bowling Alley Simulator In-game content art | We use AI image tools during concept and ideation. Final in-game assets are produced and finished by hand by our artists, with AI-assisted elements reviewed, edited, and approved before release. No content is generated live during gameplay | Vulcron | - | Jun 16, 2026 | |
Slime Jamboree In-game content audio | Some Music assets were created with the help of AI tools. | Dincicode | - | Jun 13, 2026 | |
CoLane In-game content text | Machine translation was used for some parts of the translation. | Hayabusa | - | Jun 13, 2026 | |
K-Duel: The Anti-Cheater In-game content art | As a solo developer handling the entire scope of code, systems architecture, and design, generative AI tools were utilized during development to handle the massive volume of graphic assets. This includes illustrative 2D artwork for specific field environments, background landscapes, UI map layouts, and card illustration frames. Leveraging these tools allowed me to focus my full energy on what matters most: creating deep tactical gameplay, tight mechanical balance, and a compelling narrative. Every asset generated was extensively curated, manually edited, and visually polished to align perfectly with the game's aesthetic, storytelling, and tactical user interface. No live generative AI is used while the game is running. | luan nguyen | - | Jun 12, 2026 | |
Tetra Block Store/marketing text | Generative AI tools were used to assist with store page text, translation drafts, and promotional copy. All final content was reviewed and edited by the developer. | GlowPulse Studio | - | Jun 11, 2026 | |
Crystal Wars Store/marketing art | Generative AI tools were utilized to assist in the creation of promotional materials. The game itself does not contain any live AI generation. | Vertex Noord | - | Jun 10, 2026 | |
Farm Factory Simulator Store/marketing art | AI is used for generating game thumbnail with extra editing. | Bewolba Studios | 85 | Jun 10, 2026 | |
VOID ARMOR: FORM DRIVE In-game content art | Generative AI was used for some character visuals and as a development support tool.
The game does not generate content with AI during gameplay. | XXIV | - | Jun 10, 2026 | |
A Simple Square In-game content audiotext | The game uses AI-generated content only for music and translation. | Antharuu | - | Jun 9, 2026 | |
Order Picker Simulator In-game content textart | AI was used to fix, format, and translate Steam Store Page assets and in-game text to various languages; to generate products icons (other sprites and textures are handmade) | trushkeen | - | Jun 9, 2026 | |
Scourge of the Necromancer In-game content artaudiotext | Scourge of the Necromancer makes significant use of generative AI in its production. We want to be fully upfront about it.
Visual assets (2D images + video) — all AI-generated, then human-curated and human-edited. Every shipped image and video in the game and on the Steam store page was produced with AI tools, then reviewed, edited, and selected by hand by the developer. This covers: Steam store capsules and library art, the store-page background, all in-game achievement icons, hero portraits, the Necromancer concept art, decorative UI elements, all real-time cinematics (the defeat sequence and all victory variants), and the marketing trailer's atmospheric segments. Image models used: Google Imagen 4, Google Veo 3.1 (video), Nano Banana Pro / Gemini 3 Pro Image (Google), Black Forest Labs FLUX.2, Recraft V4 Pro, Ideogram V3, and Bria RMBG-2.0 (background removal). Final assets received human editing — compositing, color correction, retouching, frame extraction, masking, and rejection of unusable outputs.
3D models — AI-generated base meshes, then human-edited in Blender. The in-game hero character models (Knight, Cleric, Ranger, Wizard, Warrior, Alchemist) started as outputs from Tripo AI's generative 3D model service (FBX + texture PNGs), but each model was then opened in Blender by the developer for hand editing — mesh cleanup, geometry adjustments, and texture fixes — before being exported for use in the game. Each finished model was imported into Unity with hand-tuned scale, rotation, material configuration, and import-setting curation. Unsatisfactory generations were discarded and re-prompted; the Blender editing step is substantial enough that the shipped models are not pure AI output.
Music — AI-generated, then human-curated and post-processed. All music tracks in the game (menu, gameplay layers, boss phases, victory, defeat) were produced with Google Gemini's music generation, then human-selected, trimmed, looped, and mixed by the developer.
Necromancer voice — AI-generated, then human-edited. The Necromancer's spoken syllables were synthesized with ElevenLabs Text-to-Speech (Eleven Multilingual v2 model), then pitch-shifted, EQ'd, and processed with reverb in Audacity by the developer to produce the final in-game delivery. No other character has spoken voice lines in the shipped game.
Sound effects — all AI-generated. Every SFX in the game (ability sounds, ambient layers, UI sounds, footsteps, kill/spawn cues, tile state cues, boss audio) was produced with ElevenLabs Sound Effects, then human-selected, trimmed, processed, and mixed by the developer. The Necromancer voice lines use ElevenLabs Text-to-Speech (covered separately above).
Runtime behavior. The game does NOT use live-generated AI content at runtime. Every shipped asset is a fixed, pre-rendered file. Player-facing text, dialogue, narrative, lore, and game design were written by the developer without AI generation.
Code. Code development used Claude (Anthropic) as an AI coding assistant. This is behind-the-scenes efficiency tooling not consumed by players, but we mention it here for full transparency. | Ember Logic LLC | - | Jun 8, 2026 | |
RAX In-game content audiotextart | RAX uses generative AI-assisted content in limited areas. Background music was generated with Flow Music. English localization text was assisted by generative AI and manually reviewed/edited by the developer. Some promotional visual assets, including posters and background images used for the Steam store page, community assets, or marketing materials, were created with AI image generation tools.
All gameplay systems, puzzle rules, level design, game logic, and player interactions are manually designed by the developer. RAX does not use real-time generative AI during gameplay. | leegons | - | Jun 8, 2026 | |
Penguin Weapons In-game content artaudio | Some images and audio assets in this game were created with the assistance of AI tools and further edited by the developer. | UNIQAZI | - | Jun 7, 2026 | |
AccidentHouse In-game content art | Some elements of this game were created using generative AI. The game also utilizes AI-powered upscaling technology provided by GPU manufacturers. | K App. | 63 | Jun 6, 2026 | |
Knaights In-game content artcode | This project's entire graphic asset collection (all sprites) and all code is entirely generated by AI. It has been assembled and tweaked by the creator, but otherwise is 95% AI generated. This is purposeful and was intended to test some limits of Claude and GPT5. | Jeremiah Zagala | - | Jun 4, 2026 | |
Food Truck Rush Store/marketing art | Game logo has been created using AI. | Destiny Game Studios | - | Jun 4, 2026 | |
SCAVENGE PROTOCOL In-game content audio | Some of the sound designs we used partial ai sound effects and after we adjusted. | GORILLA DEV | - | Jun 4, 2026 | |
Mahjuro In-game content artcode | Generative AI was used to create the original images for the relics, the talismans, and zodiacs. We also used generative AI when writing the game's code. | Zelda Hessler | - | Jun 3, 2026 | |
Crown Tactics In-game content text | Machine learning was used in the initial localisation process for the Crown Tactics in game and store page text. | OfficeLabs Studios | - | Jun 3, 2026 | |
Passage 5 In-game content artcode | KI wird ungesetzt zur Unerstützung bei der Programmierung und der Grafikerstellung. | netmin games GmbH | - | Jun 3, 2026 | |
Milling machine simulator In-game content art | Achievement icons in this game were created with the assistance of generative AI tools. All assets were reviewed and curated by the development team. | Igor Frank | 180 | Jun 3, 2026 | |
Hex Tower Boogie Dev only | Generative AI tools were used as part of the development and drafting workflow. Hex Tower Boogie does not generate content during gameplay, does not connect to external AI services, and all shipped/store content is reviewed and curated by the developer. | 3ofus | - | Jun 3, 2026 | |
OPEN GUARD Store/marketing art | This game uses AI-generated fighter portraits and promotional artwork. All AI content is pre-generated and included with the game. No AI content is generated live during gameplay. | Goyski | - | Jun 3, 2026 | |
Cycling Champion In-game content artcode | Some code assistance tools and limited generative AI techniques were used during development. Some card artwork has been refined with the assistance of AI-based editing tools. | RaulM | - | Jun 3, 2026 | |
Lumibloom In-game content artaudio | Some visual assets, promotional artwork, sound concepts, and early creative content for Lumibloom were created or assisted using generative AI tools during development. All AI-assisted content is reviewed, edited, and integrated by the developer to fit the game’s final artistic direction and gameplay experience. | Zan Games | - | Jun 3, 2026 | |
Play and Learn: English In-game content text | Some of the English text content and translations in this game were created with the help of generative AI tools. All text has been reviewed and edited by our development team to ensure accuracy and educational quality. | Recep Cinet | - | Jun 3, 2026 | |
Drumfire Unclear | During the development process, procedural- and AI-based tools were used to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own team.
We do not knowingly use any AI-generated content that infringes on existing copyrighted works. | Lab 47 | - | Jun 3, 2026 | |
Abyssfall: The Black Citadel In-game content art | Some visual assets, concept materials, and marketing images may use generative AI during the production process. All final assets used in the game and store page are reviewed, selected, and edited by the developer before publication. The game does not generate AI content during gameplay. | Nightveil Game Studio | - | Jun 3, 2026 | |
Final Legal Move In-game content artaudio | AI is used to produce the following:
- Character sprites / icons
- Soundtrack | Nuhmworks | - | Jun 3, 2026 |