Some of the scene and character illustrations are generated by AI.
- Creator
- Lazymangamestudio
- Reviews
- -
- Added
- Jun 9, 2026
Public Steam disclosure research 25,710 disclosures tracked
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Interactive or runtime AI features disclosed by the developer.
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Some of the scene and character illustrations are generated by AI.
This game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay.
Generative AI tools were used during development for technical planning, system architecture, building custom systems, code cleanup, and similar engineering support. Some current pre-release visual/model assets are AI-generated placeholders. These are intended to be replaced with final authored assets before release.
The game uses AI-generated content only for music and translation.
Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime.
Some marketing materials may include AI-generated background music. Tile Blast Royale does not use generative AI to create content during gameplay.
AI tools were used strictly to assist with optimizing some C# scripts and brainstorming mechanics. All final 2D and 3D in-game assets, animations, and core gameplay features were manually created and implemented by the developer.
Some of the visuals and text in this game were initially created using generative AI tools as part of the development process. All content was subsequently reviewed, edited, and adapted manually by the team to ensure its quality, consistency, and suitability for the final gaming experience.
Immortal Rebirth utilizes generative AI for some in-game icons.
Non-English localizations are AI-assisted and reviewed by our team for quality. Simplified Chinese was additionally reviewed by a native speaker. We welcome community feedback to help improve translations over time.
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.
Some artwork is generated using AI. I am a solo indie developer and 2D art is not my strong point.
We believe that no person should be replaced by AI. All Primals — their models, animation, rigging, textures, SFX, and VFX — have been handcrafted by skilled artists. Our developers may choose to use generative AI as part of an iterative, exploratory development process, but how and when is left to individual team members, and the final product always reflects the creativity and expression of our own development team. As a small team, we have licensed some icons and 2D assets from external creators, and it is possible that some of these creators have used generative AI.
just for art
Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images.
Some translations, music tracks, and graphics were created using Artificial Intelligence.
This game contains AI-generated content. Visual assets, sound effects, music, code, and various creative elements were created with the assistance of AI tools. The overall game concept, direction, gameplay ideas, and project design were created and directed by the developer.
Generative AI was used for music, select visual assets, and early store-page drafts; final content was edited and curated by the developer.
Some 2D static art in this game (for example component icons in the UI, backgrounds, or similar decorative assets) was created with assistance from generative AI tools during development. Those assets were reviewed, edited, recolored, and cropped by humans before being included in the shipped build. The game does not call generative AI while you play—there is no live AI-generated story, dialogue, or imagery shown at runtime; gameplay rules, levels, and balance are implemented by design and code. We will update this statement and its localizations if our use of generative AI changes.
Used for multi-language support.
Portions of the art assets and code utilize AI-generated content.
Portions of the game's visual assets and promotional artwork were created or enhanced using generative AI tools and were subsequently reviewed, edited, and integrated into the final product by the developer.
本游戏使用生成式 AI 作为辅助开发工具。该技术主要用于加速 2D/3D 美术资产的原型设计及部分代码的编写。游戏的核心玩法逻辑与主要叙事均由人工设计并编写,AI 仅作为生产力工具使用,不涉及任何形式的玩家数据收集或训练。
Some basic art assets were generated using AI.
FUNEX is a game designed with the help of AI. Also, FUNEX logo and some other image assets could contain AI designs.
AI was used to generate trailer music and couple of upgrades icons, but game is still in early development phase and i'm working on replacing those with real art.
Pieces of coding and refining was done with the assistance Claude
Generative AI is used across this game's development — including store-page marketing artwork, in-game art (cards, UI elements), and source code. All AI-generated content is human-directed, reviewed, and edited by the developer. No AI runs at game time; everything ships as static, pre-rendered assets.
Used the Go AI engine KataGo, generated some models with Tripo3D, and created sound effects using Woosh.
Some of the art assets, music materials, and code-assisted compilation in this game utilize generative artificial intelligence (AI) technology. All such content has been manually reviewed and optimized
Warning: This game contains trace amounts of human effort—mostly restricted to pressing "Ctrl+C" and "Ctrl+V." In the spirit of our title, "AI Slop" was created using generative artificial intelligence for practically every asset, line of code, and marketing material in existence. Here is exactly how we let the machine do our jobs: - Art & Assets: Every single visual asset, from the UI to the 6-fingered anime girls and the melting hands of our characters, was generated using text-to-image AI tools. No digital painters were harmed in the making of this game, because we didn't hire any. - Narrative & Writing: The dialogue, item descriptions, and this very disclosure statement were generated by LLMs. We simply prompted a chatbot to "be funny and cynical" and copied the output without editing the typos. - Code & Mechanics: The logic powering our card games and botnet automation was largely assembled by AI coding assistants. If the game crashes, please blame the algorithm, as our "lead developer" is actually just a prompt engineer. - Music & Sound: The background tracks were generated by synthetic audio engines to ensure a continuous stream of procedurally generated slop-lofi beats. We believe in a future where humans do not have to create things, freeing us up to spend more time looking at screens. We hope you enjoy consuming this premium, 100% synthetic digital garbage.
Generative AI was used to create art assets for the game.
This game uses AI-generated content, including art, music, code, and some narrative text. All AI-generated content has been reviewed, selected, edited, and integrated by the developer. The overall concept, system design, content structure, debugging, and final quality control were completed independently by the developer.
This game features dynamic NPC dialogue powered by an offline, license-free artificial intelligence model and a local text-to-speech system.
Some elements of this game were created using generative AI. The game also utilizes AI-powered upscaling technology provided by GPU manufacturers.
This game utilizes pre-rendered generative AI to assist in the creation of specific 2D/3D environment buildings and UI assets. These tools were used alongside traditional development methods to build out the game's world.
We used AI for many of the map assets and graphics heavily modified by humans.
Some character avatars have been generated, created, or designed with the assistance artificial intelligence.
The sole background image in the game is AI-generated.
ai assisted programming and level testing
A portion of the in-game assets and promotional images were created using AI generation tools.
Static art assets (store-page capsules, in-game card art, in-game icons) and audio placeholders are generated via Replicate (Google Nano Banana Pro for image, Lyria-2 / AudioGen for audio) using human-authored prompts. Outputs are reviewed by the developer before shipping. No live AI generation occurs during gameplay; all assets are baked at build time. I would like to pay for human assets, but I am moving fast. In the same way that AI turned 12 months of dev time into 2, it also affected how I skinned the MVP. This is best for communicating intention, and I can polish it with human art if there is traction.
AI was used to created the library graphical assets and store graphical assets
Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer.
Artwork, Sound design, Music, Gameplay and Programming are human-created. AI was used to pre-plan artwork, editing/extending images, generating background sounds and music, and to speed up coding. AI images are being temporarily used in the Steam Store presence and will be removed and replaced before game's release.
Full release of the game will have NO AI generated content. Currently, I am using AI generated UI images temporarily only during development phase.
about AI I hope you can understand: With the help of AI, I created some of the game's background music and part of the visual assets.
Character portraits and some narrative text were created with AI tool assistance during development. Game design, story direction, building sprites, music, and sound effects are human-authored. All content is reviewed and approved by the developer.
The game wasn't made with AI, but the marketing photos for the game were made with AI.
We use AI for code review and task scheduling.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
国王的游戏(King'sGame) In-game content art | Some of the scene and character illustrations are generated by AI. | Lazymangamestudio | - | Jun 9, 2026 | |
Imperium of the Stars In-game content audio | This game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay. | Imperium of the Stars | - | Jun 9, 2026 | |
augmenTD Dev only codeart | Generative AI tools were used during development for technical planning, system architecture, building custom systems, code cleanup, and similar engineering support.
Some current pre-release visual/model assets are AI-generated placeholders. These are intended to be replaced with final authored assets before release. | Brozilla_tv | - | Jun 9, 2026 | |
A Simple Square In-game content audiotext | The game uses AI-generated content only for music and translation. | Antharuu | - | Jun 9, 2026 | |
Dominus Orbis Maris 1400: Mare Nostrum In-game content arttext | Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime. | Alderman Beneke | - | Jun 9, 2026 | |
Tile Blast Royale In-game content audio | Some marketing materials may include AI-generated background music. Tile Blast Royale does not use generative AI to create content during gameplay. | Redping Games | - | Jun 9, 2026 | |
Pawns Revenge Dev only code | AI tools were used strictly to assist with optimizing some C# scripts and brainstorming mechanics. All final 2D and 3D in-game assets, animations, and core gameplay features were manually created and implemented by the developer. | Deniz Kıran | - | Jun 9, 2026 | |
International Football Manager In-game content arttext | Some of the visuals and text in this game were initially created using generative AI tools as part of the development process. All content was subsequently reviewed, edited, and adapted manually by the team to ensure its quality, consistency, and suitability for the final gaming experience. | UPLAY Online | - | Jun 9, 2026 | |
重生修仙 In-game content art | Immortal Rebirth utilizes generative AI for some in-game icons. | RuYan | - | Jun 9, 2026 | |
Wool at the Gates In-game content text | Non-English localizations are AI-assisted and reviewed by our team for quality. Simplified Chinese was additionally reviewed by a native speaker. We welcome community feedback to help improve translations over time. | Okay Creature | 77 | Jun 8, 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 | |
Time Dungeons In-game content art | Some artwork is generated using AI. I am a solo indie developer and 2D art is not my strong point. | NuggetSmash | - | Jun 8, 2026 | |
Primal Tactica In-game content art | We believe that no person should be replaced by AI. All Primals — their models, animation, rigging, textures, SFX, and VFX — have been handcrafted by skilled artists.
Our developers may choose to use generative AI as part of an iterative, exploratory development process, but how and when is left to individual team members, and the final product always reflects the creativity and expression of our own development team.
As a small team, we have licensed some icons and 2D assets from external creators, and it is possible that some of these creators have used generative AI. | Errata Studio Ltd | - | Jun 8, 2026 | |
Collector Store/marketing art | just for art | hubel | - | Jun 8, 2026 | |
Keeping Up In-game content audioart | Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images. | Nice Try Studios | - | Jun 8, 2026 | |
Noctiria In-game content textaudioart | Some translations, music tracks, and graphics were created using Artificial Intelligence. | Daniele Doesn't Matter | - | Jun 8, 2026 | |
Kula In-game content artaudiocode | This game contains AI-generated content. Visual assets, sound effects, music, code, and various creative elements were created with the assistance of AI tools. The overall game concept, direction, gameplay ideas, and project design were created and directed by the developer. | Mor10 Productions | - | Jun 8, 2026 | |
Ticker Panic In-game content audioarttext | Generative AI was used for music, select visual assets, and early store-page drafts; final content was edited and curated by the developer. | Leveraged Interactive | - | Jun 8, 2026 | |
脉冲武装 In-game content art | Some 2D static art in this game (for example component icons in the UI, backgrounds, or similar decorative assets) was created with assistance from generative AI tools during development. Those assets were reviewed, edited, recolored, and cropped by humans before being included in the shipped build. The game does not call generative AI while you play—there is no live AI-generated story, dialogue, or imagery shown at runtime; gameplay rules, levels, and balance are implemented by design and code. We will update this statement and its localizations if our use of generative AI changes. | HuangJianJian | - | Jun 8, 2026 | |
Endless Defense In-game content text | Used for multi-language support. | Yamu Studios | - | Jun 8, 2026 | |
Ace Expedition In-game content artcode | Portions of the art assets and code utilize AI-generated content. | Angry Eggplant | - | Jun 8, 2026 | |
Saving Bumblebrook Store/marketing art | Portions of the game's visual assets and promotional artwork were created or enhanced using generative AI tools and were subsequently reviewed, edited, and integrated into the final product by the developer. | DYTForge | - | Jun 8, 2026 | |
大航海征途 Dev only artcode | 本游戏使用生成式 AI 作为辅助开发工具。该技术主要用于加速 2D/3D 美术资产的原型设计及部分代码的编写。游戏的核心玩法逻辑与主要叙事均由人工设计并编写,AI 仅作为生产力工具使用,不涉及任何形式的玩家数据收集或训练。 | AoXiaQu Tech Co., Ltd. | - | Jun 8, 2026 | |
Beneath the Grinning Nodes In-game content art | Some basic art assets were generated using AI. | BNX Games | - | Jun 8, 2026 | |
FUNEX: Stock Market Simulator Store/marketing art | FUNEX is a game designed with the help of AI. Also, FUNEX logo and some other image assets could contain AI designs. | VIREX MEDIA | - | Jun 8, 2026 | |
A Game About Clicking A Rock In-game content audioart | AI was used to generate trailer music and couple of upgrades icons, but game is still in early development phase and i'm working on replacing those with real art. | SleeplessDogStudio | - | Jun 7, 2026 | |
Blackjack: CHEAT THE HOUSE! Dev only code | Pieces of coding and refining was done with the assistance Claude | Gary The Cheese King | - | Jun 7, 2026 | |
MSO FreeCell Arena In-game content artcode | Generative AI is used across this game's development — including store-page marketing artwork, in-game art (cards, UI elements), and source code. All AI-generated content is human-directed, reviewed, and edited by the developer. No AI runs at game time; everything ships as static, pre-rendered assets. | MSO Games | - | Jun 7, 2026 | |
克苏鲁围棋教学 Dev only | Used the Go AI engine KataGo, generated some models with Tripo3D, and created sound effects using Woosh. | BHD_Games | - | Jun 7, 2026 | |
问鼎九州 In-game content artaudiocode | Some of the art assets, music materials, and code-assisted compilation in this game utilize generative artificial intelligence (AI) technology. All such content has been manually reviewed and optimized | Shanghai Zenith Realm Technologies Co., Ltd | - | Jun 7, 2026 | |
AI Slop In-game content arttextcodeaudio | Warning: This game contains trace amounts of human effort—mostly restricted to pressing "Ctrl+C" and "Ctrl+V."
In the spirit of our title, "AI Slop" was created using generative artificial intelligence for practically every asset, line of code, and marketing material in existence.
Here is exactly how we let the machine do our jobs:
- Art & Assets: Every single visual asset, from the UI to the 6-fingered anime girls and the melting hands of our characters, was generated using text-to-image AI tools. No digital painters were harmed in the making of this game, because we didn't hire any.
- Narrative & Writing: The dialogue, item descriptions, and this very disclosure statement were generated by LLMs. We simply prompted a chatbot to "be funny and cynical" and copied the output without editing the typos.
- Code & Mechanics: The logic powering our card games and botnet automation was largely assembled by AI coding assistants. If the game crashes, please blame the algorithm, as our "lead developer" is actually just a prompt engineer.
- Music & Sound: The background tracks were generated by synthetic audio engines to ensure a continuous stream of procedurally generated slop-lofi beats.
We believe in a future where humans do not have to create things, freeing us up to spend more time looking at screens. We hope you enjoy consuming this premium, 100% synthetic digital garbage. | Recoil Mojo | - | Jun 7, 2026 | |
Terminal Warfare In-game content art | Generative AI was used to create art assets for the game. | Awkward Frog Games | - | Jun 7, 2026 | |
Father After 40 / 男人40 In-game content artaudiotextcode | This game uses AI-generated content, including art, music, code, and some narrative text. All AI-generated content has been reviewed, selected, edited, and integrated by the developer.
The overall concept, system design, content structure, debugging, and final quality control were completed independently by the developer. | Big & Curly Games | - | Jun 6, 2026 | |
Cafe Mafia Live AI text | This game features dynamic NPC dialogue powered by an offline, license-free artificial intelligence model and a local text-to-speech system. | Hamid Arjmandi | - | Jun 6, 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 | |
Auto Empire Tycoon In-game content art | This game utilizes pre-rendered generative AI to assist in the creation of specific 2D/3D environment buildings and UI assets. These tools were used alongside traditional development methods to build out the game's world. | Automata Games | - | Jun 6, 2026 | |
Rescue Dogs vs Aliens Tower Defense In-game content art | We used AI for many of the map assets and graphics heavily modified by humans. | GoatCodeLLC | - | Jun 6, 2026 | |
2026 U.S. Election Simulator In-game content art | Some character avatars have been generated, created, or designed with the assistance artificial intelligence. | FlagmanJeremy | - | Jun 6, 2026 | |
南京大屠杀:拉贝日记-Nanjing Massacre: John Rabe's Diary In-game content art | The sole background image in the game is AI-generated. | yitian studio | - | Jun 6, 2026 | |
Funge Dev only code | ai assisted programming and level testing | NoodleStorm | - | Jun 6, 2026 | |
Daily Brew Idle: Milk Tea Tycoon In-game content art | A portion of the in-game assets and promotional images were created using AI generation tools. | 天道(Tiandao Games) | - | Jun 6, 2026 | |
Double Skunk In-game content artaudio | Static art assets (store-page capsules, in-game card art, in-game icons) and audio placeholders are generated via Replicate (Google Nano Banana Pro for image, Lyria-2 / AudioGen for audio) using human-authored prompts. Outputs are reviewed by the developer before shipping. No live AI generation occurs during gameplay; all assets are baked at build time.
I would like to pay for human assets, but I am moving fast. In the same way that AI turned 12 months of dev time into 2, it also affected how I skinned the MVP. This is best for communicating intention, and I can polish it with human art if there is traction. | Kerrberry Systems | - | Jun 5, 2026 | |
Radar ATC simulator art | AI was used to created the library graphical assets and store graphical assets | danteAligueri | - | Jun 5, 2026 | |
HOMUNCULCHU Store/marketing art | Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer. | Okisyu | - | Jun 5, 2026 | |
The Dragon Blossom In-game content artaudiocode | Artwork, Sound design, Music, Gameplay and Programming are human-created. AI was used to pre-plan artwork, editing/extending images, generating background sounds and music, and to speed up coding.
AI images are being temporarily used in the Steam Store presence and will be removed and replaced before game's release. | 3SkullsInteractive | - | Jun 5, 2026 | |
First Colony Dev only art | Full release of the game will have NO AI generated content. Currently, I am using AI generated UI images temporarily only during development phase. | Atesh Entertainment, Inc. | - | Jun 5, 2026 | |
Fury Journey 狂战之旅 In-game content audioart | about AI I hope you can understand:
With the help of AI, I created some of the game's background music and part of the visual assets. | Dongrenran | - | Jun 5, 2026 | |
Luna Meridian In-game content arttext | Character portraits and some narrative text were created with AI tool assistance during development. Game design, story direction, building sprites, music, and sound effects are human-authored. All content is reviewed and approved by the developer. | Field Noise Co. | - | Jun 5, 2026 | |
Blackstrike Protocol Store/marketing art | The game wasn't made with AI, but the marketing photos for the game were made with AI. | Paulo Vitor de Almeida | - | Jun 5, 2026 | |
Milichess Dev only code | We use AI for code review and task scheduling. | Prairieville Games | - | Jun 5, 2026 |