No AI was used in the game itself, only to generate marketing images and logos.
- Creator
- DHG Game Studio
- Reviews
- -
- Added
- Aug 1, 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.
No AI was used in the game itself, only to generate marketing images and logos.
AI is used for localization and music arrangements built from our own recordings and very few are fully AI-generated.
The game contains AI-generated assets.
This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything.
The game's music was generated using artificial intelligence.
We use generative AI to generate and enchance existing UI Assets as well as helping us generate our logos and sprites as we don't have a artist for this.
Background Music (BGM): Some in-game background music tracks were generated using AI tools. Localization: The game's text localization (translations into various languages) was produced or assisted by AI. All AI-generated content was reviewed and curated by the developer before inclusion in the game.
LLMs were used to help create this game. The characters are human drawn.
Our assets come from the creativity of artists — AI is only used to help polish the background design.
Includes AI and handcrafted artwork and audio
AI tools assisted with coding and select supporting visual assets. All writing, mechanics, systems, and game design are original.
This game uses generative AI tools (such as PixelLab) during development to create or assist with some pre-rendered pixel art: enemy/character sprites, UI panels, visual effects, and certain store or marketing stills. There is no live generative AI during gameplay. The game does not generate images, text, or audio with AI while you play.
This game contains some assets produced with the assistance of AI tools
We use AI for marketing materials, localization and music.
Some of the art and audio in The Ancient Caverns was created with the help of generative AI tools — including character and creature animations, item, weapon and environment art, and the musical soundtrack. All AI-assisted assets were reviewed, edited and integrated by the developer. The game does not generate any content with AI while you play; everything is fixed and created ahead of time.
Generative AI was used during development to assist with a small portion of the game's code, improve and translate dialogue, and create or refine a limited number of sprite assets. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used in real time during gameplay.
AI was used for some asset/card art only. No live AI generation."
Our Policy on AI & Procedural Generation Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that. Why we use it Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it. What always stays human Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships. Not AI slop — procedural generation is the point We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes. Our bet We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap." As we grow This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that. — Metatransformer Studios
Some 2D, 3D artwork and sounds were generated with AI assistance.
Some of concept art and in-game promotional materials on the game's Steam store page were created using generative artificial intelligence tools. The game's coding and script were entirely written by developer.
AI was used to assist with the creation of certain art assets, environment textures, audio assets, and resolution enhancement.
AI assisted translations.
Some in-game item icons are created with the help of AI-assisted generation tools.
We used AI to generate images, as we don't have an artist on our team. The gameplay, design, and atmosphere are all human-created.
The game's programming uses AI to generate code.
Artificial intelligence was used to create the graphical assets for this game: capsules, logos, etc.
Generative AI was used during the development of this game. Specifically, AI tools were utilized to assist in the creation and optimization of [some art assets / text localization / narrative polish]. All AI-generated content has been thoroughly reviewed and manually refined by the development team to ensure quality.
Some visual concepts, promotional artwork, and certain written materials used for the game's presentation were created or refined with the assistance of generative AI. All AI-assisted content has been carefully reviewed, edited, and approved by the development team to ensure artistic consistency, originality, and quality. The gameplay, design decisions, and final player experience are fully curated by the developers.
We used AI‑based tools to create some character images and background assets. All content has been independently edited and refined to ensure it is presented as an original work.
The game logo was created with the assistance of generative AI and edited by the developer. AI was also used to assist with localization translations for other languages, which were reviewed and edited by the developer. No live-generated AI content is used during gameplay.
本游戏 部分图像和音频含有ai生成创作
Part of the store page assets were enhanced with AI tools.
Some pre-generated 2D artwork used in the game and store materials was created or assisted with generative AI tools during development, then manually reviewed, edited, resized, and integrated by the developer. The game does not use live-generated AI during gameplay, and no player input is sent to any generative AI service.
World of ClaudeCraft is, unapologetically, a game built with AI — the name is a hint. We used AI in two ways, and we want to be clear about both. During development, the game's code was written with an AI coding assistant, and we used AI generation tools to create some of the assets that ship in the game as ordinary, fixed files: Sound: Most in-game sound effects and all spoken NPC voice lines were generated with ElevenLabs' AI audio and text-to-speech models. The written dialogue itself is authored by us; AI produced the spoken audio. 3D models: A small number of creature models (the "Drowned Litany") were generated with Meshy AI (text-to-3D). Everything else is either created by the game's own code (the world, towns, terrain, water, weather, and the music soundtrack are all generated procedurally at runtime) or is licensed third-party art — CC0 model, texture, and HDRI packs plus a purchased commercial icon set. That content is not AI-generated. Critically: no generative AI runs while you play. Every AI-made asset was generated once, offline, during development and baked into the game as a static file. The running game makes no AI or LLM calls, and none of your gameplay or personal data is ever sent to an AI system. The simulation is fully deterministic — the same inputs always produce the same result.
For complete transparency with our players, here is our stance on how this game is built: 1. Human Craftsmanship First Human creativity and hands-on talent are always our highest priority. Where development is handled by skilled creators and artists, the work is crafted traditionally. AI is never used to replace active human contribution. 2. Bridging the Resource Gap Where specialized resources, budgets, or personnel are missing, we use AI tools to bridge the gaps and keep development moving forward. As an independent project, we do not have the luxury of waiting on corporate budgets; we use every tool available to ensure the game actually gets finished and delivered to you. 3. Moving Forward, Never Backward Our development philosophy is built on momentum. We will never delay updates, halt progress, or backtrack to remove or replace AI-assisted elements just to appease online discourse. If the game secures funding or high sales down the line, those resources will be used exclusively to hire real people to build new features, content, and expansions. We only move forward. The Bottom Line We refuse to let a lack of corporate backing stop us from making a great game. We choose to embrace the tools of the future to deliver a unique RTS experience today. If you value raw independent drive, transparency, and a studio focused entirely on delivering great gameplay "by any means necessary," thank you for your support.
During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team.
Marketing materials
This game uses generative AI to create its 2D artwork, including character and avatar portraits, monster and pet illustrations, item and equipment icons, location banners, and store/marketing assets. All AI-generated art was created during development, then hand-reviewed, curated, and edited by the developer before being included in the game. No AI content is generated live at runtime — everything players see ships as fixed, pre-made assets. The game's design, writing, code, and balancing are human-made.
Some 2D art assets in Brimir: Pilgrimage to the Heart (such as background illustrations and key art) were created with the help of AI image-generation tools, then reviewed and edited by the development team. Purchased asset packs and tilesets, as well as all game code, systems, and design, are not AI-generated. We have taken care to ensure the generated content does not infringe on existing intellectual property.
I know many players have reservations about AI-generated content, so I want to be upfront about exactly how it was used in this game. I'm an ordinary gamer who has played games for almost twenty years and always dreamed of making one of my own. But I can't write code, and I've never been trained in art or music. This game exists because generative AI filled those gaps for me: parts of the code were written with the help of AI coding tools; some character, environment, and UI art was created with image-generation models, then hand-picked and adjusted by me; some animation, music, and sound effects were also made with AI tools. Everything that makes it an actual game, though — the design, the balancing, the game feel, and every "is this fun?" decision — was done by me, across hundreds of playtests. The game contains no live-generated AI content. For me, AI wasn't an assembly line making a game in my place. It's what let an ordinary player finally build the game he'd been dreaming about. I hope some of that comes through when you play — and I'd genuinely welcome your feedback.
Some animations where AI generated.
We used generative AI tools during development to create pre-generated background map textures and illustrations for the game stages. No live generative AI is used during gameplay, and all pre-generated assets are fully vetted to ensure they do not violate any copyright or third-party intellectual property rights.
Generative AI tools were used during development to assist with creating some concept art, graphical assets, and text for the game and its Steam store page. All generated content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
This game called upon several artificial intelligences during its development, both in terms of functions and visuals.
Pre-generated AI tools were used during development to assist with the creation of selected 2D artwork, visual assets, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Some visual assets used in this game were created or assisted using generative AI and were further edited, refined, and integrated by the developers. No generative AI is used during gameplay.
The game's localization was done using AI.
仅用于辅助宣传素材的创作
During the development of this game, generative AI technologies were utilized to assist in creating certain 3D models and character/environmental textures. All AI-assisted assets have been manually refined, optimized, and reviewed to ensure high quality and full compliance with platform copyright policies.
I've used AI for code, and to generate some 2D & 3D assets. I know people want to boycott AI (and I can respect that opinion), but this game would be nearly impossible for a solo developer to make without it. I cannot stress to you the amount of manual work that still has to go into something like this, even with AI tooling. You couldn't "prompt" a game like this. I genuinely care about creating a good game, and if my use of AI is a hard stop for you trying this game, it's your loss!
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Survive The Oasis Store/marketing art | No AI was used in the game itself, only to generate marketing images and logos. | DHG Game Studio | - | Aug 1, 2026 | |
Ironweld In-game content textaudio | AI is used for localization and music arrangements built from our own recordings and very few are fully AI-generated. | 2071 Games | - | Jul 31, 2026 | |
Pawcel: Bounce In-game content | The game contains AI-generated assets. | Bauta Studio | - | Jul 30, 2026 | |
Chud Crusade In-game content artaudiocodetext | This game uses AI extensively - from planning the project, to visual art, to audio, to coding the game, everything. | Shuriken Rose | - | Jul 30, 2026 | |
VERAKORIA In-game content audio | The game's music was generated using artificial intelligence. | Leakage Games | - | Jul 30, 2026 | |
Seyrfall Online In-game content art | We use generative AI to generate and enchance existing UI Assets as well as helping us generate our logos and sprites as we don't have a artist for this. | Shaken Studio | - | Jul 30, 2026 | |
Green Field Cube Island In-game content audiotext | Background Music (BGM): Some in-game background music tracks were generated using AI tools.
Localization: The game's text localization (translations into various languages) was produced or assisted by AI.
All AI-generated content was reviewed and curated by the developer before inclusion in the game. | Chodnii | - | Jul 30, 2026 | |
Lastlore Saga Unclear | LLMs were used to help create this game. The characters are human drawn. | 30 Minute Games | 19 | Jul 30, 2026 | |
水晶传说(Pantheons Clash: Crystal) In-game content art | Our assets come from the creativity of artists — AI is only used to help polish the background design. | Crystal Studio | - | Jul 30, 2026 | |
Captive 3000 In-game content artaudio | Includes AI and handcrafted artwork and audio | Twin-FX | - | Jul 29, 2026 | |
Everdeep Idle Dev only artcode | AI tools assisted with coding and select supporting visual assets. All writing, mechanics, systems, and game design are original. | SeveredGD | - | Jul 29, 2026 | |
钟馗幸存者 In-game content art | This game uses generative AI tools (such as PixelLab) during development to create or assist with some pre-rendered pixel art: enemy/character sprites, UI panels, visual effects, and certain store or marketing stills.
There is no live generative AI during gameplay. The game does not generate images, text, or audio with AI while you play. | fanyifan | - | Jul 29, 2026 | |
一把菜刀打天下 Unclear | This game contains some assets produced with the assistance of AI tools | 社會菜刀 | - | Jul 29, 2026 | |
Victor Space Program In-game content audiotextart | We use AI for marketing materials, localization and music. | Victor Game Studio | - | Jul 28, 2026 | |
The Ancient Caverns In-game content artaudio | Some of the art and audio in The Ancient Caverns was created with the help of generative AI tools — including character and creature animations, item, weapon and environment art, and the musical soundtrack. All AI-assisted assets were reviewed, edited and integrated by the developer. The game does not generate any content with AI while you play; everything is fixed and created ahead of time. | Meridian Studios | - | Jul 25, 2026 | |
Province: Suroste In-game content textart | Generative AI was used during development to assist with a small portion of the game's code, improve and translate dialogue, and create or refine a limited number of sprite assets. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used in real time during gameplay. | Ztry8 (AslanD) | - | Jul 25, 2026 | |
66 Lives In-game content art | AI was used for some asset/card art only. No live AI generation." | Comismele | - | Jul 25, 2026 | |
Valenfeld In-game content arttext | Our Policy on AI & Procedural Generation
Valenfeld is built by one person, on a shoestring budget, with an Elder Scrolls–sized ambition. Here is exactly how, and why, AI fits into that.
Why we use it
Valenfeld is a solo indie project chasing a scope that normally takes a studio of dozens: a massive, hand-lorekept world you can wander for years without hitting an edge. That scope is not achievable by one person typing every tree, every ruin, and every line of dialogue by hand on a shoestring budget and an ambitious timeline. So we lean on AI-enabled workflows and, more importantly, cutting-edge procedural algorithms to scale content production and world scale to match the ambition — not to replace it.
What always stays human
Every piece of content in the game — every place, character, creature, item, quest, and line of lore — is built and overseen by a human creator and judge, grounded in our own ideas, our own lore, and our own systems design. AI does not decide what Valenfeld is. It never originates the world's canon, its themes, or its design intent on its own; it accelerates producing what we've already decided the world should be, and everything it touches is reviewed before it ships.
Not AI slop — procedural generation is the point
We're not interested in dumping raw model output into the game and calling it done. Our actual goal is an experimental, large-scale world built on cutting-edge procedural algorithms — terrain, dungeons, towns, ecosystems, even history — designed to be massively replayable for years, not a one-and-done AI slideshow. AI-assisted tooling is one part of the production pipeline that gets us there faster on a small budget; the procedural systems and the authored lore they run on are the actual craft, and that's where our attention to detail goes.
Our bet
We believe that if we focus relentlessly on delivering the best game possible — with a genuinely obsessive eye for detail on everything we ship — we can produce something great on a low budget and a small team of one. That is the bar we hold ourselves to, not "shipped fast" or "shipped cheap."
As we grow
This is how we build today, as a solo project with an ambitious scope and timeline. If and when Valenfeld earns a bigger budget for this game or for future releases, we intend to keep building just as ambitiously — with a team of art, lore, and gameplay experts working alongside these same tools, not replaced by them. Thinking about the best possible game comes first; everything else, including how we scale to build it, follows from that.
— Metatransformer Studios | Metatransformer Studios | - | Jul 25, 2026 | |
Vanguard's Descent In-game content artaudio | Some 2D, 3D artwork and sounds were generated with AI assistance. | Devichi | - | Jul 25, 2026 | |
Portal Time Traveller In-game content art | Some of concept art and in-game promotional materials on the game's Steam store page were created using generative artificial intelligence tools. The game's coding and script were entirely written by developer. | ERY Games | - | Jul 25, 2026 | |
Dreamond Elf: Wandering Through Memories In-game content artaudio | AI was used to assist with the creation of certain art assets, environment textures, audio assets, and resolution enhancement. | Iceoffreeze | - | Jul 25, 2026 | |
EX-Tractus In-game content text | AI assisted translations. | gameSessa | - | Jul 25, 2026 | |
Grimspire In-game content art | Some in-game item icons are created with the help of AI-assisted generation tools. | GuavaPurr Studio | - | Jul 23, 2026 | |
N.E.O.N. HORIZON In-game content art | We used AI to generate images, as we don't have an artist on our team.
The gameplay, design, and atmosphere are all human-created. | NeonGameStudio | - | Jul 23, 2026 | |
缆绳火箭拳 Dev only code | The game's programming uses AI to generate code. | 疯啸丸 | - | Jul 23, 2026 | |
Stacey's Demise - A Prequel to I FORGOT TO TAKE THE CHICKEN OUT OF THE FREEZER Store/marketing art | Artificial intelligence was used to create the graphical assets for this game: capsules, logos, etc. | Yomen Tohmaz | - | Jul 23, 2026 | |
空港:最后证人 In-game content arttext | Generative AI was used during the development of this game. Specifically, AI tools were utilized to assist in the creation and optimization of [some art assets / text localization / narrative polish]. All AI-generated content has been thoroughly reviewed and manually refined by the development team to ensure quality. | HUATY//OFFGRID | - | Jul 23, 2026 | |
THE WOLF OF TENGRI In-game content arttext | Some visual concepts, promotional artwork, and certain written materials used for the game's presentation were created or refined with the assistance of generative AI. All AI-assisted content has been carefully reviewed, edited, and approved by the development team to ensure artistic consistency, originality, and quality. The gameplay, design decisions, and final player experience are fully curated by the developers. | OSO Game Studio | - | Jul 23, 2026 | |
BRAVERUN In-game content art | We used AI‑based tools to create some character images and background assets.
All content has been independently edited and refined to ensure it is presented as an original work. | kosogamekobo | - | Jul 23, 2026 | |
YoiNekoAn: The Seven Tails In-game content arttext | The game logo was created with the assistance of generative AI and edited by the developer. AI was also used to assist with localization translations for other languages, which were reviewed and edited by the developer. No live-generated AI content is used during gameplay. | YoiNekoAn | - | Jul 23, 2026 | |
盗墓贼 In-game content artaudio | 本游戏 部分图像和音频含有ai生成创作 | 命运之羁绊 | - | Jul 22, 2026 | |
夯犇绿色传奇 Store/marketing art | Part of the store page assets were enhanced with AI tools. | 夯犇绿色传奇 | 28 | Jul 22, 2026 | |
圣盾骑士 In-game content art | Some pre-generated 2D artwork used in the game and store materials was created or assisted with generative AI tools during development, then manually reviewed, edited, resized, and integrated by the developer. The game does not use live-generated AI during gameplay, and no player input is sent to any generative AI service. | Xingluo Games | - | Jul 22, 2026 | |
World of ClaudeCraft In-game content audioartcode | World of ClaudeCraft is, unapologetically, a game built with AI — the name is a hint. We used AI in two ways, and we want to be clear about both.
During development, the game's code was written with an AI coding assistant, and we used AI generation tools to create some of the assets that ship in the game as ordinary, fixed files:
Sound: Most in-game sound effects and all spoken NPC voice lines were generated with ElevenLabs' AI audio and text-to-speech models. The written dialogue itself is authored by us; AI produced the spoken audio.
3D models: A small number of creature models (the "Drowned Litany") were generated with Meshy AI (text-to-3D).
Everything else is either created by the game's own code (the world, towns, terrain, water, weather, and the music soundtrack are all generated procedurally at runtime) or is licensed third-party art — CC0 model, texture, and HDRI packs plus a purchased commercial icon set. That content is not AI-generated.
Critically: no generative AI runs while you play. Every AI-made asset was generated once, offline, during development and baked into the game as a static file. The running game makes no AI or LLM calls, and none of your gameplay or personal data is ever sent to an AI system. The simulation is fully deterministic — the same inputs always produce the same result. | Levy Street Games | - | Jul 22, 2026 | |
Koryos : Sons Of Mars Unclear | For complete transparency with our players, here is our stance on how this game is built:
1. Human Craftsmanship First
Human creativity and hands-on talent are always our highest priority. Where development is handled by skilled creators and artists, the work is crafted traditionally. AI is never used to replace active human contribution.
2. Bridging the Resource Gap
Where specialized resources, budgets, or personnel are missing, we use AI tools to bridge the gaps and keep development moving forward. As an independent project, we do not have the luxury of waiting on corporate budgets; we use every tool available to ensure the game actually gets finished and delivered to you.
3. Moving Forward, Never Backward
Our development philosophy is built on momentum. We will never delay updates, halt progress, or backtrack to remove or replace AI-assisted elements just to appease online discourse. If the game secures funding or high sales down the line, those resources will be used exclusively to hire real people to build new features, content, and expansions. We only move forward.
The Bottom Line
We refuse to let a lack of corporate backing stop us from making a great game. We choose to embrace the tools of the future to deliver a unique RTS experience today. If you value raw independent drive, transparency, and a studio focused entirely on delivering great gameplay "by any means necessary," thank you for your support. | CosmicTwin | - | Jul 22, 2026 | |
NGC-404: Fractured Sector Dev only | During the development process, we may use AI-based tools. In all such cases, the final product reflects the creativity and expression of our own development team. | WhiteDogo Entertainment | - | Jul 21, 2026 | |
Bad Pig House Store/marketing art | Marketing materials | Team GZ | - | Jul 18, 2026 | |
Chronicles Of Lumethis In-game content art | This game uses generative AI to create its 2D artwork, including character and avatar portraits, monster and pet illustrations, item and equipment icons, location banners, and store/marketing assets.
All AI-generated art was created during development, then hand-reviewed, curated, and edited by the developer before being included in the game.
No AI content is generated live at runtime — everything players see ships as fixed, pre-made assets. The game's design, writing, code, and balancing are human-made. | YAY Games | - | Jul 18, 2026 | |
Brimir: Pilgrimage to the Heart In-game content art | Some 2D art assets in Brimir: Pilgrimage to the Heart (such as background illustrations and key art) were created with the help of AI image-generation tools, then reviewed and edited by the development team. Purchased asset packs and tilesets, as well as all game code,
systems, and design, are not AI-generated. We have taken care to ensure the generated content does not infringe on existing intellectual property. | SANG WOOK KIM | 27 | Jul 18, 2026 | |
群侠传:幸存者 In-game content artaudiocode | I know many players have reservations about AI-generated content, so I want to be upfront about exactly how it was used in this game.
I'm an ordinary gamer who has played games for almost twenty years and always dreamed of making one of my own. But I can't write code, and I've never been trained in art or music. This game exists because generative AI filled those gaps for me: parts of the code were written with the help of AI coding tools; some character, environment, and UI art was created with image-generation models, then hand-picked and adjusted by me; some animation, music, and sound effects were also made with AI tools.
Everything that makes it an actual game, though — the design, the balancing, the game feel, and every "is this fun?" decision — was done by me, across hundreds of playtests. The game contains no live-generated AI content.
For me, AI wasn't an assembly line making a game in my place. It's what let an ordinary player finally build the game he'd been dreaming about. I hope some of that comes through when you play — and I'd genuinely welcome your feedback. | Nenly Studio | 600 | Jul 18, 2026 | |
Sloo In-game content art | Some animations where AI generated. | SlowBrainLimited | - | Jul 18, 2026 | |
FlipFight In-game content art | We used generative AI tools during development to create pre-generated background map textures and illustrations for the game stages. No live generative AI is used during gameplay, and all pre-generated assets are fully vetted to ensure they do not violate any copyright or third-party intellectual property rights. | AnNguyen | - | Jul 18, 2026 | |
ZONE 47 Store/marketing arttext | Generative AI tools were used during development to assist with creating some concept art, graphical assets, and text for the game and its Steam store page. All generated content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay. | 7trange Play | - | Jul 17, 2026 | |
Doomgard Unclear | This game called upon several artificial intelligences during its development, both in terms of functions and visuals. | 99th Game Project | - | Jul 17, 2026 | |
Ashrun Survivors In-game content artaudio | Pre-generated AI tools were used during development to assist with the creation of selected 2D artwork, visual assets, and sound effects. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | Nicholas Schmitz | - | Jul 17, 2026 | |
Lunadra: Luna Awakens the Legendary Dragon In-game content art | Some visual assets used in this game were created or assisted using generative AI and were further edited, refined, and integrated by the developers. No generative AI is used during gameplay. | Luna's Tail Creative LLC | - | Jul 17, 2026 | |
Lane Glitch In-game content text | The game's localization was done using AI. | Playactive Games | - | Jul 17, 2026 | |
霸业封神传奇 Store/marketing art | 仅用于辅助宣传素材的创作 | 霸业封神传奇 | - | Jul 17, 2026 | |
Ashen Blade In-game content art | During the development of this game, generative AI technologies were utilized to assist in creating certain 3D models and character/environmental textures. All AI-assisted assets have been manually refined, optimized, and reviewed to ensure high quality and full compliance with platform copyright policies. | Li Zhi | - | Jul 17, 2026 | |
Archonia: The Neon City In-game content artcode | I've used AI for code, and to generate some 2D & 3D assets.
I know people want to boycott AI (and I can respect that opinion), but this game would be nearly impossible for a solo developer to make without it.
I cannot stress to you the amount of manual work that still has to go into something like this, even with AI tooling.
You couldn't "prompt" a game like this.
I genuinely care about creating a good game, and if my use of AI is a hard stop for you trying this game, it's your loss! | Don Flamingo Jr | - | Jul 17, 2026 |