The game uses google translate for localization on the store page an ingame.
- Creator
- Lowtek Games
- Reviews
- -
- Added
- Jun 28, 2026
Public Steam disclosure research 25,380 disclosures tracked
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The game uses google translate for localization on the store page an ingame.
Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game.
AI-assisted translation software was used to translate the game's text interface and trivia questions from the original English into other supported languages. The original English script was entirely hand-crafted by humans, and the AI was utilized strictly to make the game accessible to a wider global audience at launch.
This game uses generative AI to create concept art, some background illustrations. All AI-generated content has been reviewed, edited, and refined by human hands to ensure it does not infringe on any copyrights.
Some Example textures & images were created with AI.
The music in SEPTAR is created using generative AI tools.
AI was used to generate the background image for the game's store page capsules and marketing assets
Some Library images are AI generated. Some (small amount) of in-game images are AI generated. 95% of all assets are created by real artists and in future going for the 100%.
Chessferatu Graphics were generated using AI tools. Codex was used in the process of creating and refining code and in the porting of the code to different systems (Mobile to PC).
FLOWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio). The game contains no AI-generated image or audio assets, and no generative AI runs while you play.
This game uses Pre-Generated AI only. AI tools were used during development to create static assets (art, text, sound effects, etc.) that are bundled into the game. No Live-Generated AI is used — no AI model inference or online content generation takes place at runtime.
Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art.
AI tools are used to generate multilingual translations of game text for playtests.
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
Some promotional art assets, such as posters and icons, were created with the assistance of generative AI. These materials are used only for marketing and store presentation purposes.
During development, generative AI tools were used as supplementary assistance for document writing, draft store page text, UI text, localization drafts, and the planning of some concept visual materials. All final content included in the release build, store page, and marketing materials is reviewed, selected, and edited by the developer before use. JULPAE does not use real-time generative AI during gameplay, does not generate player-facing content with AI at runtime, and does not connect players to any external generative AI service.
Portions of in-game art assets were initially generated with generative AI, followed by extensive manual hand-drawn revision, restructuring and detailed painting by the developer. Game text and localization drafts were AI-assisted then fully proofread and revised manually. All background music and sound effects are licensed free commercial assets downloaded from authorized resource websites; no generative AI was used for audio production. Source code was written with coding assistant tools.
This game made extensive use of generative AI during development. Most of the images in the game were created with the assistance of generative AI. Generative AI was also used for concept work, visual drafts, UI text, translation drafts, and promotional materials. All AI-assisted content was reviewed and edited by the developer before being included in the game. Generative AI is not used during gameplay to create real-time content or player-specific responses. This disclosure message was also written with the assistance of generative AI.
Generative AI was used to assist in the creation of some art assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
AI tools were used to assist in creating some store page descriptions and promotional graphics. The game itself does not use AI-generated content during gameplay.
Note on AI-generated content: Some of the visual assets used in our store page, including certain game scenes and character illustrations, were created with the assistance of AI generation tools. Please rest assured that the core gameplay design, storyline, character development, and all game mechanics are entirely handcrafted by our solo developer. We believe in transparency and honesty. If you have any questions about our development process, feel free to reach out. Thank you for your understanding and support.
Mancalero is an iterative work still in development. Some AI elements that may remain include code, SFX, visual effects, text and translations (once implemented).
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.
Portions of the art assets and code utilize AI-generated content.
Used the Go AI engine KataGo, generated some models with Tripo3D, and created sound effects using Woosh.
As a solo developer working on a passion project with very limited resources, I utilized generative AI as a workflow tool to help sketch out the initial base meshes and textures for the miniatures and terrain elements. However, every single asset was then manually refined, over painted, and fully optimized by me to ensure a consistent, high-quality art style and solid performance.
The background music (BGM) in this game is AI-generated.
We use AI for code review and task scheduling.
Some images in the game are AI-assisted assets that have been carefully edited and refined by me. The artwork is a blend of self-designed visuals and AI-generated elements, with adjustments made to harmonize color patterns.
Clairval uses AI in the following limited ways: 1) Optional AI bot players: When a game host enables "Allow AI players", the server may fill empty seats with computer-controlled bot accounts at game start. These bots follow scripted server-side game logic (votes, night actions, chat). They are not powered by generative AI or large language models, and they do not learn from player conversations. 2) AI-generated visual assets (optional): Some provisional role card illustrations (placeholder JPG artwork) were created with AI-assisted tools during development. Final redrafted role cards (PNG) are human-made and always shown. Players can disable display of AI-generated placeholder art at any time in Account Settings → "Display AI-generated content?" (default: hidden until the player opts in). Clairval does not use generative AI to create in-match dialogue, role assignments, game outcomes, moderation decisions, or real-time gameplay content. All core game rules and results are determined by the game server.
This game uses generative AI to assist with code completion and localization translation. The game's library cover art, promotional images are hand-drawn and then enhanced with AI.
The feedback on the in-game world state and the dynamic dialogues with NPCs are generated in real time during the game's operation by integrating a large language model (LLM).
Generative AI tools were used to assist with localization and Steam capsule / marketing artwork.
Machine learning was used in the initial localisation process for the Crown Tactics in game and store page text.
Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists.
KI wird ungesetzt zur Unerstützung bei der Programmierung und der Grafikerstellung.
Some language translations were reviewed by AI.
The images and background music used in this game were created using a generative AI.
AI was used to help create elements of the game and the store page.
Just like with minesweeper I needed to consult the AI overlords to learn code
Crown Caps Soccer uses generative artificial intelligence tools for part of its content. Specifically, we use AI to generate and translate interface text and descriptions, as well as to assist in creating certain in-game content. All AI-generated content is reviewed by our team before publication.
During the development of Super Monsterdoom, generative AI tools were used to support text creation, visual exploration, and mechanical iteration. As a solo developer, these tools were key to accelerating and expanding the process, but every final asset, text, and design decision went through extensive human editing, refinement, and hands-on work.
Some voice dialogue and a small number of in-game icons were created or assisted by generative AI tools. All such content has been reviewed and edited by the development team before being included in the game.
部分美术资源(角色立绘、场景贴图、UI)使用生成式AI工具预生成。
Some card images use AI art as reference.
Generative AI was used as support for writing and translating store page text and descriptive material. All content is reviewed before publication. The game does not use generative AI during gameplay.
AI tools were used during development only for pre-generated content, including concept/reference artwork, store assets, music/audio drafts, and localization or translation assistance. The game does not generate AI content at runtime. Players do not interact with any live AI system, and no text, images, audio, or gameplay content is dynamically generated by AI while the game is running. All AI-assisted content is reviewed, edited, and integrated by the developer before release.
AI tools were used to assist in creating some store page descriptions and promotional graphics. The game itself does not use AI-generated content during gameplay.
Proofreading in-game description
In-game music tracks were created using generative AI-assisted tools and were subsequently edited, mixed, arranged, and mastered by the developer. All AI-generated material was reviewed and modified as part of the final audio production process.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
MASUKU In-game content text | The game uses google translate for localization on the store page an ingame. | Lowtek Games | - | Jun 28, 2026 | |
Word Scramble In-game content art | Some visual assets and parts of the development workflow for Forest of Numbers were created with the assistance of generative artificial intelligence tools. All content was curated, reviewed, and refined by the developer before being included in the final game. | Minou Interactive | - | Jun 28, 2026 | |
Question Roulette In-game content text | AI-assisted translation software was used to translate the game's text interface and trivia questions from the original English into other supported languages. The original English script was entirely hand-crafted by humans, and the AI was utilized strictly to make the game accessible to a wider global audience at launch. | Mysterious Alien | - | Jun 27, 2026 | |
K-CHESS OMEGA In-game content art | This game uses generative AI to create concept art, some background illustrations. All AI-generated content has been reviewed, edited, and refined by human hands to ensure it does not infringe on any copyrights. | Deep Square Studio | - | Jun 27, 2026 | |
TILEZ In-game content art | Some Example textures & images were created with AI. | Martin Winters | - | Jun 27, 2026 | |
Septar In-game content audio | The music in SEPTAR is created using generative AI tools. | Pop Services | - | Jun 27, 2026 | |
Musica Store/marketing art | AI was used to generate the background image for the game's store page capsules and marketing assets | VECTRA | - | Jun 27, 2026 | |
apochess In-game content art | Some Library images are AI generated. Some (small amount) of in-game images are AI generated. 95% of all assets are created by real artists and in future going for the 100%. | AvoGames | - | Jun 27, 2026 | |
Chessferatu In-game content artcode | Chessferatu Graphics were generated using AI tools. Codex was used in the process of creating and refining code and in the porting of the code to different systems (Mobile to PC). | Half-Cocked Studios | - | Jun 27, 2026 | |
FLOWORKS In-game content artaudiocode | FLOWORKS was developed with the help of AI-based coding assistants, which we used to write parts of the game's source code. Everything you see and hear in the game is then generated procedurally by that code — all graphics are drawn in code (SVG/CSS) and all sound is synthesized in code (Web Audio).
The game contains no AI-generated image or audio assets, and no generative AI runs while you play. | QUENCH FORGE | - | Jun 27, 2026 | |
CivilBrawling In-game content arttextaudio | This game uses Pre-Generated AI only. AI tools were used during development to create static assets (art, text, sound effects, etc.) that are bundled into the game. No Live-Generated AI is used — no AI model inference or online content generation takes place at runtime. | XM | - | Jun 26, 2026 | |
Pact or Peril: World Domination In-game content art | Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art. | Grumpy Giraffe | - | Jun 14, 2026 | |
Chess & Chapter In-game content text | AI tools are used to generate multilingual translations of game text for playtests. | 游际线 | - | Jun 13, 2026 | |
Altus Chess-Archaic Beginnings In-game content art | All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI. | Anonymous | - | Jun 13, 2026 | |
中国棋牌博物馆 In-game content art | Some promotional art assets, such as posters and icons, were created with the assistance of generative AI. These materials are used only for marketing and store presentation purposes. | Yandra Studio | - | Jun 12, 2026 | |
JULPAE Store/marketing textart | During development, generative AI tools were used as supplementary assistance for document writing, draft store page text, UI text, localization drafts, and the planning of some concept visual materials.
All final content included in the release build, store page, and marketing materials is reviewed, selected, and edited by the developer before use.
JULPAE does not use real-time generative AI during gameplay, does not generate player-facing content with AI at runtime, and does not connect players to any external generative AI service. | LoGosLaB | - | Jun 12, 2026 | |
Aetherantis Realm of Fates In-game content arttextcode | Portions of in-game art assets were initially generated with generative AI, followed by extensive manual hand-drawn revision, restructuring and detailed painting by the developer. Game text and localization drafts were AI-assisted then fully proofread and revised manually. All background music and sound effects are licensed free commercial assets downloaded from authorized resource websites; no generative AI was used for audio production. Source code was written with coding assistant tools. | qiongwan | - | Jun 12, 2026 | |
Astralight: Pilgrim's Duel In-game content arttext | This game made extensive use of generative AI during development.
Most of the images in the game were created with the assistance of generative AI. Generative AI was also used for concept work, visual drafts, UI text, translation drafts, and promotional materials.
All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI is not used during gameplay to create real-time content or player-specific responses.
This disclosure message was also written with the assistance of generative AI. | ShootingStar | - | Jun 11, 2026 | |
Pawns into the Dark In-game content art | Generative AI was used to assist in the creation of some art assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. | FLYING CAT INC. | - | Jun 10, 2026 | |
Roulette Salon - The Ultimate Casino Roulette Simulator Store/marketing textart | AI tools were used to assist in creating some store page descriptions and promotional graphics. The game itself does not use AI-generated content during gameplay. | TheVegasLab.com | - | Jun 10, 2026 | |
Norland War Chronicles Store/marketing art | Note on AI-generated content:
Some of the visual assets used in our store page, including certain game scenes and character illustrations, were created with the assistance of AI generation tools.
Please rest assured that the core gameplay design, storyline, character development, and all game mechanics are entirely handcrafted by our solo developer.
We believe in transparency and honesty. If you have any questions about our development process, feel free to reach out. Thank you for your understanding and support. | LuoMuStudio | - | Jun 10, 2026 | |
Mancalero Unclear artaudiocodetext | Mancalero is an iterative work still in development. Some AI elements that may remain include code, SFX, visual effects, text and translations (once implemented). | ArchiusDev | - | 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 | |
Ace Expedition In-game content artcode | Portions of the art assets and code utilize AI-generated content. | Angry Eggplant | - | Jun 8, 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 | |
Adunata In-game content art | As a solo developer working on a passion project with very limited resources, I utilized generative AI as a workflow tool to help sketch out the initial base meshes and textures for the miniatures and terrain elements. However, every single asset was then manually refined, over painted, and fully optimized by me to ensure a consistent, high-quality art style and solid performance. | Maurizio Nitti | - | Jun 7, 2026 | |
娱游暇日 In-game content audio | The background music (BGM) in this game is AI-generated. | 芝兰之室 | - | Jun 6, 2026 | |
Milichess Dev only code | We use AI for code review and task scheduling. | Prairieville Games | - | Jun 5, 2026 | |
Qumino In-game content art | Some images in the game are AI-assisted assets that have been carefully edited and refined by me. The artwork is a blend of self-designed visuals and AI-generated elements, with adjustments made to harmonize color patterns. | Qurtys | - | Jun 4, 2026 | |
Clairval Live AI art | Clairval uses AI in the following limited ways:
1) Optional AI bot players: When a game host enables "Allow AI players", the server may fill empty seats with computer-controlled bot accounts at game start. These bots follow scripted server-side game logic (votes, night actions, chat). They are not powered by generative AI or large language models, and they do not learn from player conversations.
2) AI-generated visual assets (optional): Some provisional role card illustrations (placeholder JPG artwork) were created with AI-assisted tools during development. Final redrafted role cards (PNG) are human-made and always shown. Players can disable display of AI-generated placeholder art at any time in Account Settings → "Display AI-generated content?" (default: hidden until the player opts in).
Clairval does not use generative AI to create in-match dialogue, role assignments, game outcomes, moderation decisions, or real-time gameplay content. All core game rules and results are determined by the game server. | Alpharkane | - | Jun 4, 2026 | |
Shift Chess In-game content codetextart | This game uses generative AI to assist with code completion and localization translation. The game's library cover art, promotional images are hand-drawn and then enhanced with AI. | 冷游工作室 | - | Jun 4, 2026 | |
明末:甲申年 Live AI text | The feedback on the in-game world state and the dynamic dialogues with NPCs are generated in real time during the game's operation by integrating a large language model (LLM). | Zirbry Studio | - | Jun 4, 2026 | |
HexiGo In-game content textart | Generative AI tools were used to assist with localization and Steam capsule / marketing artwork. | Heze Games | - | Jun 4, 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 | |
Loaded Dice - A Yahtzee Roguelike In-game content artaudio | Artificial Intelligence was used to generate concept art and placeholder music during the development phase. These assets are currently used as temporary measures until the project secures enough funding to commission professional human artists. | Yvantis | - | 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 | |
Bardo In-game content text | Some language translations were reviewed by AI. | TaaroBravo | 24 | Jun 3, 2026 | |
MAGISTAL In-game content artaudio | The images and background music used in this game were created using a generative AI. | bitman games | - | Jun 3, 2026 | |
Dechamel Chess Store/marketing | AI was used to help create elements of the game and the store page. | Grgo Mariani | - | Jun 3, 2026 | |
Sudoku: Unlimited Expansion Dev only code | Just like with minesweeper I needed to consult the AI overlords to learn code | Hugh | - | Jun 3, 2026 | |
Crown Caps Soccer In-game content text | Crown Caps Soccer uses generative artificial intelligence tools for part of its content. Specifically, we use AI to generate and translate interface text and descriptions, as well as to assist in creating certain in-game content. All AI-generated content is reviewed by our team before publication. | AATSOFT | - | Jun 3, 2026 | |
Super Monsterdoom Dev only textartcode | During the development of Super Monsterdoom, generative AI tools were used to support text creation, visual exploration, and mechanical iteration. As a solo developer, these tools were key to accelerating and expanding the process, but every final asset, text, and design decision went through extensive human editing, refinement, and hands-on work. | Magical Mistery Shop | - | Jun 3, 2026 | |
城市派对 In-game content audioart | Some voice dialogue and a small number of in-game icons were created or assisted by generative AI tools. All such content has been reviewed and edited by the development team before being included in the game. | Jieqi Network | - | Jun 3, 2026 | |
弈统三国:三国五子棋 In-game content art | 部分美术资源(角色立绘、场景贴图、UI)使用生成式AI工具预生成。 | 灵性野 | - | Jun 3, 2026 | |
Booya! In-game content art | Some card images use AI art as reference. | Cosmin Suna | - | Jun 3, 2026 | |
Sudoku Infinity Store/marketing text | Generative AI was used as support for writing and translating store page text and descriptive material. All content is reviewed before publication. The game does not use generative AI during gameplay. | DBH Games | - | Jun 3, 2026 | |
謀聖 In-game content artaudiotext | AI tools were used during development only for pre-generated content, including concept/reference artwork, store assets, music/audio drafts, and localization or translation assistance.
The game does not generate AI content at runtime. Players do not interact with any live AI system, and no text, images, audio, or gameplay content is dynamically generated by AI while the game is running.
All AI-assisted content is reviewed, edited, and integrated by the developer before release. | BT Studio | - | Jun 3, 2026 | |
Baccarat Strada: Ultimate Baccarat Punto Banco Simulator & Trainer Store/marketing textart | AI tools were used to assist in creating some store page descriptions and promotional graphics. The game itself does not use AI-generated content during gameplay. | TheVegasLab.com | - | Jun 3, 2026 | |
Cultist In-game content text | Proofreading in-game description | Stagman | - | Jun 3, 2026 | |
Boardcraft: Crokinole In-game content audio | In-game music tracks were created using generative AI-assisted tools and were subsequently edited, mixed, arranged, and mastered by the developer. All AI-generated material was reviewed and modified as part of the final audio production process. | Boardcraft Studios | - | Jun 3, 2026 |