Some shipped visual art, cinematic material, music, and sound effects were created with generative AI tools, then selected, edited, authored, and integrated by Blackglass Assembly.
- Creator
- BLACKGLASS ASSEMBLY
- Reviews
- -
- Added
- Aug 2, 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.
Some shipped visual art, cinematic material, music, and sound effects were created with generative AI tools, then selected, edited, authored, and integrated by Blackglass Assembly.
Portions of the game's artwork and promotional graphics were created with the assistance of generative AI and then reviewed, edited, and integrated by the developer. No live AI-generated content is produced during gameplay.
As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated.
Parts of this game's audio and art were produced with generative AI tools and then reviewed, edited and finished by hand before shipping: - Music: the background tracks were generated with an AI music tool (Suno) from our own briefs, then selected, trimmed, loudness-matched and looped by hand. - Sound effects: part of the SFX layers were generated with an AI audio tool (ElevenLabs) and combined with locally synthesised layers, then mixed and balanced by hand. - Visual effects and some enemy animation frames were AI-assisted and then corrected frame by frame against our approved art direction. - The marketing key art used for the store capsules and library artwork was generated with an AI image tool, using our own approved character art and real in-game screenshots as references. The trailer narration voice is AI-generated. No generative AI runs while you play: nothing is generated at runtime, and the game never sends your data to an AI service. All game design, code, Chinese text, card and character data, the decomposition data behind the composing system, the interface and the calligraphy fonts are human-authored. Every screenshot and all gameplay footage is captured from the real build.
The 2D art, character design, and character modeling in the game all contain AI-generated content.
Most of the art for Hive & Harvest has been initially generated by AI models, which has then been manually edited to achieve the desired tessellation look. Coding of the game involved AI models for the purpose of quality control.
This game uses pre-generated AI-assisted content during development. AI tools were used to assist with the creation of certain visual assets and early concept artwork. All AI-generated content has been reviewed, edited, and curated by the developer before inclusion in the final game. The game does not use live AI generation during gameplay.
This game uses generative AI tools to assist with the creation of visual art, written text, and audio, all reviewed and curated by the developer.
This game is being developed solo. As an independent developer working with limited resources and budget, AI tools have been used in the production of some visual and musical assets: Some character concept art, store page marketing materials, and background/atmospheric visuals were created using AI visual generation tools, then edited and integrated by the developer to fit the game's art direction. Some visuals are included as placeholders and will be changed during development. Some background music tracks were created using AI music generation tools. The game's codebase, gameplay mechanics, character design, dialogue writing, and overall creative direction were all created manually by the developer alone. AI tools were used as a tool where access to a professional art/sound team was not possible as a solo developer; final decisions, edits, and the overall creative direction of the game were shaped by the developer.
Some image materials were generated.
All game design, gameplay systems, worldbuilding, story, characters, progression systems, and creative direction were conceived, created, and directed by the development team. AI-assisted tools were used to support asset production, not to create the game's design, story, or gameplay. No artist names, living artists, or copyrighted characters were used as prompts to imitate specific creators, intellectual property, or art styles. This game contains pre-generated content created with the assistance of generative AI. AI-assisted tools were used during development to create certain visual assets, voice performances, video content, and sound effects that are included in the game and its marketing materials. The game does not use live-generated AI content. All AI-assisted content was reviewed, selected, edited, and integrated by the development team before being included in the final product.
Generative AI tools were used during development to assist with selected pre-generated visual assets and portions of the programming work. All AI-assisted content is manually reviewed, edited, and integrated by the developer. Visual assets are repainted, adjusted, and brought into a consistent art style before being used in the game or promotional materials. The game does not generate AI content during gameplay and does not connect to any external AI services.
Generative AI tools were used during development to assist with portions of the game’s source code, selected 2D visual and UI assets, the studio logo, localization text, and background music. All AI-assisted content was pre-generated and reviewed, edited, and approved by the developer before inclusion in the game. The game does not generate any AI content while running and does not communicate with external AI services.
While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as; - C# Coding - SFX Generation - OST Creation - Very select UI Animations
This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping.
AI tools were used during development to assist in the creation of some pre-generated content included in the game. All such content was reviewed, curated, and edited by the developer before inclusion. Some 2D sprites, icons, and key art were created with the assistance of generative AI tools. Music and sound effects were also created with the assistance of AI audio tools. Localization for languages other than English was produced with AI assistance and reviewed by the developer. The game does not use generative AI at runtime and does not generate any live AI content during gameplay.
This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime.
Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay.
Helped find minor coding bugs/issues and coding suggestions.
Some of this game's assets were created with the assistance of generative AI tools during development, and were curated and edited by the developer.
i used ai to do the images for me
Generative AI was used during game development to create images and musical accompaniment.
Generative AI tools were used solely for programming assistance, code review, debugging, and technical problem-solving during development. They were not used to generate visual or audio assets. No content or code is generated by AI during gameplay, and the game does not connect to external AI services. All AI-assisted code was reviewed, tested, and integrated by the developer.
I am a solo developer. In the initial phase, I utilized AI tools to assist with generating partial concept designs, primarily to rapidly prototype and confirm the visual style. Every piece of final art you see in the game has been meticulously tweaked and optimized by my own hands to guarantee it aligns with the game's quality and aesthetic requirements.
Some item names and interface translations into languages other than English were created with AI assistance, then carefully reviewed and edited by the developer. Parts of the 2D artwork were created with image generation tools, then carefully curated, edited, and composited by hand. Audio was created by people and comes from CC0-licensed sources with attribution. No AI content is generated during gameplay. The game does not generate AI content at runtime, and no player data is ever sent to any AI service.
Hedra began as a physical board game designed and refined by one human developer over ten years. Nearly all of the tabletop game was created without generative AI; AI had a limited role in balance analysis. For the digital edition, AI tools played a substantial role in programming and technical development, including the original web app and its conversion into a desktop game. Most of Hedra's visual artwork was created with generative AI tools, then selected, reviewed, and integrated by the developer. The game contains pre-generated AI-assisted content. It does not generate artwork, text, audio, or other content while you play.
The game's art and audio content — including visual assets, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play.
Some of this game's visual assets (logo, promotional and store page images, character/enemy) were created with the aid of generative AI tools during development. All generated content was reviewed, curated and refined manually by the developer. The game does not use generative AI in real time during gameplay: all assets are pre-generated and static.
Limited use of AI in artwork.
Generative AI tools were used during the development process to assist with the creation of some visual assets, including certain interface elements, artwork, and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate player-facing content using AI during gameplay.
The developer used generative AI tools during development to help create some art assets (such as character portraits, sprites, and background art) and marketing materials (store capsules and trailers), and to assist with text localization. All AI-assisted content was reviewed and edited by the developer. The game itself does not generate any content in real time and does not connect to AI services during gameplay.
SnapQuest uses live-generated AI as part of its core photo-scanning mechanic. When a player captures or selects a photo, a vision-language model analyzes the image and generates structured card content, including a card name, description, category, and gameplay attributes. The card artwork uses the player's submitted photo rather than an AI-generated replacement image. Generated results vary depending on the submitted photo.
We use AI to speed up the drawings, but all materials has been heavily modified, over-painted, and refined by human artist. There is no live AI generation within the shipped game.
During development, AI-assisted and AI-generated tools were used for pre-generated player-facing content. Our production workflow combines original human-created assets with AI-assisted or AI-generated content. AI tools were used to assist with text translation/localization, visual asset modification and refinement, and the generation of certain audio assets. Most final assets are the result of a mixed workflow: they may include both original developer-created elements and AI-assisted or AI-generated elements. All final text, visual, and audio assets included in the game have been manually reviewed, edited, selected, and approved by the development team. The game does not include live-generated AI content. It does not generate new text, images, audio, or other player-facing content through AI during gameplay.
This game's 3D environment was created with the help of AI-based 3D scene generation tools. Some marketing materials (trailer footage) were also created using AI image and video generation tools. No AI-generated content is created live during gameplay — all AI-assisted content was produced during development and is fixed at release.
Localizations Intro art
The image of the players and the images of the cards are made with Generative Artificial Intelligence.
This game was built with the help of AI, for audio, images, text translation, and to some extent the code itself.
AI has been used extensively in the production of this game.
Generative AI was used in the game's art production for image creation and image enhancement. Generative AI was used to translate the game's localized content.
AI was used for some asset/card art only. No live AI generation."
This game was originally written in Chinese, and all non-Chinese localizations were created with the assistance of AI translation. A part of game music was created by AI. All other content — artwork, game design — was created by the development team without the use of generative AI.
Al were used to assist with translating text into multiple languages.
Some of the artwork in Arcanum Collegium — including character portraits and illustrations — was created with the help of generative AI tools. All AI-assisted art was reviewed, edited, and curated by the developer to match the game's overall visual style. No AI-generated content is created live during gameplay; everything you see was finalized before release.
Generate art resources using AI
Portions of this game's art and audio were created using generative AI tools during development: card and character artwork, backgrounds and icons (including store page artwork), music, sound effects, and voice audio were AI-generated under human direction, then curated and edited by the developers. Game design, rules, code, card text and names, and all narrative writing are human-authored. Nothing is generated by AI while you play.
Generative AI was used for some in-game visual assets and certain store artwork. All generated content was reviewed and curated by the development team.
AI was used to assist with the creation of certain art assets, environment textures, audio assets, and resolution enhancement.
Game art assets are generated using AI tools to create initial concept art, which is then manually adjusted and modified by artists. The final works combine AI-generated foundational designs with human artistic revisions. Some dynamic art assets are assisted in their creation by AI tools.
A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
BLACK STACK In-game content artaudio | Some shipped visual art, cinematic material, music, and sound effects were created with generative AI tools, then selected, edited, authored, and integrated by Blackglass Assembly. | BLACKGLASS ASSEMBLY | - | Aug 2, 2026 | |
PokerCraft: Texas Hold'em In-game content art | Portions of the game's artwork and promotional graphics were created with the assistance of generative AI and then reviewed, edited, and integrated by the developer. No live AI-generated content is produced during gameplay. | YoloX | - | Aug 2, 2026 | |
Called Shot In-game content art | As a solo developer, I use generative image AI to assist in creating Called Shot's 2D artwork — specifically the card illustrations and the store page key art (capsule images). No content is generated by AI in real time during gameplay. All AI-assisted art is created in advance during development, then reviewed and revised before being included in the game. The in-game 3D models and environment art are not AI-generated. | SIMYA Softworks | - | Aug 2, 2026 | |
天雨粟 In-game content audioart | Parts of this game's audio and art were produced with generative AI tools and then reviewed, edited and finished by hand before shipping:
- Music: the background tracks were generated with an AI music tool (Suno) from our own briefs, then selected, trimmed, loudness-matched and looped by hand.
- Sound effects: part of the SFX layers were generated with an AI audio tool (ElevenLabs) and combined with locally synthesised layers, then mixed and balanced by hand.
- Visual effects and some enemy animation frames were AI-assisted and then corrected frame by frame against our approved art direction.
- The marketing key art used for the store capsules and library artwork was generated with an AI image tool, using our own approved character art and real in-game screenshots as references. The trailer narration voice is AI-generated.
No generative AI runs while you play: nothing is generated at runtime, and the game never sends your data to an AI service.
All game design, code, Chinese text, card and character data, the decomposition data behind the composing system, the interface and the calligraphy fonts are human-authored. Every screenshot and all gameplay footage is captured from the real build. | 犬次郎 | - | Aug 1, 2026 | |
景杉传 In-game content art | The 2D art, character design, and character modeling in the game all contain AI-generated content. | 温火工作室 | - | Aug 1, 2026 | |
Hive and Harvest In-game content artcode | Most of the art for Hive & Harvest has been initially generated by AI models, which has then been manually edited to achieve the desired tessellation look.
Coding of the game involved AI models for the purpose of quality control. | Sundrop Games | - | Aug 1, 2026 | |
Hiss or Miss In-game content art | This game uses pre-generated AI-assisted content during development. AI tools were used to assist with the creation of certain visual assets and early concept artwork. All AI-generated content has been reviewed, edited, and curated by the developer before inclusion in the final game. The game does not use live AI generation during gameplay. | DreamWell | - | Aug 1, 2026 | |
Horn & Dice In-game content arttextaudio | This game uses generative AI tools to assist with the creation of visual art, written text, and audio, all reviewed and curated by the developer. | NookCrew | - | Aug 1, 2026 | |
Dead Man's Table In-game content artaudio | This game is being developed solo. As an independent developer working with limited resources and budget, AI tools have been used in the production of some visual and musical assets:
Some character concept art, store page marketing materials, and background/atmospheric visuals were created using AI visual generation tools, then edited and integrated by the developer to fit the game's art direction.
Some visuals are included as placeholders and will be changed during development.
Some background music tracks were created using AI music generation tools.
The game's codebase, gameplay mechanics, character design, dialogue writing, and overall creative direction were all created manually by the developer alone. AI tools were used as a tool where access to a professional art/sound team was not possible as a solo developer; final decisions, edits, and the overall creative direction of the game were shaped by the developer. | Ayg Forge | - | Aug 1, 2026 | |
勇者和他的朋友们 Unclear art | Some image materials were generated. | Moyu Studio | - | Aug 1, 2026 | |
Duskfire In-game content artaudio | All game design, gameplay systems, worldbuilding, story, characters, progression systems, and creative direction were conceived, created, and directed by the development team. AI-assisted tools were used to support asset production, not to create the game's design, story, or gameplay.
No artist names, living artists, or copyrighted characters were used as prompts to imitate specific creators, intellectual property, or art styles.
This game contains pre-generated content created with the assistance of generative AI.
AI-assisted tools were used during development to create certain visual assets, voice performances, video content, and sound effects that are included in the game and its marketing materials.
The game does not use live-generated AI content. All AI-assisted content was reviewed, selected, edited, and integrated by the development team before being included in the final product. | Benevolent Bash | - | Aug 1, 2026 | |
MeowWorld In-game content artcode | Generative AI tools were used during development to assist with selected pre-generated visual assets and portions of the programming work. All AI-assisted content is manually reviewed, edited, and integrated by the developer. Visual assets are repainted, adjusted, and brought into a consistent art style before being used in the game or promotional materials. The game does not generate AI content during gameplay and does not connect to any external AI services. | orangelo | - | Aug 1, 2026 | |
Arrow Card Arena In-game content artaudiotext | Generative AI tools were used during development to assist with portions of the game’s source code, selected 2D visual and UI assets, the studio logo, localization text, and background music. All AI-assisted content was pre-generated and reviewed, edited, and approved by the developer before inclusion in the game. The game does not generate any AI content while running and does not communicate with external AI services. | Ludendria Studio | - | Jul 31, 2026 | |
Gloomhallow In-game content artaudiocode | While a vast majority of Gloomhallow was human created, it was created by a solo developer (single person) - AI assisted in very specific fields such as;
- C# Coding
- SFX Generation
- OST Creation
- Very select UI Animations | Paragon 3D Studios LTD. | - | Jul 31, 2026 | |
Warmachine: Rogue-Scout In-game content audioart | This game uses generative AI tools during development to help create some character voice lines and cutscene video sequences. AI is not used to generate live, novel content during gameplay - all AI-assisted content is pre-produced and reviewed by the development team before shipping. | Vaultkeeper Games | - | Jul 31, 2026 | |
Castellan In-game content artaudiotext | AI tools were used during development to assist in the creation of some pre-generated content included in the game. All such content was reviewed, curated, and edited by the developer before inclusion. Some 2D sprites, icons, and key art were created with the assistance of generative AI tools. Music and sound effects were also created with the assistance of AI audio tools. Localization for languages other than English was produced with AI assistance and reviewed by the developer. The game does not use generative AI at runtime and does not generate any live AI content during gameplay. | Bozalt Games | - | Jul 31, 2026 | |
神魔孵化 In-game content artaudiotext | This game includes pre-generated content made with the assistance of generative AI tools during development. AI tools were used to help create and iterate some static story illustrations, character and store-art references, voice and sound-effect materials, texture details, copy polishing, and localization drafts. All such content is selected, edited, assembled, and manually reviewed by the developer before shipping. The game does not connect to a live generative AI service during play and does not generate new player-facing AI content at runtime. | FunPlaceGame | - | Jul 30, 2026 | |
Archive of Fate In-game content artaudiotextcode | Generative AI tools were used throughout development to assist in creating and refining game code, 2D artwork, UI assets, audio, music, and written content, and Steam promotional materials. All AI-assisted content included in the released product is selected, reviewed, integrated, and tested by the developer. The game does not use generative AI at runtime and does not generate content or code during gameplay. | whitefir | - | Jul 30, 2026 | |
Combo Break Dev only code | Helped find minor coding bugs/issues and coding suggestions. | IncrementalGaming | - | Jul 30, 2026 | |
修仙·卦象录 In-game content art | Some of this game's assets were created with the assistance of generative AI tools during development, and were curated and edited by the developer. | Bixie Games | - | Jul 30, 2026 | |
Stained Glass Unclear art | i used ai to do the images for me | Me (Fraser) | - | Jul 30, 2026 | |
Topdeck Duel In-game content artaudio | Generative AI was used during game development to create images and musical accompaniment. | One Ink Studio | - | Jul 30, 2026 | |
祥之云三界 Dev only code | Generative AI tools were used solely for programming assistance, code review, debugging, and technical problem-solving during development. They were not used to generate visual or audio assets. No content or code is generated by AI during gameplay, and the game does not connect to external AI services. All AI-assisted code was reviewed, tested, and integrated by the developer. | Gameplaywolf_G | - | Jul 30, 2026 | |
Legend of Aether Dev only art | I am a solo developer. In the initial phase, I utilized AI tools to assist with generating partial concept designs, primarily to rapidly prototype and confirm the visual style. Every piece of final art you see in the game has been meticulously tweaked and optimized by my own hands to guarantee it aligns with the game's quality and aesthetic requirements. | 伊奇游戏 | - | Jul 29, 2026 | |
Food Fight In-game content textart | Some item names and interface translations into languages other than English were created
with AI assistance, then carefully reviewed and edited by the developer. Parts of the 2D
artwork were created with image generation tools, then carefully curated, edited, and
composited by hand. Audio was created by people and comes from CC0-licensed sources with
attribution. No AI content is generated during gameplay. The game does not generate AI
content at runtime, and no player data is ever sent to any AI service. | Midnight Pixel | - | Jul 29, 2026 | |
Hedra In-game content artcode | Hedra began as a physical board game designed and refined by one human developer over ten years. Nearly all of the tabletop game was created without generative AI; AI had a limited role in balance analysis. For the digital edition, AI tools played a substantial role in programming and technical development, including the original web app and its conversion into a desktop game. Most of Hedra's visual artwork was created with generative AI tools, then selected, reviewed, and integrated by the developer. The game contains pre-generated AI-assisted content. It does not generate artwork, text, audio, or other content while you play. | Hedra Games | - | Jul 29, 2026 | |
HOLOFLEET In-game content art | The game's art and audio content — including visual assets, UI elements, and store page artwork — was generated with the assistance of AI tools during development and then refined by the team. All AI-generated content was created during development; the game does not generate content while you play. | ioStudios | - | Jul 29, 2026 | |
Jackpot Poker Destruction Store/marketing art | Some of this game's visual assets (logo, promotional and store page images, character/enemy) were created with the aid of generative AI tools during development. All generated content was reviewed, curated and refined manually by the developer. The game does not use generative AI in real time during gameplay: all assets are pre-generated and static. | Angels' Software | - | Jul 29, 2026 | |
Berserk Heroes Online Unclear art | Limited use of AI in artwork. | Lategame Studio LTD | - | Jul 29, 2026 | |
ACE Football Store/marketing art | Generative AI tools were used during the development process to assist with the creation of some visual assets, including certain interface elements, artwork, and promotional materials. All AI-assisted content was reviewed, edited, and integrated by the development team. The game does not generate player-facing content using AI during gameplay. | Firedancetech | - | Jul 29, 2026 | |
Corsair Fleet Tides of Plunder In-game content arttext | The developer used generative AI tools during development to help create some art assets (such as character portraits, sprites, and background art) and marketing materials (store capsules and trailers), and to assist with text localization. All AI-assisted content was reviewed and edited by the developer. The game itself does not generate any content in real time and does not connect to AI services during gameplay. | Velron Games | - | Jul 29, 2026 | |
照片勇者 Live AI textart | SnapQuest uses live-generated AI as part of its core photo-scanning mechanic. When a player captures or selects a photo, a vision-language model analyzes the image and generates structured card content, including a card name, description, category, and gameplay attributes. The card artwork uses the player's submitted photo rather than an AI-generated replacement image. Generated results vary depending on the submitted photo. | Liminis Studio | - | Jul 29, 2026 | |
Crown of Petals In-game content art | We use AI to speed up the drawings, but all materials has been heavily modified, over-painted, and refined by human artist. There is no live AI generation within the shipped game. | 薄荷草游戏 | - | Jul 28, 2026 | |
救救我,勇者大人! In-game content artaudiotext | During development, AI-assisted and AI-generated tools were used for pre-generated player-facing content.
Our production workflow combines original human-created assets with AI-assisted or AI-generated content. AI tools were used to assist with text translation/localization, visual asset modification and refinement, and the generation of certain audio assets.
Most final assets are the result of a mixed workflow: they may include both original developer-created elements and AI-assisted or AI-generated elements. All final text, visual, and audio assets included in the game have been manually reviewed, edited, selected, and approved by the development team.
The game does not include live-generated AI content. It does not generate new text, images, audio, or other player-facing content through AI during gameplay. | X-Servivor | - | Jul 27, 2026 | |
TYPE OR DIE In-game content art | This game's 3D environment was created with the help of AI-based 3D scene generation tools. Some marketing materials (trailer footage) were also created using AI image and video generation tools. No AI-generated content is created live during gameplay — all AI-assisted content was produced during development and is fixed at release. | MASK Games | - | Jul 25, 2026 | |
Kleromancy In-game content text | Localizations
Intro art | kleroslab | - | Jul 25, 2026 | |
Archomni 2: Mondus Maxima In-game content art | The image of the players and the images of the cards are made with Generative Artificial Intelligence. | DIONYSIOS DIAMANTOPOULOS | - | Jul 25, 2026 | |
Folklore War Game In-game content audioarttextcode | This game was built with the help of AI, for audio, images, text translation, and to some extent the code itself. | Join Digital Land | - | Jul 25, 2026 | |
Castle of Smash Unclear | AI has been used extensively in the production of this game. | ZCgames | - | Jul 25, 2026 | |
Touhou Bansho Cards In-game content arttext | Generative AI was used in the game's art production for image creation and image enhancement.
Generative AI was used to translate the game's localized content. | EskiNott Game Studio | - | 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 | |
羽迹 In-game content textaudio | This game was originally written in Chinese, and all non-Chinese localizations were created with the assistance of AI translation.
A part of game music was created by AI.
All other content — artwork, game design — was created by the development team without the use of generative AI. | 笛笛龙游戏 | - | Jul 25, 2026 | |
Celestial 9 In-game content text | Al were used to assist with translating text into multiple languages. | TELO | - | Jul 25, 2026 | |
Arcanum Collegium In-game content art | Some of the artwork in Arcanum Collegium — including character portraits and illustrations — was created with the help of generative AI tools. All AI-assisted art was reviewed, edited, and curated by the developer to match the game's overall visual style. No AI-generated content is created live during gameplay; everything you see was finalized before release. | DonQ Studio | - | Jul 25, 2026 | |
Poker in Blood Unclear art | Generate art resources using AI | Alexcured | - | Jul 25, 2026 | |
Spirefall In-game content artaudiotext | Portions of this game's art and audio were created using generative AI tools during development: card and character artwork, backgrounds and icons (including store page artwork), music, sound effects, and voice audio were AI-generated under human direction, then curated and edited by the developers. Game design, rules, code, card text and names, and all narrative writing are human-authored. Nothing is generated by AI while you play. | PSG Studios | - | Jul 25, 2026 | |
Amlebic In-game content art | Generative AI was used for some in-game visual assets and certain store artwork. All generated content was reviewed and curated by the development team. | Mad Turtle Studios | - | 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 | |
Stackcraft: Three Kingdoms In-game content art | Game art assets are generated using AI tools to create initial concept art, which is then manually adjusted and modified by artists. The final works combine AI-generated foundational designs with human artistic revisions.
Some dynamic art assets are assisted in their creation by AI tools. | 2A Studio | - | Jul 25, 2026 | |
Realmbound Frontier In-game content art | A small amount of the art is generated or seeded using AI, but much of it is altered, changed or had custom things done with it. All music, sound, writing and code was made by a human. | SimProse Studios | - | Jul 24, 2026 |