This game contains a limited amount of AI-assisted content, including some visual assets and music. All such content was reviewed and integrated by the developer.
- Creator
- SAEED MOHAMMED ARISHI
- Reviews
- -
- Added
- Jun 28, 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.
This game contains a limited amount of AI-assisted content, including some visual assets and music. All such content was reviewed and integrated by the developer.
Fading Reel uses machine translation (automated translation software) to provide in-game interface text in languages other than English. English menus, upgrades, tutorials, and story intertitles were written by the developer; non-English versions were generated from that English source and may contain errors. Game art, audio, gameplay, store screenshots, and the trailer were not created with generative AI.
The more complex background images in the game are AI-generated.
Generative AI was used to assist with creating visual assets, as well as for promotional and marketing materials used across our store page.
All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs.
This game uses AI-generated artwork.
Some puzzle illustrations and promotional visual assets were created with AI-assisted tools and then edited/curated by the developer. No real-time generative AI is used during gameplay.
We used AI to concept in-gamу backgrounds and sromo materials.
The menu page used AI to generated
Since english is not my native language. During the development, I use AI and grammar websites to help me correct my sentences. But all the text was conceived and finalized by me.
Some of the assets and images in this game were AI generated.
Some art assets in this game were initially generated by AI and have since been manually modified and reviewed before release.
OUTWORKS 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 generative AI in two ways: (1) AI language models (LLM) to generate character dialogue text in real-time during conversations, and (2) AI text-to-speech (TTS) technology to generate character voice audio. AI processing is handled via cloud servers or optional local models. No conversation data is stored or saved on servers. All AI-generated content is produced live based on player input.
This game uses AI-generated artwork for store page banners, character portraits, unit illustrations, and in-game backgrounds. All AI-generated assets were created using Stable Diffusion and Midjourney, then reviewed, edited, and post-processed by the development team before being included in the game. No AI content is generated in real-time during gameplay.
Certain promotional materials and development processes may have incorporated the use of AI-assisted tools, including but not limited to content generation, code assistance, debugging support, and workflow acceleration. All final creative, design, and implementation decisions were reviewed and approved by the developer.
Due to the very short development time frame (1 month) with a 1 man team some icons and images were AI generated and will be modified before the release.
商店页面和营销素材由AI生成
Assistance in programming ( the programmer can't remember Godot's _unhandled_input(event) syntax even after 5 projects… ). Assistance with text and minor graphic patching.
AI-assisted tools were used during development for text drafting, limited programming assistance, and the creation of certain Steam store page assets, including background imagery used in promotional materials. All gameplay systems, characters, artwork, animations, and final game content were designed, created, implemented, and curated by the development team.
AI-generated tools were used in the creation of some marketing artwork, a portion of the user interface elements, and certain audio elements. All AI-generated content was reviewed, edited, and integrated into the game by the developer.
Some Music assets were created with the help of AI tools.
The images in this app are generated by AI, as are the images in the store and asset library.
Art,Music,Code
About Art Assets DesktopDaily does not use AI-generated artwork for its in-game art assets. Character designs, 3D models, textures, animations, UI assets, and other visual content are created by human artists or based on properly licensed materials. About Character Voices and Speech Synthesis DesktopDaily’s character voice models are trained or fine-tuned using voice materials with clear provenance and authorization, and are used for character speech synthesis at runtime. These voice materials come from publicly available or authorized audio materials provided by the corresponding character or voice provider, and are used in accordance with their usage terms and authorized scope. The character voices played at runtime are synthesized speech and are not original voice recordings. About the Use of Generative AI During development, AI assistance was used for parts of the code implementation and for some non-Chinese UI text localization. At runtime, generative AI is used only in optional features, including the character conversation feature, the visual companion feature, and notification assistant tools. Some non-Chinese UI text localization uses AI-assisted translation and editing. This is limited to UI text localization and is separate from the runtime generation of character dialogue. In the optional character conversation feature, AI is used to generate character dialogue text and to synthesize speech based on that text. When this feature is enabled, player input may be sent to cloud AI services in order to generate character-style response text. These responses may also be used for speech synthesis and played back in the game. If the player chooses not to use an API, the character conversation feature will not be enabled, and only the basic features will be available. In the optional visual companion feature, after the player actively enables the feature, the game may use a local vision-language model to analyze screen, window, or application content within the scope authorized by the player. The analysis results may be used as context for character dialogue, allowing the character to respond based on the player’s current computer usage scenario. This feature is disabled by default. If the analysis results are used in cloud-based character dialogue, necessary summary information may be sent as part of the dialogue context to the cloud AI service selected or configured by the player. In the optional notification assistant tools, after the player actively enables the feature and grants permission, the game may read Windows system notifications, email summaries, or other information sources specified by the player. A local AI model may be used to filter, categorize, or judge the importance of this information in order to decide whether to notify the player. This feature is intended to assist with notification management, and will not reply to emails, send messages, or perform external actions on behalf of the player. AI-based classification and notification results may be inaccurate. The official trial API provided by the game uses Alibaba Cloud Model Studio. Players may also configure other APIs themselves. When features that require cloud AI are enabled, the necessary conversation content or contextual information is sent directly to the corresponding cloud AI service and is not relayed through the developer’s own server. Character dialogue generated by AI at runtime is intended only for everyday companion-style interaction. The game uses prompts, content rules, and safety measures to reduce the output of inappropriate, illegal, hateful, sexual, violent, or copyright-infringing content. AI-generated responses may vary and do not represent official statements by DesktopDaily, the game’s developer, any character rights holder, voice provider, or third-party asset creator.
Generative AI was used to create the game's music and to assist in the creation of the store page description.
Thirsty Snail uses an on-device local language model to generate short snail dialogue, personality-based reactions, and race taunts. AI-generated text is triggered by in-game interactions and constrained by character prompts and content moderation rules. Screen-aware reactions are processed locally on the player's device. Screenshots are never stored or uploaded, and private file contents are not read.
Image generation. Sound effect generation.
The in-game graphical assets and audio tracks are generated using generative AI tools.
Generative AI was used during development as a production tool for portions of the game's source code, music production workflow, and synthetic voice-over generation. AI-assisted code was reviewed, tested, modified where necessary, and integrated under the direct supervision of the developer. Some music tracks originated from AI-generated compositions or stems and were subsequently edited, arranged, mixed, and produced by the developer. Voice-over content is generated using commercially licensed AI voice technology from developer-written scripts. The game's gameplay systems, game design, balancing, progression systems, procedural visual generation technology, world generation systems, writing, and overall creative direction were conceived, designed, and maintained by the developer. The game does not use generative AI at runtime. No player-facing content is generated on-the-fly during gameplay. Visuals are created through deterministic procedural generation systems and pre-authored assets rather than generative image AI.
Currently, art resources and UI design are generated by Image2.
AI drew the ahegao cat, not me
Generative AI tools were used to assist with parts of the game's development, including UI text, localization, store page text, marketing text, and some visual reference materials. All final content included in the game and on the store page was reviewed, selected, edited, and integrated by the developer. The game does not generate AI content during gameplay.
TankFall Arena contains certain pre-generated assets created with the assistance of generative AI tools during development. These assets may include promotional artwork, visual elements, audio content, and music. All AI-assisted content has been reviewed, curated, modified, and integrated by the developer as part of the game's overall design and presentation. TankFall Arena does not generate AI content during gameplay and does not connect to external AI services while the game is running.
Generative AI tools were used only to assist with the creation and editing of some Steam store page content, including store page text and promotional visual assets. The game itself does not use generative AI during gameplay. No AI-generated content is produced live while the player is playing, and the game does not connect to any external third-party AI service.
The game does not feature any live or procedurally generated AI content. The entire player experience consists of fixed, hand-crafted assets with AI assistance and static, local code.
Portions of the art assets and code utilize AI-generated content.
Some basic art assets were generated using AI.
Only a small portion of art assets are AI-generated.
We continue to draw all game art by hand. Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages.
This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay.
In the development and promotion of "Farm of Hope," we utilize Generative AI tools solely to assist in the creation of our marketing video trailers and promotional cinematic materials. Specifically, Generative AI is used to enhance video editing workflows, generate specific background music tracks, and refine visual effects exclusively for our promotional trailers. All core in-game assets, including the 3D models, programming code, animations, and story scripts within the game build itself, are entirely created by our development team without the use of generative AI. We ensure that all tools used in our video marketing pipeline comply fully with copyright standards and Steam's publishing policies.
Generative AI tools were used during development to assist in creating select pre-rendered 2D background environments, UI icons, and character voice-over audio for cutscenes and narration. All AI-generated content was pre-generated and manually reviewed to ensure quality and compliance before being integrated into the game. The game does not generate any AI content live during gameplay.
Game logo has been created using AI.
Generative AI was used to assist in translating the game's menus and user interface text into multiple languages.
AI was used to create some graphical elements.
Some visual assets used in this game, including character artwork, background images, UI-related artwork, and promotional images, were created or enhanced with the assistance of generative AI tools during development. All AI-assisted assets were reviewed, selected, edited, and integrated by the development team before being included in the final game. The game does not generate AI content in real time during gameplay.
Some artworks and music are created by first using AI generation and then further artistic refinement.
Some 2D art (such as cosmetic items) and the background music were created using generative AI tools based on developer reference images, then reviewed and edited by the developer. No AI runs during gameplay.
The in-game graphics, music, and some sound effects are AI-generated and post-processed by humans.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Kidnapped Brother In-game content artaudio | This game contains a limited amount of AI-assisted content, including some visual assets and music. All such content was reviewed and integrated by the developer. | SAEED MOHAMMED ARISHI | - | Jun 28, 2026 | |
Fading Reel In-game content text | Fading Reel uses machine translation (automated translation software) to provide in-game interface text in languages other than English. English menus, upgrades, tutorials, and story intertitles were written by the developer; non-English versions were generated from that English source and may contain errors.
Game art, audio, gameplay, store screenshots, and the trailer were not created with generative AI. | Fadestrand Games | - | Jun 28, 2026 | |
Relic Restorer In-game content art | The more complex background images in the game are AI-generated. | Gary Frost | - | Jun 28, 2026 | |
Purrfect Slide Store/marketing art | Generative AI was used to assist with creating visual assets, as well as for promotional and marketing materials used across our store page. | Project Grilled Sea bass | - | Jun 28, 2026 | |
巨獸與傭兵 In-game content art | All core assets originate from the creativity of our human artists. The use of AI tools is strictly limited to assisting and refining the environmental background designs. | 巨兽 | - | Jun 28, 2026 | |
我的悟空 In-game content art | This game uses AI-generated artwork. | https://steamcommunity.com/groups/mywukong | - | Jun 28, 2026 | |
Pun-ishment In-game content art | Some puzzle illustrations and promotional visual assets were created with AI-assisted tools and then edited/curated by the developer. No real-time generative AI is used during gameplay. | JSC-STUDIO | - | Jun 28, 2026 | |
Selena's Charm 2: Enchanted Garden In-game content art | We used AI to concept in-gamу backgrounds and sromo materials. | Best Place Apps | - | Jun 28, 2026 | |
逆性莫比乌斯 Unclear | The menu page used AI to generated | 小涵Naiwenel | - | Jun 28, 2026 | |
Manual Teller Machine Dev only text | Since english is not my native language.
During the development, I use AI and grammar websites to help me correct my sentences.
But all the text was conceived and finalized by me. | Argue with sheep | - | Jun 28, 2026 | |
Vampire Match In-game content art | Some of the assets and images in this game were AI generated. | Shamrock Studios | - | Jun 27, 2026 | |
Vivi In-game content art | Some art assets in this game were initially generated by AI and have since been manually modified and reviewed before release. | 雷雨Rainey | - | Jun 27, 2026 | |
OUTWORKS In-game content artaudiocode | OUTWORKS 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 | |
WarmSoul Live AI textaudio | This game uses generative AI in two ways: (1) AI language models (LLM) to generate character dialogue text in real-time during conversations, and (2) AI text-to-speech (TTS) technology to generate character voice audio. AI processing is handled via cloud servers or optional local models. No conversation data is stored or saved on servers. All AI-generated content is produced live based on player input. | Mr.Yes | - | Jun 27, 2026 | |
I Am the Demon King In-game content art | This game uses AI-generated artwork for store page banners, character portraits, unit illustrations, and in-game backgrounds. All AI-generated assets were created using Stable Diffusion and Midjourney, then reviewed, edited, and post-processed by the development team before being included in the game. No AI content is generated in real-time during gameplay. | 金特工工作室 | - | Jun 27, 2026 | |
Weird Water World Store/marketing artcode | Certain promotional materials and development processes may have incorporated the use of AI-assisted tools, including but not limited to content generation, code assistance, debugging support, and workflow acceleration. All final creative, design, and implementation decisions were reviewed and approved by the developer. | Castle Golborg | - | Jun 16, 2026 | |
Rogue Striker In-game content art | Due to the very short development time frame (1 month) with a 1 man team some icons and images were AI generated and will be modified before the release. | Zyg Studios | - | Jun 16, 2026 | |
英雄冒险团 Store/marketing art | 商店页面和营销素材由AI生成 | Adventures of Heroes | - | Jun 16, 2026 | |
脳活 408まちがい全部見つけよう! Dev only textart | Assistance in programming ( the programmer can't remember Godot's _unhandled_input(event) syntax even after 5 projects… ). Assistance with text and minor graphic patching. | Nekomura Games | - | Jun 15, 2026 | |
Beak Shot In-game content textcodeart | AI-assisted tools were used during development for text drafting, limited programming assistance, and the creation of certain Steam store page assets, including background imagery used in promotional materials. All gameplay systems, characters, artwork, animations, and final game content were designed, created, implemented, and curated by the development team. | Goofball Games | - | Jun 15, 2026 | |
Chop Loop In-game content artaudio | AI-generated tools were used in the creation of some marketing artwork, a portion of the user interface elements, and certain audio elements. All AI-generated content was reviewed, edited, and integrated into the game by the developer. | Lebleby Games | - | Jun 15, 2026 | |
Slime Jamboree In-game content audio | Some Music assets were created with the help of AI tools. | Dincicode | - | Jun 13, 2026 | |
打小人 Store/marketing art | The images in this app are generated by AI, as are the images in the store and asset library. | Alright Peaches Studio | - | Jun 12, 2026 | |
爪爪改造家2 PawRebuild 2 Unclear artaudiocode | Art,Music,Code | 冷笑黑妖 | - | Jun 12, 2026 | |
DesktopDaily Live AI textcodeart | About Art Assets
DesktopDaily does not use AI-generated artwork for its in-game art assets. Character designs, 3D models, textures, animations, UI assets, and other visual content are created by human artists or based on properly licensed materials.
About Character Voices and Speech Synthesis
DesktopDaily’s character voice models are trained or fine-tuned using voice materials with clear provenance and authorization, and are used for character speech synthesis at runtime. These voice materials come from publicly available or authorized audio materials provided by the corresponding character or voice provider, and are used in accordance with their usage terms and authorized scope.
The character voices played at runtime are synthesized speech and are not original voice recordings.
About the Use of Generative AI
During development, AI assistance was used for parts of the code implementation and for some non-Chinese UI text localization. At runtime, generative AI is used only in optional features, including the character conversation feature, the visual companion feature, and notification assistant tools.
Some non-Chinese UI text localization uses AI-assisted translation and editing. This is limited to UI text localization and is separate from the runtime generation of character dialogue.
In the optional character conversation feature, AI is used to generate character dialogue text and to synthesize speech based on that text. When this feature is enabled, player input may be sent to cloud AI services in order to generate character-style response text. These responses may also be used for speech synthesis and played back in the game. If the player chooses not to use an API, the character conversation feature will not be enabled, and only the basic features will be available.
In the optional visual companion feature, after the player actively enables the feature, the game may use a local vision-language model to analyze screen, window, or application content within the scope authorized by the player. The analysis results may be used as context for character dialogue, allowing the character to respond based on the player’s current computer usage scenario. This feature is disabled by default. If the analysis results are used in cloud-based character dialogue, necessary summary information may be sent as part of the dialogue context to the cloud AI service selected or configured by the player.
In the optional notification assistant tools, after the player actively enables the feature and grants permission, the game may read Windows system notifications, email summaries, or other information sources specified by the player. A local AI model may be used to filter, categorize, or judge the importance of this information in order to decide whether to notify the player. This feature is intended to assist with notification management, and will not reply to emails, send messages, or perform external actions on behalf of the player. AI-based classification and notification results may be inaccurate.
The official trial API provided by the game uses Alibaba Cloud Model Studio. Players may also configure other APIs themselves. When features that require cloud AI are enabled, the necessary conversation content or contextual information is sent directly to the corresponding cloud AI service and is not relayed through the developer’s own server.
Character dialogue generated by AI at runtime is intended only for everyday companion-style interaction. The game uses prompts, content rules, and safety measures to reduce the output of inappropriate, illegal, hateful, sexual, violent, or copyright-infringing content. AI-generated responses may vary and do not represent official statements by DesktopDaily, the game’s developer, any character rights holder, voice provider, or third-party asset creator. | Deskside Works | - | Jun 12, 2026 | |
Van Tich Legends In-game content audiotext | Generative AI was used to create the game's music and to assist in the creation of the store page description. | Te Te Studio | - | Jun 12, 2026 | |
Thirsty Snail Live AI text | Thirsty Snail uses an on-device local language model to generate short snail dialogue, personality-based reactions, and race taunts. AI-generated text is triggered by in-game interactions and constrained by character prompts and content moderation rules. Screen-aware reactions are processed locally on the player's device. Screenshots are never stored or uploaded, and private file contents are not read. | moyumoyu | - | Jun 11, 2026 | |
SeongsuStation In-game content artaudio | Image generation. Sound effect generation. | SEONGSULAB | - | Jun 10, 2026 | |
深渊卡牌传说 In-game content artaudio | The in-game graphical assets and audio tracks are generated using generative AI tools. | 吃苹果的虫 | - | Jun 10, 2026 | |
Junkyard Saints: Scrapstorm In-game content artaudiotextcode | Generative AI was used during development as a production tool for portions of the game's source code, music production workflow, and synthetic voice-over generation.
AI-assisted code was reviewed, tested, modified where necessary, and integrated under the direct supervision of the developer. Some music tracks originated from AI-generated compositions or stems and were subsequently edited, arranged, mixed, and produced by the developer. Voice-over content is generated using commercially licensed AI voice technology from developer-written scripts.
The game's gameplay systems, game design, balancing, progression systems, procedural visual generation technology, world generation systems, writing, and overall creative direction were conceived, designed, and maintained by the developer.
The game does not use generative AI at runtime. No player-facing content is generated on-the-fly during gameplay. Visuals are created through deterministic procedural generation systems and pre-authored assets rather than generative image AI. | Jan Winnenberg | - | Jun 10, 2026 | |
摸鱼悟道 In-game content art | Currently, art resources and UI design are generated by Image2. | Yang Haoran | - | Jun 10, 2026 | |
你的蛋蛋 In-game content art | AI drew the ahegao cat, not me | Klc | - | Jun 10, 2026 | |
Heartmend: 3D Jigsaw Puzzle Store/marketing textart | Generative AI tools were used to assist with parts of the game's development, including UI text, localization, store page text, marketing text, and some visual reference materials. All final content included in the game and on the store page was reviewed, selected, edited, and integrated by the developer.
The game does not generate AI content during gameplay. | AWeekGame | - | Jun 10, 2026 | |
TankFall Arena In-game content artaudio | TankFall Arena contains certain pre-generated assets created with the assistance of generative AI tools during development. These assets may include promotional artwork, visual elements, audio content, and music. All AI-assisted content has been reviewed, curated, modified, and integrated by the developer as part of the game's overall design and presentation.
TankFall Arena does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Adamantium_studio | - | Jun 10, 2026 | |
Restroom Business Simulator Store/marketing arttext | Generative AI tools were used only to assist with the creation and editing of some Steam store page content, including store page text and promotional visual assets. The game itself does not use generative AI during gameplay. No AI-generated content is produced live while the player is playing, and the game does not connect to any external third-party AI service. | Huseyin Onur | - | Jun 9, 2026 | |
50 Sloths in Costa Rica Dev only | The game does not feature any live or procedurally generated AI content. The entire player experience consists of fixed, hand-crafted assets with AI assistance and static, local code. | Sephinom | - | 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 | |
Beneath the Grinning Nodes In-game content art | Some basic art assets were generated using AI. | BNX Games | - | Jun 8, 2026 | |
Aeriea In-game content art | Only a small portion of art assets are AI-generated. | 2ndDream Studio | - | Jun 8, 2026 | |
Ball Guys: Merge Party In-game content audiocodetext | We continue to draw all game art by hand.
Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages. | Half Moon Studios Ltd | - | Jun 5, 2026 | |
蛆 In-game content arttext | This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay. | EarthOnlineLab | - | Jun 5, 2026 | |
Farm Of Hope In-game content audioart | In the development and promotion of "Farm of Hope," we utilize Generative AI tools solely to assist in the creation of our marketing video trailers and promotional cinematic materials.
Specifically, Generative AI is used to enhance video editing workflows, generate specific background music tracks, and refine visual effects exclusively for our promotional trailers. All core in-game assets, including the 3D models, programming code, animations, and story scripts within the game build itself, are entirely created by our development team without the use of generative AI.
We ensure that all tools used in our video marketing pipeline comply fully with copyright standards and Steam's publishing policies. | VGames Studios | - | Jun 5, 2026 | |
Gems are Mine, Slashes are Yours: Blood & Blessing In-game content artaudio | Generative AI tools were used during development to assist in creating select pre-rendered 2D background environments, UI icons, and character voice-over audio for cutscenes and narration. All AI-generated content was pre-generated and manually reviewed to ensure quality and compliance before being integrated into the game. The game does not generate any AI content live during gameplay. | DIM Games | - | Jun 5, 2026 | |
Food Truck Rush Store/marketing art | Game logo has been created using AI. | Destiny Game Studios | - | Jun 4, 2026 | |
PoopooDino In-game content text | Generative AI was used to assist in translating the game's menus and user interface text into multiple languages. | alufa | - | Jun 4, 2026 | |
Sorte Unclear art | AI was used to create some graphical elements. | NullBrigade | - | Jun 3, 2026 | |
海王模拟器 In-game content art | Some visual assets used in this game, including character artwork, background images, UI-related artwork, and promotional images, were created or enhanced with the assistance of generative AI tools during development.
All AI-assisted assets were reviewed, selected, edited, and integrated by the development team before being included in the final game. The game does not generate AI content in real time during gameplay. | Shanghai Shiyi Network Tech. Co., Ltd. | - | Jun 3, 2026 | |
Merge Hidden 合成寻物 In-game content artaudio | Some artworks and music are created by first using AI generation and then further artistic refinement. | Happy Fish | - | Jun 3, 2026 | |
Bonk Market In-game content artaudio | Some 2D art (such as cosmetic items) and the background music were created using generative AI tools based on developer reference images, then reviewed and edited by the developer. No AI runs during gameplay. | Kevin He | - | Jun 3, 2026 | |
Tale Sweeper In-game content artaudio | The in-game graphics, music, and some sound effects are AI-generated and post-processed by humans. | ASyun | - | Jun 3, 2026 |