Only the game's source code was written with the assistance of an AI coding tool. All art, music, writing, and other creative assets were created by hand without generative AI.
- Creator
- emjayhar
- Reviews
- -
- Added
- Sep 21, 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.
Only the game's source code was written with the assistance of an AI coding tool. All art, music, writing, and other creative assets were created by hand without generative AI.
Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed.
This game uses artwork, audio, and other assets created with generative AI during development. These assets are generated in advance and included in the game installation. Generative AI is also used to create Steam store artwork. The game does not generate AI content during gameplay or connect to external AI services.
Some source code used in Game Goose was created with the assistance of generative AI tools during development. All AI-assisted code was reviewed, modified, and tested by the developer. Game Goose itself does not provide generative AI features to users and does not generate AI content at runtime.
Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay.
Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay.
Generative AI tools were used during the development of the game to assist with creating parts of the game. AI was used as a development aid, while the final content and implementation were reviewed and integrated by the developer.
The background music in this game was pre-generated with a generative AI tool. No AI-generated content is used for visuals, characters, environments, icons, store artwork, or text, and the game does not generate content at runtime or connect to external AI services.
The champion artwork, portraits and various visual assets are generated. The generated visuals are a starting point rather than a settled choice, and if the game's funding allows it I intend to have them redone by an artist. No content is generated by AI while you play, since the match simulation runs on a hand-written decision engine where each player evaluates their situation against authored rules, rather than on a generative model.
Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization. All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product. The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players.
Generative AI was used during development to help create pre-rendered content that ships with the game: in-game text and narrative templates, store page copy, and 2D brand artwork - all reviewed by the developer. The simulation itself (players, teams, seasons, statistics) is produced at runtime by the game's own deterministic statistical engine, not by AI. No AI-generated content is created while you play.
EVER BELOW was created with the assistance of generative AI across parts of its content creation and development process, including visual assets and marketing materials. All AI-assisted content was manually reviewed, selected, edited where necessary, and all final creative and development decisions were made by the developer.
I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time.
Generative AI was used to assist with coding the game.
All fish models are fully human made in blender. Generative AI tools were used during development to create logic and some visual assets. These assets are included with the game as pre-generated content. The game does not use live generative AI during gameplay. Fish breeding combines existing parent textures locally through procedural image processing; it does not use an AI model or an external AI service.
AI assisted with coding and some graphic design.
Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision
Generative AI was used to create some pre-generated artwork for in-game stamps and cards. No content is generated live during gameplay.
This game used generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, and marketing/community materials. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing. The final release will contain no AI-generated content. All assets are either sourced from asset packs or built using Unity's native tools.
Some of the 2D art in Cidle Online was created with the help of generative AI image tools. This includes parts of the sprite work for buildings, points of interest and item icons, as well as some store page artwork. Every generated image was reviewed, edited and adjusted by hand before it went into the game, and assets are checked so they do not reproduce existing works. All of this art is produced during development. Nothing is generated by AI while you play, and the game does not send any of your data to an AI service.
Desktop Companion uses generative AI: your companion's replies are generated live by a large language model that runs entirely on your own PC. The app ships with its own safety-tuned model; nothing is sent to an external AI service. Built-in, application-level safeguards screen generated content to block prohibited output.
The poster collectibles and a small number of icons in the game were generated with AI assistance
Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development.
Generative AI was used during development to assist in the creation of some of the game's pre-generated illustrations and visual assets. No generative AI is used to create content during gameplay.
This game features AI-assisted artwork and language translation. All assets were [reviewed or edited or approved] by the developer to ensure quality and consistency with the game's vision.
Generative AI was used to brainstorm some character images (but not directly used), and to render some static backgrounds. I also argued with it about coding bugs. It was helpful but not smart.
This game was created with the assistance of AI tools in several areas of development. Music: The songs were written and originally recorded by me, with AI tools used for additional processing and production. Artwork: The visual concepts and creative direction were created by me, while AI tools were used to generate and develop some of the final artwork based on my concepts. Programming: AI-assisted tools were used during development to help with coding and implementation. All AI-assisted content was reviewed, selected, and integrated by me as part of the game's creative and development process.
Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials.
No generative AI is used during live gameplay. During our development process we use generative AI for some algorithms, pixel art, some marketing content and where appropriate to improve code quality.
Ping Pong Attack: The Return of the Pong contains pre-generated AI-assisted content created during development. Certain background music tracks were generated using Suno while Tedesen Pty Ltd held an active paid subscription granting commercial-use rights. Certain pre-rendered cinematic videos and visual assets were created using DaVinci AI while Tedesen Pty Ltd held an active paid subscription permitting commercial use. All included assets were selected, reviewed, edited and integrated into the game by Tedesen Pty Ltd. No generative AI services operate while the game is running, and players cannot create or submit AI-generated content through the game.
Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay.
Graphics & Concepts: Generative AI was used to design and refine initial concept art, textures, and UI elements. Texts & Dialogues: Portions of the lore, background stories, and dialogue scripts were conceptualized using AI language models and subsequently revised manually. Code & Optimization: AI-assisted tools were utilized to optimize programming code and assist in debugging. Note: All final assets in the game have been thoroughly reviewed, edited, and curated by the developer.
Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review.
This game uses some generative artificial intelligence images
Q-Rely uses locally running artificial intelligence to provide interactive AI-generated responses during use. The AI can generate text responses based on the user's input and, depending on the user's configuration, can also generate voice output using locally installed Text-to-Speech (TTS) engines. Generative AI was used during development to assist in creating the application's logo. The logo is a fixed visual asset and is not generated or modified by generative AI during use of the application. Q-Rely does not use generative AI to create the application's default character artwork, backgrounds, or other visual assets during use. The application's AI-generated content is primarily conversational text and, when voice output is enabled, synthesized speech. Q-Rely is designed to allow users to run AI models locally on their own computer. Users can select and install compatible AI models and configure the application's AI and voice settings according to their preferences.
The pixel art in Miners Cat Revolution: the cats, the icons and the store art was generated with AI and then edited and assembled by hand. The translations into the nine languages other than Spanish were AI-assisted and reviewed afterwards. Everything else is human-made: the code, the game design, the balance and the original Spanish text are written by one person. Nothing is generated while you play. All of it ships with the game, finished and fixed.
Part of the assets on the store page have been optimized with AI.
Game covers are made with AI
Our team uses generative AI tools to help develop some in game assets.
I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself. But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting. Everything I did not make myself is properly licensed and credited to the people who did.
-- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood. -- The game’s main logo texture was refined with OpenArt.ai. -- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice. -- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org.
Generative AI was used as an assistive tool during development for selected visual assets and promotional materials. All AI-assisted content was reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not connect to any external AI services.
Developer Note on AI Assistance: Gods of the Arena: Blood & Sand is crafted using a hybrid development approach, combining human game design, rigorous combat programming, and hand-tuned mechanics with generative AI tools for concept ideation and visual asset workflows.
We use generative AI to assist with visuals, writing, and translation. No generative AI is used during gameplay.
We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork.
Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review: Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer. Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools. Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
Meshy was used during production to assist in converting my hand-drawn character concepts into 3D avatars, which were then integrated, refined, and animated for the final game.
Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay.
Desmarchon currently includes pre-generated AI images for the store page and achievement images, as well as AI-generated promotional artwork and icons, and some text. Everything has been reviewed by a human.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Solitaire Tower of Doom Dev only code | Only the game's source code was written with the assistance of an AI coding tool. All art, music, writing, and other creative assets were created by hand without generative AI. | emjayhar | - | Sep 21, 2026 | |
Venture: Kingdoms In-game content art | Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed. | calm fox | - | Sep 21, 2026 | |
三国 · 烽火尖塔 In-game content artaudio | This game uses artwork, audio, and other assets created with generative AI during development. These assets are generated in advance and included in the game installation. Generative AI is also used to create Steam store artwork. The game does not generate AI content during gameplay or connect to external AI services. | Yang | - | Sep 19, 2026 | |
Game Goose Dev only code | Some source code used in Game Goose was created with the assistance of generative AI tools during development. All AI-assisted code was reviewed, modified, and tested by the developer. Game Goose itself does not provide generative AI features to users and does not generate AI content at runtime. | None Studio | - | Sep 19, 2026 | |
Poco Loco In-game content art | Generative AI was used to create portions of the Steam store capsule and library artwork and the achievement icon artwork. The final assets were reviewed, composed, cropped, and branded by the developer. The game itself does not generate AI content during gameplay. | MindZone | - | Sep 19, 2026 | |
Pixel Golf League In-game content artaudio | Pixel Golf League includes some graphics and sounds that were generated using AI tools. No AI tools are connected to or being used to generate content during gameplay. | GyroNova Games | - | Sep 19, 2026 | |
Killpath Dev only | Generative AI tools were used during the development of the game to assist with creating parts of the game. AI was used as a development aid, while the final content and implementation were reviewed and integrated by the developer. | Szymon Deresz | - | Sep 19, 2026 | |
疯狂德州 In-game content audio | The background music in this game was pre-generated with a generative AI tool. No AI-generated content is used for visuals, characters, environments, icons, store artwork, or text, and the game does not generate content at runtime or connect to external AI services. | Jarvis788 | - | Sep 19, 2026 | |
Esport Manager: Last Pick In-game content art | The champion artwork, portraits and various visual assets are generated. The generated visuals are a starting point rather than a settled choice, and if the game's funding allows it I intend to have them redone by an artist.
No content is generated by AI while you play, since the match simulation runs on a hand-written decision engine where each player evaluates their situation against authored rules, rather than on a generative model. | Daivly Games | - | Sep 19, 2026 | |
LUGANO BAY TYCOON In-game content arttext | Generative AI tools were used during the development of Lugano Bay Tycoon to assist with the creation and refinement of some visual content, text elements, and localization.
All AI-assisted content was subsequently selected, reviewed, and, where necessary, edited by the developer before being included in the product.
The game does not use live generative AI systems during gameplay and does not autonomously generate new content for players. | Zoran Pavlovic | - | Sep 19, 2026 | |
PENNANT: Baseball Owner In-game content textart | Generative AI was used during development to help create pre-rendered content that ships with the game: in-game text and narrative templates, store page copy, and 2D brand artwork - all reviewed by the developer. The simulation itself (players, teams, seasons, statistics) is produced at runtime by the game's own deterministic statistical engine, not by AI. No AI-generated content is created while you play. | Pennant Sports | - | Sep 19, 2026 | |
EVER BELOW Store/marketing art | EVER BELOW was created with the assistance of generative AI across parts of its content creation and development process, including visual assets and marketing materials. All AI-assisted content was manually reviewed, selected, edited where necessary, and all final creative and development decisions were made by the developer. | ShoninyasTube | - | Sep 19, 2026 | |
Aubelys In-game content artaudiocodetext | I am a solo developer leveraging AI to improve my efficiency while moonlighting this project. Hence, many temporary AI-generated assets make their way into the game but I hope to replace over 90% of those with handcrafted assets over time. | Doom | - | Sep 19, 2026 | |
Sponge Bridges Dev only code | Generative AI was used to assist with coding the game. | Alun Games | - | Sep 19, 2026 | |
ChillTank In-game content artcode | All fish models are fully human made in blender.
Generative AI tools were used during development to create logic and some visual assets. These assets are included with the game as pre-generated content.
The game does not use live generative AI during gameplay. Fish breeding combines existing parent textures locally through procedural image processing; it does not use an AI model or an external AI service. | Chillwatch | - | Sep 19, 2026 | |
Rail Ops: Subdivisions Dev only codeart | AI assisted with coding and some graphic design. | Roadwolf Games | - | Sep 19, 2026 | |
星月大陆:放置帝国 In-game content art | Some of the in-game background images and the store Capsule image art assets in this game were created using pre-rendered generative AI tools. These assets were then reviewed, refined, and integrated by our development team to fit the game's artistic vision | yeshaojia | - | Sep 19, 2026 | |
Hell Rush :Cryptfal In-game content art | Generative AI was used to create some pre-generated artwork for in-game stamps and cards. No content is generated live during gameplay. | INFINITE STORM | - | Sep 19, 2026 | |
Motor Havoc Store/marketing art | This game used generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, and marketing/community materials. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
The final release will contain no AI-generated content. All assets are either sourced from asset packs or built using Unity's native tools. | noirNebulr | - | Sep 19, 2026 | |
Cidle art | Some of the 2D art in Cidle Online was created with the help of generative AI
image tools. This includes parts of the sprite work for buildings, points of
interest and item icons, as well as some store page artwork. Every generated
image was reviewed, edited and adjusted by hand before it went into the game,
and assets are checked so they do not reproduce existing works.
All of this art is produced during development. Nothing is generated by AI
while you play, and the game does not send any of your data to an AI service. | Chop | - | Sep 19, 2026 | |
Desktop Companion Live AI text | Desktop Companion uses generative AI: your companion's replies are generated live by a large language model that runs entirely on your own PC. The app ships with its own safety-tuned model; nothing is sent to an external AI service. Built-in, application-level safeguards screen generated content to block prohibited output. | DokProd | - | Sep 19, 2026 | |
购物车管理员 In-game content art | The poster collectibles and a small number of icons in the game were generated with AI assistance | Jack Li | - | Sep 19, 2026 | |
Sand Horde In-game content art | Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development. | Level Up Ventures | - | Sep 18, 2026 | |
PERSONAL COMPUTER SOCCER by David Minayo In-game content art | Generative AI was used during development to assist in the creation of some of the game's pre-generated illustrations and visual assets. No generative AI is used to create content during gameplay. | David Minayo | - | Sep 18, 2026 | |
The Last Buffet In-game content arttext | This game features AI-assisted artwork and language translation. All assets were [reviewed or edited or approved] by the developer to ensure quality and consistency with the game's vision. | Sanalötesi Oyun Stüdyosu | - | Sep 18, 2026 | |
Taster's Table In-game content artcode | Generative AI was used to brainstorm some character images (but not directly used), and to render some static backgrounds. I also argued with it about coding bugs. It was helpful but not smart. | Michael Balamotis | - | Sep 18, 2026 | |
YumeGirl In-game content artaudiocode | This game was created with the assistance of AI tools in several areas of development.
Music: The songs were written and originally recorded by me, with AI tools used for additional processing and production.
Artwork: The visual concepts and creative direction were created by me, while AI tools were used to generate and develop some of the final artwork based on my concepts.
Programming: AI-assisted tools were used during development to help with coding and implementation.
All AI-assisted content was reviewed, selected, and integrated by me as part of the game's creative and development process. | NotABear | - | Sep 18, 2026 | |
PowerPitch In-game content artaudiotext | Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials. | knighttimenow | - | Sep 18, 2026 | |
King's Descent Store/marketing artcode | No generative AI is used during live gameplay. During our development process we use generative AI for some algorithms, pixel art, some marketing content and where appropriate to improve code quality. | Stoneshift Games | - | Sep 18, 2026 | |
Ping Pong Attack: Return of the Pong In-game content audioart | Ping Pong Attack: The Return of the Pong contains pre-generated AI-assisted content created during development. Certain background music tracks were generated using Suno while Tedesen Pty Ltd held an active paid subscription granting commercial-use rights. Certain pre-rendered cinematic videos and visual assets were created using DaVinci AI while Tedesen Pty Ltd held an active paid subscription permitting commercial use.
All included assets were selected, reviewed, edited and integrated into the game by Tedesen Pty Ltd. No generative AI services operate while the game is running, and players cannot create or submit AI-generated content through the game. | Tedesen Games | - | Sep 18, 2026 | |
Lordum Bizi Kurtar! In-game content artaudio | Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay. | Ahmet Cenk Arslan | - | Sep 18, 2026 | |
Art Fraud In-game content arttextcode | Graphics & Concepts: Generative AI was used to design and refine initial concept art, textures, and UI elements.
Texts & Dialogues: Portions of the lore, background stories, and dialogue scripts were conceptualized using AI language models and subsequently revised manually.
Code & Optimization: AI-assisted tools were utilized to optimize programming code and assist in debugging.
Note: All final assets in the game have been thoroughly reviewed, edited, and curated by the developer. | teaspoonstudios | - | Sep 18, 2026 | |
Glintwave In-game content arttext | Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review. | Karmikal Apps | - | Sep 18, 2026 | |
Chicken Siege Unclear art | This game uses some generative artificial intelligence images | IDB Productions | - | Sep 18, 2026 | |
Q-Rely: AI Friend Live AI arttextaudio | Q-Rely uses locally running artificial intelligence to provide interactive AI-generated responses during use. The AI can generate text responses based on the user's input and, depending on the user's configuration, can also generate voice output using locally installed Text-to-Speech (TTS) engines.
Generative AI was used during development to assist in creating the application's logo. The logo is a fixed visual asset and is not generated or modified by generative AI during use of the application.
Q-Rely does not use generative AI to create the application's default character artwork, backgrounds, or other visual assets during use. The application's AI-generated content is primarily conversational text and, when voice output is enabled, synthesized speech.
Q-Rely is designed to allow users to run AI models locally on their own computer. Users can select and install compatible AI models and configure the application's AI and voice settings according to their preferences. | Q-RI PRODUCTIONS | - | Sep 18, 2026 | |
Miners Cat Revolution In-game content arttext | The pixel art in Miners Cat Revolution: the cats, the icons and the store art was generated with AI and then edited and assembled by hand. The translations into the nine languages other than Spanish were AI-assisted and reviewed afterwards.
Everything else is human-made: the code, the game design, the balance and the original Spanish text are written by one person.
Nothing is generated while you play. All of it ships with the game, finished and fixed. | Igris | - | Sep 18, 2026 | |
散人大极品 Store/marketing art | Part of the assets on the store page have been optimized with AI. | 散人大极品 | - | Sep 18, 2026 | |
Goalcrest: Club Management Tycoon Store/marketing art | Game covers are made with AI | Tycoon Managers | - | Sep 18, 2026 | |
1vs1 In-game content artaudiocodetext | Our team uses generative AI tools to help develop some in game assets. | 1vs1 Develops | - | Sep 18, 2026 | |
MOGGED: Looksmaxx or Die In-game content artaudio | I built every environment, HUD and system in MOGGED by hand over months. I even placed the individual pingpong balls and the patches of grass myself.
But two things did involve AI: A few decals and icons, made for comedic effect. And several voice lines: narrator and NPC barks. If the game does well, I'm hiring proper voice acting.
Everything I did not make myself is properly licensed and credited to the people who did. | Sigma Labs | - | Sep 18, 2026 | |
MASH Commander In-game content artaudio | -- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood.
-- The game’s main logo texture was refined with OpenArt.ai.
-- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice.
-- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org. | General Y-Rot | - | Sep 18, 2026 | |
Mineral Zone Store/marketing art | Generative AI was used as an assistive tool during development for selected visual assets and promotional materials. All AI-assisted content was reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game does not connect to any external AI services. | Surio | - | Sep 17, 2026 | |
Gods of the Arena: Blood & Sand Dev only art | Developer Note on AI Assistance: Gods of the Arena: Blood & Sand is crafted using a hybrid development approach, combining human game design, rigorous combat programming, and hand-tuned mechanics with generative AI tools for concept ideation and visual asset workflows. | Aeterna Nexus | - | Sep 16, 2026 | |
NEKOGAERI Store/marketing arttext | We use generative AI to assist with visuals, writing, and translation. No generative AI is used during gameplay. | soyukke | - | Sep 16, 2026 | |
Nightcup In-game content textart | We use AI tools to assist with translations and to support our development process. Some graphics are currently AI-generated placeholders, which will be gradually replaced with original, human-made artwork. | Teshi Games | - | Sep 16, 2026 | |
Second Reign: Reclaim In-game content artaudio | Generative AI tools were used in a limited capacity to assist with the creation and enhancement of certain 2D images and audio assets. No 3D models, animations, gameplay systems, or other game content were generated using AI. | ThunderRQN Games | - | Sep 16, 2026 | |
Abyss Floors In-game content textart | Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content. | Alerot | - | Sep 16, 2026 | |
Grimli & Friends In-game content art | Meshy was used during production to assist in converting my hand-drawn character concepts into 3D avatars, which were then integrated, refined, and animated for the final game. | JoyMandate | - | Sep 16, 2026 | |
ARUS-1 In-game content art | Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay. | Arus Development Studio | - | Sep 16, 2026 | |
Desmarchon In-game content arttext | Desmarchon currently includes pre-generated AI images for the store page and achievement images, as well as AI-generated promotional artwork and icons, and some text. Everything has been reviewed by a human. | Wisern Games | - | Sep 16, 2026 |