Hire uses AI for its live character conversations and generated portraits, connecting to your own ChatGPT account (it uses your existing ChatGPT plan, with no separate purchase).
- Creator
- SIB Scientific
- Reviews
- -
- Added
- Jun 12, 2026
Public Steam disclosure research 25,380 disclosures tracked
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Hire uses AI for its live character conversations and generated portraits, connecting to your own ChatGPT account (it uses your existing ChatGPT plan, with no separate purchase).
The game includes generative AI in the form of relatively structured conversation (voice and/or text to prompt) in context with the setting and era of the documented sites (caravanserai) you will visit.
Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay.
This game uses generative AI tools during development for selected visual, audio, and programming-related tasks. 【AI-assisted content and development】 • Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer. • Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use. • Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer. 【Runtime and game content】 • No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally. • Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer. All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game.
Generative AI was used to create the game's music and to assist in the creation of the store page description.
This game uses generative artificial intelligence during gameplay to generate text and data based on player input and game context. The game does not use generative AI to generate artwork, audio, voice, music, videos, or other visual or sound assets. AI-generated content is limited to text and data used as part of the gameplay experience.
In Bungou Catharsis, we utilize generative AI across multiple stages of development to make production feasible as an independent studio.
This game uses generative artificial intelligence to assist with the creation of some pre-rendered content, including visual, audio, translation, or marketing elements. All AI-generated or AI-assisted content is selected, modified, corrected, and manually integrated by a human before final use. AI is used as a creative assistance tool, not as a replacement for human work. No content is generated in real time by AI within the game, and no generative AI directly interacts with players during gameplay.
Transparency note: The key visuals were created using AI.
We use AI to assist in the creation of promotional materials.
This game uses generative AI to produce dialogue content in real time. All character responses are generated by a large language model (LLM) based on user input and the loaded character card settings. No pre-written dialogue scripts are included in the shipped game. Character cards are created by third-party authors and may themselves contain AI-generated content.
Coding, proofreading, and localization were done by AI. All other content was created by humans.
Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime.
AI is used to generate realistic conversations with Non-Playable Characters.
This game uses generative AI in the following areas: • Background artwork: All static background images displayed in menus and screen backdrops (e.g. brewery interior, fields, market, taverns) were created using generative AI. All images were carefully curated, selected, and post-processed by the developer to fit the game's "Soft Cinematic" 19th-century Belle Époque visual style. • Sound effects and ambient audio: Some in-game sounds were generated using AI audio tools under appropriate commercial licenses. All sounds were reviewed and selected by the developer. • Mission and narrative text: The campaign concept, story arc, and game design are the original work of the developer. Some campaign mission descriptions and in-game event texts were initially drafted with AI assistance based on the developer's outlines, and then reviewed, edited, and adapted to fit the game's tone and historical setting. No generative AI is used during gameplay. All gameplay logic, mechanics, character behaviors, and AI competitor strategies are implemented as deterministic code that does not generate content at runtime. The game does not connect to any external AI services.
Some of the art assets, music materials, and code-assisted compilation in this game utilize generative artificial intelligence (AI) technology. All such content has been manually reviewed and optimized
The sole background image in the game is AI-generated.
This game uses generative artificial intelligence to create images and 3D models based on period (American Civil War) photographs and illustrations.
Artwork, Sound design, Music, Gameplay and Programming are human-created. AI was used to pre-plan artwork, editing/extending images, generating background sounds and music, and to speed up coding. AI images are being temporarily used in the Steam Store presence and will be removed and replaced before game's release.
Generative AI was used to assist in the creation of some music and visual assets. All content is produced using licensed tools and reviewed by the development team to avoid copyright issues.
本游戏部分美术资产(包括武将立绘、音乐音效等)由 AI 工具辅助创作初稿,所有素材均经开发者人工筛选、修改与后期处理(PS 重绘、切图、上色调整等)。 游戏的玩法机制、剧情设计、文案撰写均由开发者独立完成,未使用AI 生成内容。
Generative AI tools are used during development for the creation and refinement of certain visual assets, animations, music, sound effects and voice content. AI-assisted workflows are also utilized for localization support, historical research, narrative iteration and code review. All AI-generated material is manually reviewed, edited and integrated into the final game experience by the developer.
AI-Assisted Production
The feedback on the in-game world state and the dynamic dialogues with NPCs are generated in real time during the game's operation by integrating a large language model (LLM).
This game used generative AI as an auxiliary tool during development, mainly for early concept references, draft store assets, text drafts, and code-related development assistance. All final content used in the game and on the store page has been reviewed, edited, integrated, and approved by the development team. The game does not use generative AI services during gameplay and does not generate images, audio, text, code, or other content in real time based on player input.
Some visual assets (character sprites and facial feature illustrations) and background music in this game were created with the assistance of AI generation tools. All AI-generated content was reviewed, selected, and edited by the developer before inclusion in the game. No AI content is generated live during gameplay.
I have used AI to design some parts of the main menu, data models, design of the multiplayer system and room system and to improve the heuristic armies behavior.
This title makes assistive use of generative AI tools in the following areas. All AI-generated outputs are manually reviewed, edited, and curated by the development team before being incorporated as final assets, and we have taken care to ensure that they do not infringe on the rights of third parties. No real-time AI generation occurs during gameplay.[Pre-Rendered Content — AI-Assisted Areas]- Production support for a portion of the in-game visual assets- Production support for a portion of the in-game music (BGM) and sound effects- Translation support for store page localization across supported languages (with human proofreading)[Live Generation]The game does not invoke generative AI in real time at any point during gameplay.
Generative AI tools were used during development for ideation, development assistance, and promotional exploration. All final gameplay systems, game logic, and in-game content were created and reviewed by the developer.
Hero portraits and flavour text were created by AI tools.
Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers.
Some of the game's art assets were created with the assistance of generative AI tools.
部分美术资源(角色立绘、场景贴图、UI)使用生成式AI工具预生成。
关于商店页面部分资源使用了AI辅助
New Science uses generative AI as a core part of its discovery system. When a player attempts a combination, an AI model may be used to determine whether the two selected objects can logically produce a new result. Generative AI is also used to create an illustration for newly discovered objects. Known discoveries are stored and reused, so the same established combination does not need to be generated again for every player. This system allows New Science to support open-ended experimentation beyond a small, completely predefined recipe list. Players may therefore encounter newly generated combinations and images that have not previously been seen by the development team.
AI tools were used during development only for pre-generated content, including concept/reference artwork, store assets, music/audio drafts, and localization or translation assistance. The game does not generate AI content at runtime. Players do not interact with any live AI system, and no text, images, audio, or gameplay content is dynamically generated by AI while the game is running. All AI-assisted content is reviewed, edited, and integrated by the developer before release.
Proofreading in-game description
仅在游戏的背景中使用了AI。其他全部内容,包括立绘、表情、CG、文案均未使用AI。
Leader portraits have been generated by AI and some text.
Logo generation
The game contains in-game narrative and dialogue text that was created with the assistance of generative AI and then reviewed by the developer. All artwork and music are human-created.
AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key.
This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai.
The life events for every historical figure highlighted in the game were generated by giving AI access to their Wikipedia profiles and asking it to summarize the text content. The art and the code are entirely human.
Some visual assets in Not My Base! — including selected icons and splash screen artwork — were created or assisted using Generative Artificial Intelligence tools. All AI-generated content was reviewed, edited, and integrated by the developer to fit the game’s artistic style and gameplay needs.
Generative AI was used only during production for early concept exploration and the creation of some promotional asset drafts. The game does not use generative AI during gameplay. All core in-game assets were manually reviewed, edited, and reworked by human artists.
Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools. All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards. The game does not use real-time AI generation during gameplay.
The game to contain art assets generated by artificial intelligence
This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal.
The English translation of this game was completed with AI assistance.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hire Live AI textart | Hire uses AI for its live character conversations and generated portraits, connecting to your own ChatGPT account (it uses your existing ChatGPT plan, with no separate purchase). | SIB Scientific | - | Jun 12, 2026 | |
SILK 2.0 Live AI text | The game includes generative AI in the form of relatively structured conversation (voice and/or text to prompt) in context with the setting and era of the documented sites (caravanserai) you will visit. | SILK Project / University of Liverpool | - | Jun 12, 2026 | |
Hansa Forever In-game content art | Some visual assets used in the game were created or refined with the assistance of generative AI tools. These assets include certain icons, UI elements, and promotional artwork. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. No real-time AI-generated content is used during gameplay. | Oğuzcan Şirolu | - | Jun 12, 2026 | |
Ship of the Line In-game content artaudiocode | This game uses generative AI tools during development for selected visual, audio, and programming-related tasks.
【AI-assisted content and development】
• Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer.
• Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use.
• Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer.
【Runtime and game content】
• No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally.
• Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer.
All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game. | YDS | - | 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 | |
明末:力挽狂澜 Live AI text | This game uses generative artificial intelligence during gameplay to generate text and data based on player input and game context.
The game does not use generative AI to generate artwork, audio, voice, music, videos, or other visual or sound assets. AI-generated content is limited to text and data used as part of the gameplay experience. | YING WANGWEI | - | Jun 12, 2026 | |
文豪カタルシス Dev only | In Bungou Catharsis, we utilize generative AI across multiple stages of development to make production feasible as an independent studio. | YUKIKO SATO | - | Jun 12, 2026 | |
The Doorkeeper In-game content artaudiotext | This game uses generative artificial intelligence to assist with the creation of some pre-rendered content, including visual, audio, translation, or marketing elements.
All AI-generated or AI-assisted content is selected, modified, corrected, and manually integrated by a human before final use. AI is used as a creative assistance tool, not as a replacement for human work.
No content is generated in real time by AI within the game, and no generative AI directly interacts with players during gameplay. | Eragone | - | Jun 11, 2026 | |
Wolfsschanze – Operation Götterdämmerung Store/marketing art | Transparency note: The key visuals were created using AI. | Markt+Technik Verlag GmbH | - | Jun 11, 2026 | |
君临传奇之风起云涌 Store/marketing art | We use AI to assist in the creation of promotional materials. | 君临传奇之风起云涌 | - | Jun 11, 2026 | |
最中幻想 The RIGHT Fantasy — LLM-Driven Text World Engine Live AI text | This game uses generative AI to produce dialogue content in real time. All character responses are generated by a large language model (LLM) based on user input and the loaded character card settings. No pre-written dialogue scripts are included in the shipped game. Character cards are created by third-party authors and may themselves contain AI-generated content. | TU HENGYU | - | Jun 11, 2026 | |
Snake With Bird In-game content codetext | Coding, proofreading, and localization were done by AI. All other content was created by humans. | TakoKun Studio | - | Jun 9, 2026 | |
Dominus Orbis Maris 1400: Mare Nostrum In-game content arttext | Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime. | Alderman Beneke | - | Jun 9, 2026 | |
Mage Duel Live AI text | AI is used to generate realistic conversations with Non-Playable Characters. | TUTORWORKS | - | Jun 8, 2026 | |
Braumeister: Der Brauerei-Tycoon In-game content artaudiotext | This game uses generative AI in the following areas:
• Background artwork: All static background images displayed in menus and screen backdrops (e.g. brewery interior, fields, market, taverns) were created using generative AI. All images were carefully curated, selected, and post-processed by the developer to fit the game's "Soft Cinematic" 19th-century Belle Époque visual style.
• Sound effects and ambient audio: Some in-game sounds were generated using AI audio tools under appropriate commercial licenses. All sounds were reviewed and selected by the developer.
• Mission and narrative text: The campaign concept, story arc, and game design are the original work of the developer. Some campaign mission descriptions and in-game event texts were initially drafted with AI assistance based on the developer's outlines, and then reviewed, edited, and adapted to fit the game's tone and historical setting.
No generative AI is used during gameplay. All gameplay logic, mechanics, character behaviors, and AI competitor strategies are implemented as deterministic code that does not generate content at runtime. The game does not connect to any external AI services. | Bernhard Robert Pichl | - | Jun 8, 2026 | |
问鼎九州 In-game content artaudiocode | Some of the art assets, music materials, and code-assisted compilation in this game utilize generative artificial intelligence (AI) technology. All such content has been manually reviewed and optimized | Shanghai Zenith Realm Technologies Co., Ltd | - | Jun 7, 2026 | |
南京大屠杀:拉贝日记-Nanjing Massacre: John Rabe's Diary In-game content art | The sole background image in the game is AI-generated. | yitian studio | - | Jun 6, 2026 | |
Time Gamers: Guardians of the Marble Man In-game content art | This game uses generative artificial intelligence to create images and 3D models based on period (American Civil War) photographs and illustrations. | David Brinkman | - | Jun 5, 2026 | |
The Dragon Blossom In-game content artaudiocode | Artwork, Sound design, Music, Gameplay and Programming are human-created. AI was used to pre-plan artwork, editing/extending images, generating background sounds and music, and to speed up coding.
AI images are being temporarily used in the Steam Store presence and will be removed and replaced before game's release. | 3SkullsInteractive | - | Jun 5, 2026 | |
红楼梦华录 Red Chamber Chronicle In-game content audioart | Generative AI was used to assist in the creation of some music and visual assets. All content is produced using licensed tools and reviewed by the development team to avoid copyright issues. | Freedom Tree | - | Jun 5, 2026 | |
三国义 In-game content artaudio | 本游戏部分美术资产(包括武将立绘、音乐音效等)由 AI 工具辅助创作初稿,所有素材均经开发者人工筛选、修改与后期处理(PS 重绘、切图、上色调整等)。
游戏的玩法机制、剧情设计、文案撰写均由开发者独立完成,未使用AI 生成内容。 | XL Studio | 63 | Jun 5, 2026 | |
The Ludus: Ashes Over Pompeii In-game content artaudiotextcode | Generative AI tools are used during development for the creation and refinement of certain visual assets, animations, music, sound effects and voice content.
AI-assisted workflows are also utilized for localization support, historical research, narrative iteration and code review.
All AI-generated material is manually reviewed, edited and integrated into the final game experience by the developer. | Badadam Studios | - | Jun 4, 2026 | |
润之 Unclear | AI-Assisted Production | Yunru | 194 | Jun 4, 2026 | |
明末:甲申年 Live AI text | The feedback on the in-game world state and the dynamic dialogues with NPCs are generated in real time during the game's operation by integrating a large language model (LLM). | Zirbry Studio | - | Jun 4, 2026 | |
放置三国 Store/marketing arttextcode | This game used generative AI as an auxiliary tool during development, mainly for early concept references, draft store assets, text drafts, and code-related development assistance. All final content used in the game and on the store page has been reviewed, edited, integrated, and approved by the development team. The game does not use generative AI services during gameplay and does not generate images, audio, text, code, or other content in real time based on player input. | Nothing But Games | - | Jun 4, 2026 | |
관상소 In-game content artaudio | Some visual assets (character sprites and facial feature illustrations)
and background music in this game were created with the assistance
of AI generation tools. All AI-generated content was reviewed,
selected, and edited by the developer before inclusion in the game.
No AI content is generated live during gameplay. | Hanryang | - | Jun 4, 2026 | |
Hexagon Imperium Dev only code | I have used AI to design some parts of the main menu, data models, design of the multiplayer system and room system and to improve the heuristic armies behavior. | L33t Pro Studio | - | Jun 3, 2026 | |
Descent of Yomi In-game content artaudiotext | This title makes assistive use of generative AI tools in the following areas. All AI-generated outputs are manually reviewed, edited, and curated by the development team before being incorporated as final assets, and we have taken care to ensure that they do not infringe on the rights of third parties. No real-time AI generation occurs during gameplay.[Pre-Rendered Content — AI-Assisted Areas]- Production support for a portion of the in-game visual assets- Production support for a portion of the in-game music (BGM) and sound effects- Translation support for store page localization across supported languages (with human proofreading)[Live Generation]The game does not invoke generative AI in real time at any point during gameplay. | R-each | - | Jun 3, 2026 | |
10000 BC In-game content textcodeart | Generative AI tools were used during development for ideation, development assistance, and promotional exploration. All final gameplay systems, game logic, and in-game content were created and reviewed by the developer. | Tinktinfox | - | Jun 3, 2026 | |
Mandate of Heaven : Dynasty Breakout Idle In-game content arttext | Hero portraits and flavour text were created by AI tools. | genkakusoft | - | Jun 3, 2026 | |
Master of the Ages: Foundations of History In-game content arttextcode | Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers. | Sovereign Era Games | - | Jun 3, 2026 | |
Jesus Christ: A Gospel Visual Novel In-game content art | Some of the game's art assets were created with the assistance of generative AI tools. | Sojourner. Game | - | Jun 3, 2026 | |
弈统三国:三国五子棋 In-game content art | 部分美术资源(角色立绘、场景贴图、UI)使用生成式AI工具预生成。 | 灵性野 | - | Jun 3, 2026 | |
铁血霸业传奇 Store/marketing art | 关于商店页面部分资源使用了AI辅助 | 铁血霸业传奇 | - | Jun 3, 2026 | |
New Science Live AI arttext | New Science uses generative AI as a core part of its discovery system. When a player attempts a combination, an AI model may be used to determine whether the two selected objects can logically produce a new result. Generative AI is also used to create an illustration for newly discovered objects. Known discoveries are stored and reused, so the same established combination does not need to be generated again for every player. This system allows New Science to support open-ended experimentation beyond a small, completely predefined recipe list. Players may therefore encounter newly generated combinations and images that have not previously been seen by the development team. | Agapo Games | - | Jun 3, 2026 | |
謀聖 In-game content artaudiotext | AI tools were used during development only for pre-generated content, including concept/reference artwork, store assets, music/audio drafts, and localization or translation assistance.
The game does not generate AI content at runtime. Players do not interact with any live AI system, and no text, images, audio, or gameplay content is dynamically generated by AI while the game is running.
All AI-assisted content is reviewed, edited, and integrated by the developer before release. | BT Studio | - | Jun 3, 2026 | |
Cultist In-game content text | Proofreading in-game description | Stagman | - | Jun 3, 2026 | |
李商隐:青袍玉珂传 art | 仅在游戏的背景中使用了AI。其他全部内容,包括立绘、表情、CG、文案均未使用AI。 | 苍松工作室 | - | Jun 3, 2026 | |
Annhexation In-game content arttext | Leader portraits have been generated by AI and some text. | James Randall | - | Jun 3, 2026 | |
The Few Store/marketing art | Logo generation | Indub | - | Jun 3, 2026 | |
Age of Magellan: Sail the entire Planet In-game content text | The game contains in-game narrative and dialogue text that was created with the assistance of generative AI and then reviewed by the developer. All artwork and music are human-created. | Boanerges Games | - | Jun 3, 2026 | |
Cascade: Hindcast Live AI text | AI assisted assets and text are developer edited. The core game is playable without AI. Optional advisor commentary can use local Ollama or Anthropic only if the player enables it and provides their own key. | Herni Dedalvs | - | Jun 3, 2026 | |
Modern Wars Dev only codetext | This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai. | man_82 | - | Jun 3, 2026 | |
Roses In Concrete In-game content text | The life events for every historical figure highlighted in the game were generated by giving AI access to their Wikipedia profiles and asking it to summarize the text content. The art and the code are entirely human. | Omey Salvi | - | Jun 3, 2026 | |
Not My Base! In-game content art | Some visual assets in Not My Base! — including selected icons and splash screen artwork — were created or assisted using Generative Artificial Intelligence tools.
All AI-generated content was reviewed, edited, and integrated by the developer to fit the game’s artistic style and gameplay needs. | Hyper Cloud Games | - | Jun 3, 2026 | |
Kung-Fu Space Fighters In-game content art | Generative AI was used only during production for early concept exploration and the creation of some promotional asset drafts. The game does not use generative AI during gameplay. All core in-game assets were manually reviewed, edited, and reworked by human artists. | FunFactor | - | May 23, 2026 | |
SEO or Die In-game content arttext | Some visual assets, store assets, localization drafts, and marketing materials for SEO OR DIE were created or enhanced with the assistance of generative AI tools.
All AI-assisted content was reviewed, edited, and integrated by the developer to match the game's final art direction, narrative tone, and quality standards.
The game does not use real-time AI generation during gameplay. | Zakhoda Oleksandr | - | May 23, 2026 | |
Lizard Slayer In-game content art | The game to contain art assets generated by artificial intelligence | Gamesforfarm | - | May 23, 2026 | |
楚汉争霸之神兵天降(Divine Descent: Chu-Han) Dev only codeart | This product utilizes AI to assist in programming and art creation, thereby improving the speed of game development and enhancing its artistic appeal. | Qingdao Qilin Ark Network Technology Co.,Ltd. | - | May 23, 2026 | |
白书传说 In-game content text | The English translation of this game was completed with AI assistance. | Hairtails | 32 | May 23, 2026 |