We use artificial intelligence solely as a supporting tool. Artificial intelligence was used for grammar corrections in in-game text and the preparation of store visuals.
- Creator
- Kiki Games
- Reviews
- -
- Added
- Sep 22, 2026
Public Steam disclosure research 25,380 disclosures tracked
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We use artificial intelligence solely as a supporting tool. Artificial intelligence was used for grammar corrections in in-game text and the preparation of store visuals.
AI assisted coding is used to create the game. The game contains no AI generated art or assets. The game may contain optional AI generated voiceover.
Some of the artwork in Clash of Crests was produced with generative AI image tools and then cropped, composited, retouched and finished by the developer. This includes unit and character portraits, faction crests, campaign banners and key art, and some environment and prop art. Parts of the in-game lore and flavour text were drafted with AI assistance and then edited by the developer. Nothing is generated by AI while you play: all content ships with the game as fixed, pre-made assets.
Some game assets, such as ship and crew images, were created with the help of generative AI tools and subsequently reviewed and edited by the development team.
Machine translation programs have been used for translations into the various languages, except for Spanish and English.
Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, achievement icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call.
Some assets is generated with the help of generative AI as well as the translations.
Some images and character audio content were produced using AI.
Some Images Some Sounds MUSIK ICON
Some of the icons and UI assets in the game are created with the assistance of AI tools.
All previously used AI-generated or AI-assisted content has now been completely removed from both the full game and the demo. (That was old UI and intro). **No AI-generated images are used in the game.** **The only remaining use of AI in the game is for localization and translations.** As the game generates revenue, I plan to hire professional translators for each supported language and gradually replace all AI-assisted translations with professionally translated versions.
some art and description might be ai generated
Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed.
This game utilizes Artificial Intelligence solely for text translation and localization across different languages. All translated text has been manually reviewed and proofread for quality and coherence. All other aspects of development, including game design, mechanics, and art, are original assets. The audio features a mix of original work and third-party assets used under their respective licenses.
Some of the graphics were inspired from AI references
Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style. Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator. No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game.
Generative AI tools were used during development to help create card artwork, certain 3D assets, sound effects, and music. These assets are included as pre-made content. The game does not generate AI content during gameplay.
Some assets in the game were generated by AI.
Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets. All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people. The game does not generate content using AI during gameplay and does not connect to any external generative AI service.
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 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.
Some visual assets used in the game and its store page were created with generative AI tools and subsequently edited and integrated into the final presentation.
This game uses generative AI for some pre-produced visual assets, including character artwork and backgrounds, and for text generated during gameplay. A language model running locally on your computer generates VTuber dialogue and responses based on player input, character settings, and the current game situation. Generated dialogue can vary between playthroughs.
This game was built with the help of generative AI. All of its code, visuals, and music were created with the help of AI tools during development. Everything you see and hear in the game is pre-made; nothing is generated live while you play.
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.
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 images are AI generated
Some art was created with the help of AI tools
AI-based coding assistants were used to help write this game's source code during development. The game contains no generative AI at runtime: the entire simulated world is created by deterministic, hand-authored procedural generation from a seed, not by AI.
Some visual and audio assets were created with generative AI tools and then reviewed and edited by the developer: the city background scenes, the store trailers (including the animated cinematic and its character), the music tracks and ambient loops, and store/marketing images such as capsules and the icon. All gameplay, game design, code, UI, and text were written by the developer. No AI-generated content is created at runtime.
Some visual assets used in the game and/or its promotional materials were created with the assistance of generative AI tools and were reviewed and edited by the developer before use.
Generative AI was used during development to create officer portraits, illustrations, backgrounds and other graphical assets, translations, and background music. This content was generated in advance; no AI content is generated during gameplay.
Generative AI tools are used during development to assist with feature development, programming, technical implementation, debugging, and testing. AI-generated artwork may also be used temporarily for certain Steam store and library promotional assets, including capsule art, library art, and icons, for the initial demo and store setup. These temporary promotional assets are intended to be replaced with human-created artwork. All AI-assisted work is directed, reviewed, and validated by the developer. The game’s in-game visual assets, UI, audio, music, and voice performances are licensed or human-created and are not AI-generated. No generative AI is used during gameplay.
AI tools assisted with pre-generated content, including text and promotional artwork. No content is AI-generated during gameplay.
Generative AI tools were used during the development of GIGA BRAIN TACTICS to assist with the creation of certain visual and audio assets, as well as during the game development process. All AI-assisted content is reviewed, refined, and integrated by the developers to ensure consistency with the game's visual style and quality standards.
Pre-generated generative AI tools were used during development to create seven player-facing UI illustrations: two unlock-card images and five portraits used in the skill tree and event UI. The images were selected, post-processed where needed, and integrated by the developer. AI-generated visual reference art also assisted the design of the Dicker Typ character presentation and the AUTOMOP 3000 robot; their production 3D models, materials, and animations were not generated by AI. Some Steam store screenshots and trailer footage show this same in-game content. The game does not use generative AI at runtime and produces no live-generated text, images, audio, 3D assets, or other content.
Some of this game's content was created with generative AI and then reworked and adjusted by hand by the developer. This applies in particular to code, the 3D models and textures, and the music and sound effects. Animations, game rules, simulation, balance and the structure of the game come entirely from the developer.
Splash Park Tycoon features artwork developed with generative AI.
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.
Specifically: pre-generated content (narrative/UI text and the audio click effect), not live-generated (nothing in your game runs AI at runtime).
Taskbar Armory features artwork developed with generative AI.
This game's art and some of its text content were created with AI-assisted tools during development and reviewed by the developer before shipping. Nothing is created live during gameplay by GenAI, and the game makes no AI-related network calls.
AI used for graphics, translations, and sounds.
Generative AI was used only to create pre-generated background artwork for the Steam store and library images. The official logo, text, user interface, and gameplay screenshots were created separately. The game does not generate content during gameplay and does not connect to any third-party AI service.
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.
Shadow Rulers: World Order uses generative AI tools during development to help create certain visual assets, including faction icons for the game's Ruling Families, background and UI elements, and some in-game and promotional artwork. All AI-generated content is reviewed and curated by the developer before being included in the game. No content is generated live during gameplay, and the game does not connect to any external AI service during play.
Covers and in game movie posters are made with AI.
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.
Some 3D props, textures and ambient voice audio were pre-generated with AI tools during development and then edited by hand. The game does not generate any content with AI while you play.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Supercar Collection Together In-game content textart | We use artificial intelligence solely as a supporting tool.
Artificial intelligence was used for grammar corrections in in-game text and the preparation of store visuals. | Kiki Games | - | Sep 22, 2026 | |
Regent In-game content codeaudio | AI assisted coding is used to create the game.
The game contains no AI generated art or assets.
The game may contain optional AI generated voiceover. | SourGhost | - | Sep 22, 2026 | |
Clash of Crests In-game content arttext | Some of the artwork in Clash of Crests was produced with generative AI image tools and then cropped, composited, retouched and finished by the developer. This includes unit and character portraits, faction crests, campaign banners and key art, and some environment and prop art. Parts of the in-game lore and flavour text were drafted with AI assistance and then edited by the developer. Nothing is generated by AI while you play: all content ships with the game as fixed, pre-made assets. | The Real Z Studios | - | Sep 22, 2026 | |
KRONITE VOID In-game content art | Some game assets, such as ship and crew images, were created with the help of generative AI tools and subsequently reviewed and edited by the development team. | MurzaGames | - | Sep 22, 2026 | |
Looterkeeper: Tidy up the loot In-game content text | Machine translation programs have been used for translations into the various languages, except for Spanish and English. | Tortita Studio | - | Sep 21, 2026 | |
Bressnath In-game content arttextcodeaudio | Generative AI tools were used throughout development: the game's code and its in-game text, the paintings, achievement icons and interface art, the 3D models, and the music and sound effects. Everything was reviewed, edited and tested, and ships as fixed content. Nothing is generated while you play: the game runs no model and makes no network call. | Morass | - | Sep 21, 2026 | |
MORTISCRIPT: Undead Auto Battler In-game content arttext | Some assets is generated with the help of generative AI as well as the translations. | Paper Falcon Games | - | Sep 21, 2026 | |
Casino Owner In-game content artaudio | Some images and character audio content were produced using AI. | AKD Studios LLC | - | Sep 21, 2026 | |
Diamonds & Destruction Unclear artaudio | Some Images
Some Sounds
MUSIK
ICON | SIENTURE | - | Sep 21, 2026 | |
Unmoored Isle In-game content art | Some of the icons and UI assets in the game are created with the assistance of AI tools. | liuliu | - | Sep 21, 2026 | |
INCREMINER In-game content text | All previously used AI-generated or AI-assisted content has now been completely removed from both the full game and the demo. (That was old UI and intro).
**No AI-generated images are used in the game.**
**The only remaining use of AI in the game is for localization and translations.**
As the game generates revenue, I plan to hire professional translators for each supported language and gradually replace all AI-assisted translations with professionally translated versions. | AlbertFreeman | - | Sep 21, 2026 | |
Shire Kings Store/marketing arttext | some art and description might be ai generated | Julien Nicolas | - | 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 | |
UNDER ROOMS In-game content text | This game utilizes Artificial Intelligence solely for text translation and localization across different languages. All translated text has been manually reviewed and proofread for quality and coherence. All other aspects of development, including game design, mechanics, and art, are original assets. The audio features a mix of original work and third-party assets used under their respective licenses. | Valdez Brothers | - | Sep 20, 2026 | |
PAWSHOT Unclear art | Some of the graphics were inspired from AI references | DenaZ | - | Sep 19, 2026 | |
Guildmaster Simulator In-game content arttext | Guildmaster Simulator is developed independently, and I use generative AI as one of the tools that helps me bring the game to life. As I am not a professional graphic designer or illustrator, AI-assisted tools have helped me create selected visual assets, character artwork, interface elements and promotional imagery that I can then review, refine and adapt to fit the game’s established style.
Generative AI has also assisted with portions of the game’s written content, including some quest, event and narrative text. All AI-assisted content is reviewed, edited and shaped by me before being included in the game to ensure it fits the world, characters, gameplay systems and overall creative direction of Guildmaster Simulator.
No generative AI is used during gameplay. All AI-assisted content is created during development and is fixed within the shipped game. | Lohkforged Studios | - | Sep 19, 2026 | |
Card Grading Simulator In-game content artaudio | Generative AI tools were used during development to help create card artwork, certain 3D assets, sound effects, and music. These assets are included as pre-made content. The game does not generate AI content during gameplay. | Prime Protocol Interactive | - | Sep 19, 2026 | |
Business Tycoon In-game content | Some assets in the game were generated by AI. | Tycoon Games | - | Sep 19, 2026 | |
Print Shop Manager In-game content arttext | Generative AI tools were used during development to assist with the creation of some pre-generated employee portrait images, written interface content, localization, and development assets.
All AI-assisted content was reviewed, selected, edited, and integrated by the developer. The employee portraits represent fictional individuals and are not intended to depict real people.
The game does not generate content using AI during gameplay and does not connect to any external generative AI service. | Whatsayer Studio | - | 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 | |
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 | |
Manager's Decision In-game content art | Some visual assets used in the game and its store page were created with generative AI tools and subsequently edited and integrated into the final presentation. | Murtazadayı | - | Sep 19, 2026 | |
VtuberCompanySimulator Live AI arttext | This game uses generative AI for some pre-produced visual assets, including character artwork and backgrounds, and for text generated during gameplay. A language model running locally on your computer generates VTuber dialogue and responses based on player input, character settings, and the current game situation. Generated dialogue can vary between playthroughs. | Deluxe Gaming | - | Sep 19, 2026 | |
Football Scout Simulator In-game content artaudiocode | This game was built with the help of generative AI. All of its code, visuals, and music were created with the help of AI tools during development. Everything you see and hear in the game is pre-made; nothing is generated live while you play. | JK NOVA | - | Sep 19, 2026 | |
Treeworld: Sky Haven 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. | tree | - | 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 | |
Dairy Empire: Production Simulator Unclear art | Some images are AI generated | ZD Yazilim | - | Sep 19, 2026 | |
My Ramen Stand Unclear art | Some art was created with the help of AI tools | Adurmm | - | Sep 19, 2026 | |
Nullsec: Unauthorized Access Dev only code | AI-based coding assistants were used to help write this game's source code during development. The game contains no generative AI at runtime: the entire simulated world is created by deterministic, hand-authored procedural generation from a seed, not by AI. | Oliver Cho. | - | Sep 18, 2026 | |
Open Late In-game content artaudio | Some visual and audio assets were created with generative AI tools and then reviewed and edited by the developer: the city background scenes, the store trailers (including the animated cinematic and its character), the music tracks and ambient loops, and store/marketing images such as capsules and the icon. All gameplay, game design, code, UI, and text were written by the developer. No AI-generated content is created at runtime. | Legion Forge | - | Sep 18, 2026 | |
Shopping Center Simulator In-game content art | Some visual assets used in the game and/or its promotional materials were created with the assistance of generative AI tools and were reviewed and edited by the developer before use. | Quikgames | - | Sep 18, 2026 | |
대국삼국지 In-game content arttextaudio | Generative AI was used during development to create officer portraits, illustrations, backgrounds and other graphical assets, translations, and background music. This content was generated in advance; no AI content is generated during gameplay. | TEVROK | - | Sep 18, 2026 | |
Community Kitchen Simulator (DayShift) Store/marketing artcode | Generative AI tools are used during development to assist with feature development, programming, technical implementation, debugging, and testing. AI-generated artwork may also be used temporarily for certain Steam store and library promotional assets, including capsule art, library art, and icons, for the initial demo and store setup. These temporary promotional assets are intended to be replaced with human-created artwork. All AI-assisted work is directed, reviewed, and validated by the developer. The game’s in-game visual assets, UI, audio, music, and voice performances are licensed or human-created and are not AI-generated. No generative AI is used during gameplay. | Alexandru Bogdan Andrei | - | Sep 18, 2026 | |
MUSE Agency Store/marketing textart | AI tools assisted with pre-generated content, including text and promotional artwork. No content is AI-generated during gameplay. | BOSSMADE Games | - | Sep 18, 2026 | |
GiGA BRAIN TACTICS In-game content artaudio | Generative AI tools were used during the development of GIGA BRAIN TACTICS to assist with the creation of certain visual and audio assets, as well as during the game development process.
All AI-assisted content is reviewed, refined, and integrated by the developers to ensure consistency with the game's visual style and quality standards. | One Solution Games | - | Sep 18, 2026 | |
Gym Mop Tycoon In-game content art | Pre-generated generative AI tools were used during development to create seven player-facing UI illustrations: two unlock-card images and five portraits used in the skill tree and event UI. The images were selected, post-processed where needed, and integrated by the developer. AI-generated visual reference art also assisted the design of the Dicker Typ character presentation and the AUTOMOP 3000 robot; their production 3D models, materials, and animations were not generated by AI. Some Steam store screenshots and trailer footage show this same in-game content. The game does not use generative AI at runtime and produces no live-generated text, images, audio, 3D assets, or other content. | JuTiMa Games | - | Sep 18, 2026 | |
The Wuslers In-game content artaudiocode | Some of this game's content was created with generative AI and then reworked and adjusted by hand by the developer. This applies in particular to code, the 3D models and textures, and the music and sound effects. Animations, game rules, simulation, balance and the structure of the game come entirely from the developer. | Quolz-Systems | - | Sep 18, 2026 | |
Splash Park Tycoon In-game content art | Splash Park Tycoon features artwork developed with generative AI. | Recoil Mojo | - | 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 | |
Planet Escape Idle In-game content textaudio | Specifically: pre-generated content (narrative/UI text and the audio click effect), not live-generated (nothing in your game runs AI at runtime). | SenseiBeaconMedia | - | Sep 18, 2026 | |
Taskbar Armory In-game content art | Taskbar Armory features artwork developed with generative AI. | Recoil Mojo | - | Sep 18, 2026 | |
Corner Cafe Capitalist In-game content arttext | This game's art and some of its text content were created with AI-assisted tools during development and reviewed by the developer before shipping. Nothing is created live during gameplay by GenAI, and the game makes no AI-related network calls. | AstroDev | - | Sep 18, 2026 | |
Fox Clicker In-game content arttextaudio | AI used for graphics, translations, and sounds. | Kemonocept | - | Sep 18, 2026 | |
Silicon Empire: Chip Tycoon Store/marketing art | Generative AI was used only to create pre-generated background artwork for the Steam store and library images. The official logo, text, user interface, and gameplay screenshots were created separately. The game does not generate content during gameplay and does not connect to any third-party AI service. | Ringare | - | 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 | |
Shadow Rulers: World Order In-game content art | Shadow Rulers: World Order uses generative AI tools during development to help create certain visual assets, including faction icons for the game's Ruling Families, background and UI elements, and some in-game and promotional artwork. All AI-generated content is reviewed and curated by the developer before being included in the game. No content is generated live during gameplay, and the game does not connect to any external AI service during play. | MWZ Studio | - | Sep 18, 2026 | |
TV Station Tycoon In-game content art | Covers and in game movie posters are made with AI. | Tycoon Managers | - | 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 | |
Hasta Agotar Existencias In-game content artaudio | Some 3D props, textures and ambient voice audio were pre-generated with AI tools during development and then edited by hand. The game does not generate any content with AI while you play. | Black and Bald Cats Studios | - | Sep 18, 2026 |