Some 3D models and pictures in the game were created with generative AI tools. Store promotional images were generated with AI and then manually edited.
- Creator
- YogurtGames
- Reviews
- -
- Added
- Sep 4, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some 3D models and pictures in the game were created with generative AI tools. Store promotional images were generated with AI and then manually edited.
Some of this game's assets (e.g., sprites, artwork, and music) were made with the assistance of generative AI tools and were reviewed, curated, and hand-finished by the developer. No content is generated while you play.
Generative AI is used to draft the written text on this store page and in our announcement and update posts. A human reads, edits and approves every line before it is published. AI coding assistants are also used while building the game. The game itself does not generate any content with AI while you play, and it does not connect to any AI service.
Some of the 3D props in this game — the ritual items players carry and place, and a few pieces of set dressing — were created with an AI-assisted 3D generation tool from text prompts. Every generated model was reviewed, cleaned up and integrated by hand before it shipped. Nothing is generated by AI while you play.
AI-assisted development tools were used during production to help write game code, in-game text, and the English localization. All AI-assisted content was reviewed and tested by the developer.
A large chunk of the netcode was ai assisted as well as many in game features
This game was developed with the assistance of generative AI tools. AI was used during development to help write and refactor portions of the game's code, and to assist with design iteration. Some in-game assets (such as placeholder art, sound effects, or text) may have been created or refined with AI assistance. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate any content using AI at runtime, and no live AI features are present in the released product.
AI was not used to make mechanics or maps AI was used to create placeholder images that will be removed before the full release of the game.
Generative AI was used during the development of this game. AI-assisted tools were used to create or assist with visual assets, UI elements, backgrounds, in-game text, localization, and portions of the game's code and development process. Music used in the game was not generated by AI. All AI-assisted content was created during development. The game does not use generative AI to create content in real time during gameplay.
NBA 2K27 optionally utilizes NVIDIA DLSS 5's 3D Guided Neural Rendering to enhance the appearance of the game in real-time.
AI is used only for text translation/localization (in-game and store page), with every line reviewed and edited by the developer. No AI-generated graphics, music, audio, or live content generation are used in the game.
During the development process, we may use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Game Title itself is generated by AI and will be changed before demo release.
The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards.
Generative AI was used during development to assist with visual concept exploration and the creation of certain pre-generated art assets. No generative AI content is generated during gameplay.
Generative AI tools were used during development to assist with artwork refinement and programming. All character designs were originally hand-drawn by the developer, with AI used only for selected improvements and post-processing. AI was also used as a coding assistant. No AI-generated content is created live during gameplay.
AI tools were used for the sound effects used in the game.
SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release. This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play.
AI was used to assist in coding, as this is my first multiplayer game.
Generative AI tools were utilized during the development process to assist with coding, localization (translations), and early concept drafts for visual assets. All final in-game assets, codebase, and gameplay mechanics were curated, refined, and implemented directly by the developer.
We’d like to be transparent about the localization of THE WRONG WAY ROUND. Some of the game’s translations have been created with the assistance of AI and then reviewed and adjusted by us. This allows us to make the game available to more players and support more languages than we could otherwise manage. We’re continuously improving the translations and really appreciate any feedback from native speakers.
Some pre-generated visual assets were created with the assistance of generative AI during development. No generative AI is used during gameplay.
Use AI to provide certain assistance.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
AI was used only to create visual assets for the Steam Store page.
Some 3D models and sounds were made with AI tools.
Artificial intelligence has been used solely to generate certain 2D icons used in the game's menus, such as icons for weapon upgrades, artifacts, and similar elements. AI has not been used under any circumstances to generate 3D models, user interfaces, in-game menus, weapons, enemies, environments, animations, VFX, or any other playable content or assets. The use of AI is strictly limited to specific 2D icons of a visual and informational nature within the interface.
As a solo dev, I created or commissioned/licensed the game assets. No 3D assets were AI-generated. AI was used only for some 2D artwork and audio.
Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime.
Generative AI tools were used during development for ideation and drafting/editing some marketing or descriptive text. All final content is reviewed and edited by the development team. The game does not use live-generated AI content during gameplay.
Generative AI tools were used during development to assist with prototyping and writing portions of the game's code and Blueprint logic. AI-generated images were also used as source material for some Niagara visual effects. All AI-assisted content was reviewed, modified, and integrated by the development team.
Generative AI was used to assist in creating marketing capsule art and background concepts.
Generative AI is used for some assets and localization.
Some of the art assets in this work are created using Image2.5, including but not limited to partial store page images, in-game scene graphics, loading screens, and select item icons.
Generative AI was used to create certain promotional artwork for the Steam store page, including capsule images and the community icon. These assets were reviewed and edited by the developer. The game itself does not contain AI-generated artwork, audio, narrative, localization, or live-generated AI content.
This is a temporary placeholder poster. They will be removed before release and replaced with hand-drawn illustrations. Currently, I'm the only programmer working on the game. Closer to release, I'll be hiring an artist to collaborate on the game.
Generative artificial intelligence (AI) was used to create some audio and visual assets, portions of the game code, Steam store page copy, and localized content. No AI-generated content is created in real time during gameplay.
The background artwork in Hand Stretched — the shopfront, the kitchen and bar scenery, and the shop sign — was generated using Adobe Firefly, then edited and assembled by hand. Everything you actually interact with is drawn by the game itself: the pizzas, the dough, the drinks and the icons are rendered in code as you play, not painted images. The music is not AI-generated. It is four tracks licensed from human artists on Pixabay, credited by name in the game's settings. The game's code was written with AI assistance. Nothing is generated while you play, and the game connects to no AI service.
Generative AI tools were used in creating and refining promotional artwork and marketing assets for this game's Steam store page. The game does not use live-generated AI during gameplay.
AI is used in the first section of gameplay trailer, the scenes with Ethan.
This game uses generative AI tools in parts of its development process. Code: Some of the game's code was written with AI assistance. All generated code has been reviewed, tested, and integrated by the developer. Audio: Some sound effects and voice lines may be generated or processed using AI tools. Visual assets: The game primarily uses licensed asset packs and hand-authored materials. Where AI tools were used, it was for texture variation and iteration on existing licensed assets. No AI-generated content is created live during gameplay. All content is fixed and reviewed before release.
Generative AI tools have been used in a limited capacity to assist with pre-generated promotional content. All AI-assisted material is reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
AI tools were used during development to assist with coding, 3D modeling, and sound effect creation. All AI-generated content was reviewed and edited by the developer.
AI powers real-time dialogue and responses from fictional in-game characters, allowing them to react dynamically to player conversations and actions.
AI tools were used to assist in the creation of some 2D visual assets and music used in the game. AI-assisted assets were created under developer direction, reviewed and edited by the developers before inclusion.
Coppersmog is a game created independently by me, a father, a husband and a video game hobbyist. I'm proud to say that I designed the game, directed it, and decided what made it fun to play. I also built it with the help of generative AI. I wanted to tell you this fact plainly so that my honesty could help bridge your concerns and inform your choice to play this game. Here is what the AI contribution actually means in this game and with me specifically. Every decision in this game is mine. The world, the rules, how a room feels, what a blorb is, and what's allowed to happen to one, I set it all. To be honest, I throw away most of what AI generates because it just doesn't "get it" most of the time. AI has no taste. It cannot tell when something is right, funny, or profound. It can make an enormous number of things, but it cannot decide which of them belongs in Coppersmog. That judgement is the heart of the job. That judgement is my most important aspect of what I do. AI gives me is attempts, drafts and options. It writes code segments, runs thousands of fight simulations, and fixes my grammar and then I cut, change, reject, and try again. AI is wrong constantly. Sometimes it builds a second version of something the game already has. Sometimes it forgets a decision we made weeks ago. Sometimes it writes code that looks perfect and never runs. There's a lot of invisible work to keep those pieces pointed in the same direction. Orchestrating it all falls to me. I know that AI integration is not acceptable to everyone and so I wanted to be honest about how I'm using it to give you a chance to make an informed decision. If you read all of this and decide that Coppersmog is not for you, that's a completely fair choice. I want you to make choices that are best for you, using the facts in front of you. One thing that brings me comfort as I wrestle with where I want AI to be in my life is that this is a hobby project that made me smile quite a bit. I'm proud of my little world. Thank you.
An AI-assisted tool was used to create a preliminary translation pass that was reviewed and revised by human localization professionals. AI was not and will not be used to generate in-game art, audio, narrative, or gameplay elements.
Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services.
AI was used to create some of the textures and translations.
We use AI tools to assist development. Some 3D models are generated with the assistance of AI tools (Meshy) from our own concept designs, and are then reviewed, adjusted, and integrated into the game by the team. Some store page text was drafted with AI assistance and then edited by the developers. No generative AI runs at runtime. Players never receive AI-generated content while playing.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hold the Dawn In-game content art | Some 3D models and pictures in the game were created with generative AI tools. Store promotional images were generated with AI and then manually edited. | YogurtGames | - | Sep 4, 2026 | |
Blade Dodger In-game content artaudio | Some of this game's assets (e.g., sprites, artwork, and music) were made with the assistance of generative AI tools and were reviewed, curated, and hand-finished by the developer. No content is generated while you play. | Sota Games LLC | - | Sep 4, 2026 | |
Heads Up, Chefs! Store/marketing textcode | Generative AI is used to draft the written text on this store page and in our announcement and update posts. A human reads, edits and approves every line before it is published. AI coding assistants are also used while building the game. The game itself does not generate any content with AI while you play, and it does not connect to any AI service. | Rühat Bilal Bilici | - | Sep 4, 2026 | |
Ritual Disorder In-game content art | Some of the 3D props in this game — the ritual items players carry and place, and a few pieces of set dressing — were created with an AI-assisted 3D generation tool from text prompts. Every generated model was reviewed, cleaned up and integrated by hand before it shipped. Nothing is generated by AI while you play. | E-Byte Games | - | Sep 4, 2026 | |
PALM CITY In-game content text | AI-assisted development tools were used during production to help write game code, in-game text, and the English localization. All AI-assisted content was reviewed and tested by the developer. | ELVORIS | - | Sep 4, 2026 | |
Anispo In-game content code | A large chunk of the netcode was ai assisted as well as many in game features | Devin Nickell | - | Sep 4, 2026 | |
Train Party In-game content artaudiotextcode | This game was developed with the assistance of generative AI tools. AI was used during development to help write and refactor portions of the game's code, and to assist with design iteration. Some in-game assets (such as placeholder art, sound effects, or text) may have been created or refined with AI assistance. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate any content using AI at runtime, and no live AI features are present in the released product. | PTLH | - | Sep 4, 2026 | |
Bow Warfare Dev only art | AI was not used to make mechanics or maps AI was used to create placeholder images that will be removed before the full release of the game. | Iron Tank Studios | - | Sep 4, 2026 | |
Your Liar In-game content arttextcode | Generative AI was used during the development of this game. AI-assisted tools were used to create or assist with visual assets, UI elements, backgrounds, in-game text, localization, and portions of the game's code and development process. Music used in the game was not generated by AI.
All AI-assisted content was created during development. The game does not use generative AI to create content in real time during gameplay. | MAgaming | - | Sep 4, 2026 | |
NBA 2K27 Live AI art | NBA 2K27 optionally utilizes NVIDIA DLSS 5's 3D Guided Neural Rendering to enhance the appearance of the game in real-time. | Visual Concepts | 745 | Sep 4, 2026 | |
Harvest Scream In-game content text | AI is used only for text translation/localization (in-game and store page), with every line reviewed and edited by the developer.
No AI-generated graphics, music, audio, or live content generation are used in the game. | Green Vector Games | - | Sep 3, 2026 | |
Gravebound Unclear | During the development process, we may use procedural and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Crater Studios | - | Sep 3, 2026 | |
Take That Shot Dev only text | Game Title itself is generated by AI and will be changed before demo release. | Triarch Interactive | - | Sep 3, 2026 | |
INKBORN In-game content artaudio | The store artwork (capsules and key art) was generated with an image model and then composed, cropped and combined with our own logo by hand. The game's ambient background music tracks were generated with an AI music tool and edited afterwards. | OverLKD Studio | - | Sep 3, 2026 | |
Wish Impossible In-game content art | Generative AI was used during development to assist with visual concept exploration and the creation of certain pre-generated art assets. No generative AI content is generated during gameplay. | EDEL Studio | - | Sep 3, 2026 | |
Shroom & Blade In-game content artcode | Generative AI tools were used during development to assist with artwork refinement and programming. All character designs were originally hand-drawn by the developer, with AI used only for selected improvements and post-processing. AI was also used as a coding assistant. No AI-generated content is created live during gameplay. | Works On My Machine Studios | - | Sep 3, 2026 | |
Uga Buga! In-game content audio | AI tools were used for the sound effects used in the game. | Artaryn Studios | - | Sep 3, 2026 | |
SpaceBuddies In-game content artaudio | SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release.
This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play. | The Weekend Company | - | Sep 3, 2026 | |
Don't Forget the Train Dev only code | AI was used to assist in coding, as this is my first multiplayer game. | Glitch Omen | - | Sep 3, 2026 | |
Çay Ocağı Simulator In-game content codetextart | Generative AI tools were utilized during the development process to assist with coding, localization (translations), and early concept drafts for visual assets. All final in-game assets, codebase, and gameplay mechanics were curated, refined, and implemented directly by the developer. | Seloftware | - | Sep 3, 2026 | |
The Wrong Way Round In-game content text | We’d like to be transparent about the localization of THE WRONG WAY ROUND.
Some of the game’s translations have been created with the assistance of AI and then reviewed and adjusted by us. This allows us to make the game available to more players and support more languages than we could otherwise manage.
We’re continuously improving the translations and really appreciate any feedback from native speakers. | a2020 Studio | - | Sep 3, 2026 | |
Industeria In-game content art | Some pre-generated visual assets were created with the assistance of generative AI during development. No generative AI is used during gameplay. | Arcane Labs | - | Sep 3, 2026 | |
龍Game Unclear | Use AI to provide certain assistance. | 龍Game | - | Sep 3, 2026 | |
CCR - Cosmic Card Realm In-game content artaudiotextcode | The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development. | Nan | - | Sep 3, 2026 | |
YunDos 6p Store/marketing art | AI was used only to create visual assets for the Steam Store page. | Yesa Studio | - | Sep 3, 2026 | |
Honest Work In-game content artaudio | Some 3D models and sounds were made with AI tools. | Coldframe Studios | - | Sep 3, 2026 | |
Kharvalen In-game content art | Artificial intelligence has been used solely to generate certain 2D icons used in the game's menus, such as icons for weapon upgrades, artifacts, and similar elements.
AI has not been used under any circumstances to generate 3D models, user interfaces, in-game menus, weapons, enemies, environments, animations, VFX, or any other playable content or assets.
The use of AI is strictly limited to specific 2D icons of a visual and informational nature within the interface. | Lisarde | - | Sep 3, 2026 | |
Tiny Time Travelers In-game content artaudio | As a solo dev, I created or commissioned/licensed the game assets. No 3D assets were AI-generated. AI was used only for some 2D artwork and audio. | Rocket Munky | - | Sep 3, 2026 | |
Mad Friday In-game content audio | Mad Friday is made by one person. The art, animation, design and code are all mine, made by hand. A few background music tracks are licensed royalty-free assets produced with a generative music model. All audio is pre-generated and shipped with the build; nothing is generated at runtime. | uglyhydraduck | - | Sep 2, 2026 | |
They Are Lost Store/marketing text | Generative AI tools were used during development for ideation and drafting/editing some marketing or descriptive text. All final content is reviewed and edited by the development team. The game does not use live-generated AI content during gameplay. | Cine-mo | - | Sep 2, 2026 | |
Project N In-game content artcode | Generative AI tools were used during development to assist with prototyping and writing portions of the game's code and Blueprint logic. AI-generated images were also used as source material for some Niagara visual effects. All AI-assisted content was reviewed, modified, and integrated by the development team. | Meeiron Studio | - | Sep 2, 2026 | |
Chalk Door Store/marketing art | Generative AI was used to assist in creating marketing capsule art and background concepts. | ChalkdoorDEV | - | Sep 1, 2026 | |
Weed In-game content arttext | Generative AI is used for some assets and localization. | C-Chiken | - | Sep 1, 2026 | |
我带过的最差一届 In-game content art | Some of the art assets in this work are created using Image2.5, including but not limited to partial store page images, in-game scene graphics, loading screens, and select item icons. | 顽核社 FuncoreClub | - | Sep 1, 2026 | |
Aer Isles In-game content art | Generative AI was used to create certain promotional artwork for the Steam store page, including capsule images and the community icon. These assets were reviewed and edited by the developer. The game itself does not contain AI-generated artwork, audio, narrative, localization, or live-generated AI content. | Jonathan Dev | - | Sep 1, 2026 | |
Tankful: Aquarium Shop Simulator general | This is a temporary placeholder poster. They will be removed before release and replaced with hand-drawn illustrations. Currently, I'm the only programmer working on the game. Closer to release, I'll be hiring an artist to collaborate on the game. | Andrei Kopylkov | - | Sep 1, 2026 | |
Boss Toss In-game content artaudiotextcode | Generative artificial intelligence (AI) was used to create some audio and visual assets, portions of the game code, Steam store page copy, and localized content. No AI-generated content is created in real time during gameplay. | Storm of madness | - | Sep 1, 2026 | |
Hand Stretched In-game content artcode | The background artwork in Hand Stretched — the shopfront, the kitchen and bar scenery, and the shop sign — was generated using Adobe Firefly, then edited and assembled by hand.
Everything you actually interact with is drawn by the game itself: the pizzas, the dough, the drinks and the icons are rendered in code as you play, not painted images.
The music is not AI-generated. It is four tracks licensed from human artists on Pixabay, credited by name in the game's settings.
The game's code was written with AI assistance. Nothing is generated while you play, and the game connects to no AI service. | Scarratt Family Games | - | Sep 1, 2026 | |
ChameleonCraft MMO: Hide Your Piñatas! Store/marketing art | Generative AI tools were used in creating and refining promotional artwork and marketing assets for this game's Steam store page. The game does not use live-generated AI during gameplay. | LockStep Games | - | Sep 1, 2026 | |
MoonLite Store/marketing art | AI is used in the first section of gameplay trailer, the scenes with Ethan. | Lector Interactive | - | Sep 1, 2026 | |
Who Is Wrong In-game content artaudiocode | This game uses generative AI tools in parts of its development process.
Code: Some of the game's code was written with AI assistance. All generated code has been reviewed, tested, and integrated by the developer.
Audio: Some sound effects and voice lines may be generated or processed using AI tools.
Visual assets: The game primarily uses licensed asset packs and hand-authored materials. Where AI tools were used, it was for texture variation and iteration on existing licensed assets.
No AI-generated content is created live during gameplay. All content is fixed and reviewed before release. | Enginar Games | - | Sep 1, 2026 | |
Lesion In-game content arttext | Generative AI tools have been used in a limited capacity to assist with pre-generated promotional content. All AI-assisted material is reviewed and curated by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services. | SocksandGoats Studios | - | Sep 1, 2026 | |
CHUM Fishing In-game content artaudiocode | AI tools were used during development to assist with coding, 3D modeling, and sound effect creation. All AI-generated content was reviewed and edited by the developer. | Village Games | - | Sep 1, 2026 | |
Scam With Your Friends Live AI text | AI powers real-time dialogue and responses from fictional in-game characters, allowing them to react dynamically to player conversations and actions. | JakeHub | - | Sep 1, 2026 | |
Squarelings In-game content artaudio | AI tools were used to assist in the creation of some 2D visual assets and music used in the game. AI-assisted assets were created under developer direction, reviewed and edited by the developers before inclusion. | BlueWell Games | - | Sep 1, 2026 | |
Coppersmog Dev only codetext | Coppersmog is a game created independently by me, a father, a husband and a video game hobbyist.
I'm proud to say that I designed the game, directed it, and decided what made it fun to play.
I also built it with the help of generative AI.
I wanted to tell you this fact plainly so that my honesty could help bridge your concerns and inform your choice to play this game.
Here is what the AI contribution actually means in this game and with me specifically.
Every decision in this game is mine. The world, the rules, how a room feels, what a blorb is, and what's allowed to happen to one, I set it all.
To be honest, I throw away most of what AI generates because it just doesn't "get it" most of the time.
AI has no taste. It cannot tell when something is right, funny, or profound. It can make an enormous number of things, but it cannot decide which of them belongs in Coppersmog. That judgement is the heart of the job. That judgement is my most important aspect of what I do.
AI gives me is attempts, drafts and options.
It writes code segments, runs thousands of fight simulations, and fixes my grammar and then I cut, change, reject, and try again.
AI is wrong constantly.
Sometimes it builds a second version of something the game already has. Sometimes it forgets a decision we made weeks ago. Sometimes it writes code that looks perfect and never runs. There's a lot of invisible work to keep those pieces pointed in the same direction. Orchestrating it all falls to me.
I know that AI integration is not acceptable to everyone and so I wanted to be honest about how I'm using it to give you a chance to make an informed decision.
If you read all of this and decide that Coppersmog is not for you, that's a completely fair choice. I want you to make choices that are best for you, using the facts in front of you.
One thing that brings me comfort as I wrestle with where I want AI to be in my life is that this is a hobby project that made me smile quite a bit. I'm proud of my little world. Thank you. | Jamie McBurney | - | Sep 1, 2026 | |
Crimson Moon In-game content text | An AI-assisted tool was used to create a preliminary translation pass that was reviewed and revised by human localization professionals.
AI was not and will not be used to generate in-game art, audio, narrative, or gameplay elements. | ProbablyMonsters | - | Sep 1, 2026 | |
Voxel Wild In-game content arttext | Generative AI was used as a development aid for some pre-generated marketing artwork, concept artwork, localization drafts, and selected visual assets. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content during gameplay or connect to external AI services. | Tero Games | - | Aug 31, 2026 | |
Loong And Fox In-game content arttext | AI was used to create some of the textures and translations. | Nocoo Fox | - | Aug 31, 2026 | |
Tabletop TD In-game content arttext | We use AI tools to assist development. Some 3D models are generated with the assistance of AI tools (Meshy) from our own concept designs, and are then reviewed, adjusted, and integrated into the game by the team. Some store page text was drafted with AI assistance and then edited by the developers.
No generative AI runs at runtime. Players never receive AI-generated content while playing. | hummmmmmm | - | Aug 31, 2026 |