The NPC's were made with the help of AI. Alongside Translation assistance for multiple languages.
- Creator
- 4Ƶ4
- Reviews
- -
- Added
- Jul 7, 2026
Public Steam disclosure research 25,706 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.
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Interactive or runtime AI features disclosed by the developer.
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The NPC's were made with the help of AI. Alongside Translation assistance for multiple languages.
The creative direction and design of this game are the work of the developer. All code, copywriting, artwork, background images, and non-Chinese translations were AI-assisted.
AI tools were used as supportive tools during the development process, including assistance with code, visual assets, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game.
Some visual and promotional elements of the game have been created with the use of ai.
Generative AI tools were used to help create some game assets and store images
This game uses generative artificial intelligence to create dynamic content during gameplay. AI systems may generate political advice, news articles, speeches, social media posts, events, narrative responses, and other text-based content based on player actions and the current game state. AI-generated content is intended to enhance replayability and create unique gameplay experiences. Some store, library, and character artwork was created with the assistance of generative AI image tools.
Some artwork and store page assets were created with the assistance of generative AI and were reviewed and edited by the developer before use. Gameplay and programming were created by the developer.
"Generative AI tools were utilized during the pre-production and development phases to assist in creating certain 2D visual assets and concept art. These assets were pre-generated, reviewed, and integrated into the game files prior to launch. No AI content is generated dynamically or in real-time by the game software itself. All final assets have been checked to ensure they adhere to proper copyright regulations."
Some images have been generated with AI after the initial launch.
This game uses AI-generated images, created with Stable Diffusion and similar tools, for card artwork, character portraits, backgrounds, and animated card videos. All AI-generated assets were reviewed and edited by the developer. No AI generates content during gameplay.
We used Ai to generate sketches of game backgrounds and promo materials
This game used generative AI tools during development to assist with: (1) some artwork such as the title illustration, (2) in-game text including newspaper headlines and stock descriptions, and (3) Korean/English localization. All AI-assisted output was reviewed and edited by the developer. The game does not generate any AI content at runtime (all pre-generated).
Code Text Image BGM StoreAsset
Images in the game are AI-generated.
This product only uses generative AI for background scenery. These asset's visibility can simply be hidden via main menu toggle
AI was used for partial asset generation and game development.
Some of the game's art assets were created with the assistance of generative AI tools.
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.
AI-assisted tools were used during visual exploration and iteration for some marketing materials, select visual drafts and music. Final design, creative direction, editing, asset selection, and implementation were handled by the developer.
This game includes pre-generated content created with the assistance of generative AI during development. Generative AI was used to help create some in-game image assets and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game.
This game utilized generative AI technology during development. Scene background artwork and food dish images were created with the assistance of AI image generation tools. Portions of the game code were written with the help of AI coding assistants. All AI-generated content has been manually curated, adjusted, and refined to ensure a consistent visual style and gameplay experience.
Some visual assets, including characters, environments, objects, and backgrounds, were produced with the help of generative AI tools during development, then curated, edited, cleaned up, and integrated manually under human art direction to achieve a consistent visual style.
The artwork, background music, in-game text and story, localizations into all supported languages, and store-page text in this game were created using generative AI tools, then curated, edited, and assembled by the developer. The game contains no live AI generation — all content is fixed and produced ahead of release.
Some of the 2D assets and Page Logo and Banners
This game uses generative AI during development to assist in creating and refining certain content, including artwork, text, dialogue, and other game assets. All AI-generated content has been reviewed, edited, and approved by the development team before being included in the game. The game does not generate AI content during gameplay.
The game calls the aforementioned third-party large language model API over the network at runtime. When the player makes a decision, issues an imperial edict, or interacts with ministers in the game, the game assembles the current situation and character settings into a request and sends it to the AI service; the text returned by the service (minister dialogue, memorials to the throne, plot deduction) is presented in the game interface in real time. This process is transparent to the player and requires no player-side configuration, but an internet connection is required throughout.
Generative AI was used during the development of this game to assist with creating certain visual assets, interface concepts, and localized text. All AI-generated content was reviewed, edited, and approved by the developer before being included in the final product. No gameplay content, player interactions, or user-generated content are created by AI during gameplay.
We used AI to help creating Assets like Images, Music.
In addition to simple materials, textures, and music, artificial intelligence was used entirely for both in-game and store page translations.
Oreworks contains AI-generated content. Like in-game visual assets and programming assistance during developement. All AI-generated content was manually reviewed, curated and intetegrated by the developer.
I use AI to localize game into other languages then English and Czech.
Some of this game's Steam store and marketing art was created using AI image-generation tools. Specifically, the store capsule images (header, main, small, and vertical capsules), the library artwork (library capsule and hero image), and the logo background were AI-generated. AI was used only for this promotional store art. All in-game content — pixel-art sprites, backgrounds, UI, animations, and effects — is made from licensed, human-authored pixel-art assets and contains no AI-generated content. The game's audio and gameplay contain no AI-generated content.
The visual art in Cat 3. The cat sprites, enemies, icons, relic, UI art, and the store/marketing images were created with the help of generative AI tools. I'm a solo developer and a programmer at heart: I can't draw, so I set up a local pixel-art generation pipeline to make the game's artwork. No AI-generated content is produced during gameplay.
This game was made with the help of AI. The music was generated using Suno, and AI tools assisted with other content and store materials, all reviewed and curated by the developer.
AI was used to improve the quality of the code with bug fixes, as well as generate some generic artwork.
Pre-generated content (created during development, not at runtime): - In-game parody movie cover art: generated with AI tools and manually reviewed by the team to ensure all covers are original parodies and do not reproduce trademarked logos, brands, or copyrighted characters. - In-game parody movie titles and descriptions: drafted with AI assistance and manually edited by the team. - In-game UI and text translations into the 8 supported languages: produced with AI assistance and reviewed by the team. No live generative AI is used at runtime. All AI-assisted content is baked into the game build. Core game assets (code, gameplay design, UI art, character and shop sprites, music and sound effects) were NOT generated with AI.
LLMs were used during development as coding assistants and to help write the game's text and translations. No AI-generated images, audio, or video ship as assets, and no AI model runs during play.
Feierabend Poker is developed by a solo creator with the help of AI tools. The story and character dialogue are written with AI assistance and then reviewed and edited by the developer. The game's visuals are 2D vector graphics drawn directly in code rather than produced by image generators, and all sound is created procedurally in code. No AI generates content live while you play.
部分场景使用AI
MegaDope 2D uses generative AI assisted tools during development to help create and refine visual assets, character and environment concepts, UI elements, music, sound effects, and promotional/trailer materials. All AI assisted assets are curated, edited, and implemented by the developer as part of the final game. The game does not currently generate new AI content live during gameplay.
Action & Automation is not only how the game plays, it is how the game was made. As the game’s sole human developer, game director, and system architect, I designed the core gameplay systems, software architecture, worldbuilding, narrative framework, story design, and gameplay balance. That is the Action. For the Automation, I deliberately pushed generative AI throughout the production pipeline, with quality and player experience as the only limits. Following my direction and specifications, AI produced much of the code, artwork, animation, VFX, and UI, and was used for text polishing and localization. No generative AI model or external AI service runs during gameplay. The game requires no AI account, API key, subscription, or token credits. Any apparent AI thinking or reasoning is scripted or driven by conventional game AI systems. Human-designed. AI-produced. That is Action & Automation.
Netshell uses AI to power its characters. The NPCs you meet on the in-game forums and IRC read what is happening in your playthrough and respond in character, so their messages and forum posts are generated rather than pre-scripted, and each player's world unfolds differently. All of this runs locally and offline: the AI models ship with the game and run on your machine. Netshell never connects to a third-party AI service such as ChatGPT or Claude. You can turn the AI off entirely, in which case the NPCs stop chatting and the game continues with its authored story. Some Steam store and trailer assets were created with AI assistance and then edited/curated by the development team. During gameplay, Netshell only uses AI to generate in-character NPC text.
I have updated the AI Content Survey to better reflect the content used in the game. Some background images were created with the assistance of generative AI. A small number of player card artworks were also created using generative AI, but the majority of the cards were created without AI-generated artwork. Additionally, some promotional/store images contain AI-generated elements, while many others do not. The AI-generated content is limited to certain visual assets and does not affect gameplay or game logic.
Penko Vox: Japanese uses local generative AI to power its immersive language learning experience. An integrated Large Language Model (LLM) acts as a native Japanese tutor, generating real-time dialogue based on user input, while a Neural Text-to-Speech (TTS) engine synthesizes high-fidelity Japanese audio for listening practice.
We use generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
This game was developed with the assistance of generative AI. Generative AI was used to help create portions of the game's source code and some game assets (including certain artwork and prototype assets). All AI-generated content has been reviewed, modified, or integrated by the developer before being included in the game.
A small number of texture assets use generative AI as a starting point and were manually edited for use in-game. Most visual assets are original, licensed, purchased, or used with creator permission.
Starwhisker is a solo indie project. During early development, some placeholder assets and development materials were created with the assistance of AI tools to help prototype ideas quickly and focus resources on gameplay development. As development continues, these assets are being progressively refined, replaced, or supplemented with original work created specifically for the game. The goal is to ensure Starwhisker develops its own distinct artistic identity while remaining transparent about the tools used during its creation.
During the development of Crossfall, generative AI is used as an auxiliary tool for creating game content. The following materials have been created or prepared with its help: Images. Some of the game’s visual content has been created using generative AI, including character images, as well as some sprites and icons. Other parts of the artwork were made manually. Text. AI helps me prepare some of the text content, including drafts of item names and descriptions, text for certain in-game events, as well as translation and localization of texts into other languages. Music. The game’s musical soundtrack was created using generative AI. All content generated with the help of AI is reviewed, selected, and, if necessary, refined by me before being added to the game. The game itself does not use generative AI during gameplay: no content is generated in real time on the player’s side, and the game does not require an internet connection or access to any AI services.
Some text, artwork, or supporting assets in this project were created using AI-assisted tools and further modified by humans.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Goblin Gobblers In-game content text | The NPC's were made with the help of AI. Alongside Translation assistance for multiple languages. | 4Ƶ4 | - | Jul 7, 2026 | |
Massive Wild Monsters Spawn Near the Castle In-game content arttextcode | The creative direction and design of this game are the work of the developer. All code, copywriting, artwork, background images, and non-Chinese translations were AI-assisted. | ZhiCheng Xu | - | Jul 7, 2026 | |
Cyber Dive In-game content artaudiocode | AI tools were used as supportive tools during the development process, including assistance with code, visual assets, and music. All AI-assisted content was reviewed, edited, and integrated by our development team before being included in the game. | Babs Games | - | Jul 7, 2026 | |
The Legend of Fireball Store/marketing art | Some visual and promotional elements of the game have been created with the use of ai. | TapNation | 31 | Jul 7, 2026 | |
Please Proceed To The Dungeon Store/marketing art | Generative AI tools were used to help create some game assets and store images | Noodle Interactive | - | Jul 7, 2026 | |
POTUS Election Sim Live AI textart | This game uses generative artificial intelligence to create dynamic content during gameplay. AI systems may generate political advice, news articles, speeches, social media posts, events, narrative responses, and other text-based content based on player actions and the current game state. AI-generated content is intended to enhance replayability and create unique gameplay experiences. Some store, library, and character artwork was created with the assistance of generative AI image tools. | Dackers Studios | 43 | Jul 7, 2026 | |
HELP FROG In-game content art | Some artwork and store page assets were created with the assistance of generative AI and were reviewed and edited by the developer before use. Gameplay and programming were created by the developer. | JG Studio | - | Jul 7, 2026 | |
Lameguards In-game content art | "Generative AI tools were utilized during the pre-production and development phases to assist in creating certain 2D visual assets and concept art. These assets were pre-generated, reviewed, and integrated into the game files prior to launch. No AI content is generated dynamically or in real-time by the game software itself. All final assets have been checked to ensure they adhere to proper copyright regulations." | Avodhel | - | Jul 7, 2026 | |
Astaryn: RPG Idler Store/marketing art | Some images have been generated with AI after the initial launch. | Karl Eriksson | 18 | Jul 7, 2026 | |
Soul Monsters: The Machine Kingdom and the Lich Queen In-game content art | This game uses AI-generated images, created with Stable Diffusion and similar tools, for card artwork, character portraits, backgrounds, and animated card videos. All AI-generated assets were reviewed and edited by the developer. No AI generates content during gameplay. | Industrial Miracle | - | Jul 7, 2026 | |
Cozy Cat Match Store/marketing art | We used Ai to generate sketches of game backgrounds and promo materials | Best Place Apps | - | Jul 7, 2026 | |
Ant King: 2015–2025 In-game content arttext | This game used generative AI tools during development to assist with: (1) some artwork such as the title illustration, (2) in-game text including newspaper headlines and stock descriptions, and (3) Korean/English localization. All AI-assisted output was reviewed and edited by the developer. The game does not generate any AI content at runtime (all pre-generated). | honeyroverGames | - | Jul 7, 2026 | |
The Gray-Crowned Reincarnate Unclear codetextartaudio | Code Text Image BGM StoreAsset | JinCycle | - | Jul 7, 2026 | |
海鸥灯塔SeagullLighthouse In-game content art | Images in the game are AI-generated. | LazzyCat | - | Jul 7, 2026 | |
Roll n' Bounce In-game content art | This product only uses generative AI for background scenery. These asset's visibility can simply be hidden via main menu toggle | Spot Dot Games | - | Jul 7, 2026 | |
Tap To Travel Unclear art | AI was used for partial asset generation and game development. | Walking Bear Studio | - | Jul 7, 2026 | |
Pocket Aquarium 方寸水族 In-game content art | Some of the game's art assets were created with the assistance of generative AI tools. | Sojourner. Game | - | Jul 7, 2026 | |
ON&OFF Dev only | 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. | DopamineCrucian | - | Jul 7, 2026 | |
Abyssal Hollow In-game content artaudio | AI-assisted tools were used during visual exploration and iteration for some marketing materials, select visual drafts and music. Final design, creative direction, editing, asset selection, and implementation were handled by the developer. | Twinfang Studios | - | Jul 7, 2026 | |
No Results Found In-game content arttext | This game includes pre-generated content created with the assistance of generative AI during development. Generative AI was used to help create some in-game image assets and translations. All AI-assisted content, including AI-generated translations, was reviewed, edited, and approved by the development team before being included in the final game. | Zzangdol Games | 1.5k | Jul 7, 2026 | |
Foodie Tour In-game content artcode | This game utilized generative AI technology during development. Scene background artwork and food dish images were created with the assistance of AI image generation tools. Portions of the game code were written with the help of AI coding assistants. All AI-generated content has been manually curated, adjusted, and refined to ensure a consistent visual style and gameplay experience. | FictionKing | - | Jul 7, 2026 | |
Thorny Times In-game content art | Some visual assets, including characters, environments, objects, and backgrounds, were produced with the help of generative AI tools during development, then curated, edited, cleaned up, and integrated manually under human art direction to achieve a consistent visual style. | Aterdux Entertainment™ | - | Jul 7, 2026 | |
Freeze Line In-game content artaudiotext | The artwork, background music, in-game text and story, localizations into all supported languages, and store-page text in this game were created using generative AI tools, then curated, edited, and assembled by the developer. The game contains no live AI generation — all content is fixed and produced ahead of release. | ZeroTick Studio | - | Jul 6, 2026 | |
Rouge Process Store/marketing art | Some of the 2D assets and Page Logo and Banners | Splice | - | Jul 6, 2026 | |
Baron Local In-game content arttext | This game uses generative AI during development to assist in creating and refining certain content, including artwork, text, dialogue, and other game assets. All AI-generated content has been reviewed, edited, and approved by the development team before being included in the game. The game does not generate AI content during gameplay. | Robert Ghira | - | Jul 6, 2026 | |
Chongzhen Simulator Live AI text | The game calls the aforementioned third-party large language model API over the network at runtime. When the player makes a decision, issues an imperial edict, or interacts with ministers in the game, the game assembles the current situation and character settings into a request and sends it to the AI service; the text returned by the service (minister dialogue, memorials to the throne, plot deduction) is presented in the game interface in real time. This process is transparent to the player and requires no player-side configuration, but an internet connection is required throughout. | ZHANG HANLIANG | - | Jul 6, 2026 | |
Two Clubs One Player In-game content arttext | Generative AI was used during the development of this game to assist with creating certain visual assets, interface concepts, and localized text. All AI-generated content was reviewed, edited, and approved by the developer before being included in the final product. No gameplay content, player interactions, or user-generated content are created by AI during gameplay. | Enseke | - | Jul 6, 2026 | |
Roguelette In-game content artaudio | We used AI to help creating Assets like Images, Music. | INDIE-SQUID | - | Jul 6, 2026 | |
Arcade & Motel Simulator Together In-game content text | In addition to simple materials, textures, and music, artificial intelligence was used entirely for both in-game and store page translations. | Nons Games | - | Jul 6, 2026 | |
Oreworks In-game content artcode | Oreworks contains AI-generated content. Like in-game visual assets and programming assistance during developement.
All AI-generated content was manually reviewed, curated and intetegrated by the developer. | Galocan | - | Jul 6, 2026 | |
Love Joy Happiness In-game content text | I use AI to localize game into other languages then English and Czech. | Jindřich Skeldal | - | Jul 6, 2026 | |
Cargo Runner: Faction Fracture In-game content art | Some of this game's Steam store and marketing art was created using AI image-generation tools. Specifically, the store capsule images (header, main, small, and vertical capsules), the library artwork (library capsule and hero image), and the logo background were AI-generated.
AI was used only for this promotional store art. All in-game content — pixel-art sprites, backgrounds, UI, animations, and effects — is made from licensed, human-authored pixel-art assets and contains no AI-generated content. The game's audio and gameplay contain no AI-generated content. | Aech | - | Jul 6, 2026 | |
Cat 3 In-game content art | The visual art in Cat 3. The cat sprites, enemies, icons, relic, UI art, and the store/marketing images were created with the help of generative AI tools. I'm a solo developer and a programmer at heart: I can't draw, so I set up a local pixel-art generation pipeline to make the game's artwork. No AI-generated content is produced during gameplay. | adoptedmouse | - | Jul 6, 2026 | |
Signal Foundry In-game content audio | This game was made with the help of AI. The music was generated using Suno, and AI tools assisted with other content and store materials, all reviewed and curated by the developer. | Justin Edwards | - | Jul 6, 2026 | |
PaddleBoys Dev only codeart | AI was used to improve the quality of the code with bug fixes, as well as generate some generic artwork. | SLEDGE Games | - | Jul 6, 2026 | |
VHS Store Tycoon In-game content arttext | Pre-generated content (created during development, not at runtime):
- In-game parody movie cover art: generated with AI tools and manually reviewed by the team to ensure all covers are original parodies and do not reproduce trademarked logos, brands, or copyrighted characters.
- In-game parody movie titles and descriptions: drafted with AI assistance and manually edited by the team.
- In-game UI and text translations into the 8 supported languages: produced with AI assistance and reviewed by the team.
No live generative AI is used at runtime. All AI-assisted content is baked into the game build.
Core game assets (code, gameplay design, UI art, character and shop sprites, music and sound effects) were NOT generated with AI. | LofiDevs | - | Jul 6, 2026 | |
Cardume In-game content codetext | LLMs were used during development as coding assistants and to help write the game's text and translations. No AI-generated images, audio, or video ship as assets, and no AI model runs during play. | conpixel | - | Jul 6, 2026 | |
Feierabend Poker In-game content textartaudio | Feierabend Poker is developed by a solo creator with the help of AI tools. The story and character dialogue are written with AI assistance and then reviewed and edited by the developer. The game's visuals are 2D vector graphics drawn directly in code rather than produced by image generators, and all sound is created procedurally in code. No AI generates content live while you play. | Emberholm Games | - | Jul 6, 2026 | |
阴阳妖怪 Unclear | 部分场景使用AI | OTTOCOM | - | Jul 6, 2026 | |
MegaDope 2D In-game content artaudio | MegaDope 2D uses generative AI assisted tools during development to help create and refine visual assets, character and environment concepts, UI elements, music, sound effects, and promotional/trailer materials. All AI assisted assets are curated, edited, and implemented by the developer as part of the final game. The game does not currently generate new AI content live during gameplay. | Eternium Forge Studios | - | Jul 6, 2026 | |
Action & Automation In-game content artcodetext | Action & Automation is not only how the game plays, it is how the game was made.
As the game’s sole human developer, game director, and system architect, I designed the core gameplay systems, software architecture, worldbuilding, narrative framework, story design, and gameplay balance. That is the Action.
For the Automation, I deliberately pushed generative AI throughout the production pipeline, with quality and player experience as the only limits. Following my direction and specifications, AI produced much of the code, artwork, animation, VFX, and UI, and was used for text polishing and localization.
No generative AI model or external AI service runs during gameplay. The game requires no AI account, API key, subscription, or token credits. Any apparent AI thinking or reasoning is scripted or driven by conventional game AI systems.
Human-designed. AI-produced. That is Action & Automation. | pflovv | - | Jul 5, 2026 | |
Netshell Live AI text | Netshell uses AI to power its characters. The NPCs you meet on the in-game forums and IRC read what is happening in your playthrough and respond in character, so their messages and forum posts are generated rather than pre-scripted, and each player's world unfolds differently.
All of this runs locally and offline: the AI models ship with the game and run on your machine. Netshell never connects to a third-party AI service such as ChatGPT or Claude. You can turn the AI off entirely, in which case the NPCs stop chatting and the game continues with its authored story.
Some Steam store and trailer assets were created with AI assistance and then edited/curated by the development team. During gameplay, Netshell only uses AI to generate in-character NPC text. | Beyond Logic Labs | - | Jul 5, 2026 | |
FootBall Card Battle In-game content art | I have updated the AI Content Survey to better reflect the content used in the game.
Some background images were created with the assistance of generative AI. A small number of player card artworks were also created using generative AI, but the majority of the cards were created without AI-generated artwork. Additionally, some promotional/store images contain AI-generated elements, while many others do not.
The AI-generated content is limited to certain visual assets and does not affect gameplay or game logic. | Howling Beast Entertainment | - | Jul 5, 2026 | |
Penko Vox: Japanese Live AI textaudio | Penko Vox: Japanese uses local generative AI to power its immersive language learning experience. An integrated Large Language Model (LLM) acts as a native Japanese tutor, generating real-time dialogue based on user input, while a Neural Text-to-Speech (TTS) engine synthesizes high-fidelity Japanese audio for listening practice. | penko_soft | - | Jul 5, 2026 | |
Odin's Chess Unclear | We use generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers. | Ridiculous Games | - | Jul 5, 2026 | |
Day by day:东京留子生存日记 In-game content artcode | This game was developed with the assistance of generative AI. Generative AI was used to help create portions of the game's source code and some game assets (including certain artwork and prototype assets). All AI-generated content has been reviewed, modified, or integrated by the developer before being included in the game. | MaxineJo | - | Jul 5, 2026 | |
OxRox In-game content art | A small number of texture assets use generative AI as a starting point and were manually edited for use in-game. Most visual assets are original, licensed, purchased, or used with creator permission. | FatOx Games | 45 | Jul 5, 2026 | |
Starwhisker In-game content art | Starwhisker is a solo indie project. During early development, some placeholder assets and development materials were created with the assistance of AI tools to help prototype ideas quickly and focus resources on gameplay development.
As development continues, these assets are being progressively refined, replaced, or supplemented with original work created specifically for the game. The goal is to ensure Starwhisker develops its own distinct artistic identity while remaining transparent about the tools used during its creation. | Shaun Stone | - | Jul 5, 2026 | |
Crossfall In-game content arttextaudio | During the development of Crossfall, generative AI is used as an auxiliary tool for creating game content. The following materials have been created or prepared with its help:
Images. Some of the game’s visual content has been created using generative AI, including character images, as well as some sprites and icons. Other parts of the artwork were made manually.
Text. AI helps me prepare some of the text content, including drafts of item names and descriptions, text for certain in-game events, as well as translation and localization of texts into other languages.
Music. The game’s musical soundtrack was created using generative AI.
All content generated with the help of AI is reviewed, selected, and, if necessary, refined by me before being added to the game.
The game itself does not use generative AI during gameplay: no content is generated in real time on the player’s side, and the game does not require an internet connection or access to any AI services. | Nethound Games | - | Jul 5, 2026 | |
田游族谱 Unclear textart | Some text, artwork, or supporting assets in this project were created using AI-assisted tools and further modified by humans. | Silent Coder Studio | 99 | Jul 5, 2026 |