Musics only.
- Creator
- Witchcraft Entertainment
- Reviews
- 58
- Added
- Aug 19, 2026
Public Steam disclosure research 25,710 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.
Musics only.
Generative AI has been used for placeholder art. Some of it still remains, but it is being slowly replaced.
We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized. It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team.
This game uses pre-generated AI content. Some character art, key art, and Steam store graphics were created with generative AI image tools and then selected, cropped, and composited by the developer. English and Simplified Chinese text (in-game localization and store copy) was drafted with generative AI and then reviewed and edited. The game does not use live AI generation during gameplay.
Some ambient audio in this game — background crowd voices and station announcements — is generated using neural text-to-speech. All visual art, music, and narrative writing are human-authored or made with traditional, non-generative tools.
Generative AI tools were used during development to create and assist with some pre-generated artwork, localization, and store/marketing assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product. The game does not generate AI content during gameplay.
Some visual assets (a portion of skill icons and the boss health-bar UI element) and background music tracks were created with the assistance of AI generation tools.
The 2D art in OBOLUS is made with image generation models running locally on my own machine — Stable Diffusion XL through ComfyUI, including a style model I trained myself on 1930s cartoon references. None of it is a raw output: every sprite, backdrop, card frame and icon was directed through many passes, then cut out, colour-corrected, upscaled and assembled frame by frame into animation sheets. Everything else is not AI: the rules, every card and every number on it, the balance, the 22 heroes, the six lands, the writing and the interface. The sound effects are synthesised by code written for this game. Nothing is generated while you play. The game makes no network calls and ships with no model — nothing runs on your machine, and none of your data goes anywhere.
Some UI icons are AI-generated.
This game uses generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, and marketing/community materials. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
Generative AI was used to create pre-generated promotional artwork for the Steam store page and Steam library, including capsule, header, hero, and library artwork. The generated artwork was based on the developer's original game concepts and gameplay references. All outputs were manually reviewed, selected, edited, composited, resized, and verified by the developer before publication. Gameplay screenshots and the gameplay trailer use actual in-game footage. The game does not generate AI content during gameplay and does not connect to external AI services.
AI Was used to generate the page description, it was also used to test certain parts of the game and help debug a few problems, there was partial AI usage also for the game music, while the music itself was created in FL Studio there was usage to generate some of the variants of the tracks
Generative AI was used only to help create the store header image and some sound effects. All final content was checked and polished by our team.
Generative AI tools were used during development to assist with portions of the game's code, visual asset creation, localization, and marketing artwork. All included content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content during gameplay.
Some of the images in the game are AI generated
I'm a solo developer; AI was used during development to translate the game into various languages.
American Gold Rush uses limited AI-generated art in a small number of places, all of it pre-generated during development. No AI is used while you play, and nothing about the game changes at runtime. AI-generated: the title artwork, some background pieces like the sky. Not AI-generated: all pixel art, all sound effects, all music, all game code and all writing. These are human-made, by named people paid for the work.
Generative AI tools were used during development to assist with some pre-generated visual assets, written content, and development-related creative work. All AI-assisted content included in the final game and store materials is reviewed by the developer before release. The game does not generate AI content during gameplay and does not connect to external AI services while running.
Root Cause is utilizes AI assets in the game. This content, when utilized, is generated during development, then curated, edited, and committed to the project before release. Nothing is generated while the game is running. Items that may be generated: Illustrated art. UI/Interfaces Icon Sets Sounds and Music Dialogue, case briefings, case content, and interface copy
The visual art in Gearbound is made with PixelLab, an AI pixel-art tool. Every sprite, animation, tileset, background, prop, interface element and piece of marketing art was generated with PixelLab and then directed, edited and assembled by us. The music and sound effects are rendered by synthesis scripts that were written with AI assistance. No generative audio model was used, and nothing was sourced from a music-generation service. Nothing is generated by AI while you play. Every asset is finished and baked into the build before it ships, and the game makes no AI calls at runtime.
Generative AI was used to create in-game CCTV camera footage images and English voiceovers. All AI-generated assets have been reviewed and edited to fit the game's atmosphere and quality standards.
Generative AI was used for: - The game's logo and Steam store capsule artwork (image generation) - Translation of in-game text into Turkish, German, French and Spanish -AI-generated images were reviewed and edited before use.
Generative AI tools were used for localization assistance and for the creation or editing of certain promotional/marketing assets. The game itself does not contain AI-generated content, and no generative AI systems are used during gameplay.
AI was used only as a supporting tool for the design of some vinyl visual designs and language translation.
AI coding assistants were used during development to help create and edit portions of the code and player-facing implementation that ship with the game. The game's 2D artwork was not created by an image-generation model. All AI-assisted outputs were reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
Some texts were translated using artificial intelligence.
Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. Visual assets are licensed/purchased assets and are not AI-generated. No AI content is generated live during gameplay all content is fixed and authored before release.
Localization and the visual assets for the store interface are generated using AI technology.
HASSO uses generative AI tools for part of its pre-produced content: the card illustrations, and the translation of the game's text into the languages it supports. All AI-generated content is reviewed and curated before it is included in the game. The user interface icons, the music and the sound effects are not AI-generated. No content is generated by AI at runtime: the player never sends prompts and never receives live AI output.
Most of the graphic images were generated using AI with further manual processing
Generative AI tools were used to assist in the creation of some artwork, store page graphics, 3D assets, and audio content. No generative AI is used to generate content live during gameplay.
Generative AI tools were used during the development process for pre-generated image assets, specifically for refining, upscaling, and enhancing original artwork created by the developer. No real-time AI generation is used in the game.
This game utilizes pre-generated AI tools to create SFXs, music, UI images, texts, and one 3D model. Some of which are edited and all of which are selected with care.
AI was used to generate some of the assets and most of the code.
This game uses generative‑AI technology to create part of the in‑game assets, art and content. All AI‑generated content has been reviewed and adjusted by human developers.
Pre-generated only. Nothing is generated live while the game runs, and the game makes no network calls of any kind. 2D card illustrations were produced with an AI image tool from hand-written art-direction prompts, then cropped, recoloured and composited by hand into the game's painted card frames. A small number of 3D prop meshes were produced with an image-to-3D model (Microsoft TRELLIS, MIT licensed) and edited before use; most world geometry is built procedurally in code rather than generated. Ambient beds and music were produced with an AI music tool against a fixed written spec (key of D, 72 BPM, fades in from silence, no climax) and are mixed and crossfaded by the game's own audio code. All code, game design, UI layout, in-game text and store text are human-authored. Some combat sound effects are CC0 samples from Freesound. No player data is sent to any AI service.
本作では、ゲーム内アセットおよびストアページ用グラフィックアセットの制作に、生成AIツールを使用しています。 すべての生成物は開発者が確認・調整のうえ使用しています。
AI tools were used for some initial concept designs. All final in-game assets, characters and scenes have been extensively hand-edited, redrawn and post-processed by the developer to achieve a consistent hand-drawn comic style.
I've been developing this game solo for three years now. Honestly, some of the models I made myself were just too ugly, and I was getting completely burned out. So, I had to use AI for just a couple of the models just to get it done.
Generative AI tools were used during development to assist in the creation of some visual assets. All AI-assisted content is pre-generated and included as part of the game. The game does not generate AI content during gameplay.
Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay.
AI was used to assist with text creation and translation / localization.
Localization, some descriptions
AI assistance was used to translate the user interface and this store page into non-English languages. The artwork, trailers, and original English text were created by the developer.
The narrative and interface text in this game - dialogue, tutorial guidance, in-game descriptions, and localization into all supported languages (Russian, English, French, Italian, German, Spanish, Dutch, Polish, Portuguese) - was generated with the assistance of generative AI (a large language model), based on the developer's original game concept, design, and creative direction. No other content in this game - art, music, sound, or gameplay - is AI-generated.
AI was used to create graphical assets used in the game.
Generative AI was used during development to create and iterate on selected pre-rendered 2D artwork, environmental textures, decals, and billboard/sign graphics. These assets were selected, edited, processed, and integrated by the developer. No AI content is generated during gameplay, and the game does not connect to external AI services.
Some of the art in this game was made with the help of generative AI. The voxel character portraits were generated from written prompts using an AI image generator, then cut out, colour-corrected, posed and animated by hand by the developer. The store page capsules and the achievement icons are composed from that same character art. Parts of the store page text, and the game's translations into its eight supported languages, were produced with AI assistance and reviewed by the developer. No generative AI runs while you play — nothing is generated in real time. The patrons' behaviour is ordinary game AI: hand-written rules and probability tables. The music and every sound effect are not AI-generated; they are synthesised procedurally.
Cosmo Corgis is designed and directed by one person. During development, AI tools were used as a production assistant — helping write and test the game's code and assisting with portions of the 3D asset work, always under the developer's direction. The music and sound effects were generated with AI tools. Every design decision, and the game's look and feel, are the developer's own. Nothing is generated by AI while you play: everything in the game ships fixed and tested.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pachinko Farm In-game content audio | Musics only. | Witchcraft Entertainment | 58 | Aug 19, 2026 | |
Clogwork In-game content art | Generative AI has been used for placeholder art.
Some of it still remains, but it is being slowly replaced. | Odd Sprout Games | - | Aug 19, 2026 | |
VCO: Victor Charlie One In-game content text | We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized.
It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team. | Systems Heavy | - | Aug 19, 2026 | |
System Integrator In-game content arttext | This game uses pre-generated AI content. Some character art, key art, and Steam store graphics were created with generative AI image tools and then selected, cropped, and composited by the developer. English and Simplified Chinese text (in-game localization and store copy) was drafted with generative AI and then reviewed and edited. The game does not use live AI generation during gameplay. | Fusat Games | - | Aug 19, 2026 | |
Historiker In-game content audio | Some ambient audio in this game — background crowd voices and station announcements — is generated using neural text-to-speech. All visual art, music, and narrative writing are human-authored or made with traditional, non-generative tools. | PlatformOne | - | Aug 19, 2026 | |
Sue your parents In-game content arttext | Generative AI tools were used during development to create and assist with some pre-generated artwork, localization, and store/marketing assets. All AI-assisted content was reviewed and edited by the developer before inclusion in the final product. The game does not generate AI content during gameplay. | SOOJISTUDIO | - | Aug 19, 2026 | |
Fangjie:Shattered Altars In-game content artaudio | Some visual assets (a portion of skill icons and the boss health-bar UI element) and background music tracks were created with the assistance of AI generation tools. | Synvize | - | Aug 19, 2026 | |
Obolus In-game content art | The 2D art in OBOLUS is made with image generation models running locally on my own machine — Stable Diffusion XL through ComfyUI, including a style model I trained myself on 1930s cartoon references. None of it is a raw output: every sprite, backdrop, card frame and icon was directed through many passes, then cut out, colour-corrected, upscaled and assembled frame by frame into animation sheets.
Everything else is not AI: the rules, every card and every number on it, the balance, the 22 heroes, the six lands, the writing and the interface. The sound effects are synthesised by code written for this game.
Nothing is generated while you play. The game makes no network calls and ships with no model — nothing runs on your machine, and none of your data goes anywhere. | briciagames | - | Aug 19, 2026 | |
Horde Up Ahead In-game content art | Some UI icons are AI-generated. | Aristocrat Mouse | - | Aug 19, 2026 | |
Oh My Hat In-game content art | This game uses generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, and marketing/community materials. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing. | Two-Sun Studio | - | Aug 19, 2026 | |
Desktop Monsters In-game content art | Generative AI was used to create pre-generated promotional artwork for the Steam store page and Steam library, including capsule, header, hero, and library artwork. The generated artwork was based on the developer's original game concepts and gameplay references. All outputs were manually reviewed, selected, edited, composited, resized, and verified by the developer before publication. Gameplay screenshots and the gameplay trailer use actual in-game footage. The game does not generate AI content during gameplay and does not connect to external AI services. | Ludolark | - | Aug 19, 2026 | |
Vector Surge In-game content textaudio | AI Was used to generate the page description, it was also used to test certain parts of the game and help debug a few problems, there was partial AI usage also for the game music, while the music itself was created in FL Studio there was usage to generate some of the variants of the tracks | RaithSphere | - | Aug 19, 2026 | |
We Ruin Football In-game content artaudio | Generative AI was used only to help create the store header image and some sound effects. All final content was checked and polished by our team. | Panic Cat Studio | - | Aug 19, 2026 | |
SLICKWAVE In-game content codearttext | Generative AI tools were used during development to assist with portions of the game's code, visual asset creation, localization, and marketing artwork. All included content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content during gameplay. | SLICK3R | - | Aug 19, 2026 | |
Auction Simulator In-game content art | Some of the images in the game are AI generated | WOMBEX Games | - | Aug 19, 2026 | |
Incremental Space Sandbox In-game content text | I'm a solo developer; AI was used during development to translate the game into various languages. | StationOfThoughts | - | Aug 19, 2026 | |
American Gold Rush In-game content art | American Gold Rush uses limited AI-generated art in a small number of places, all of it pre-generated during development. No AI is used while you play, and nothing about the game changes at runtime.
AI-generated: the title artwork, some background pieces like the sky.
Not AI-generated: all pixel art, all sound effects, all music, all game code and all writing. These are human-made, by named people paid for the work. | Kavyo Games | - | Aug 19, 2026 | |
Brainrot Clicker In-game content arttext | Generative AI tools were used during development to assist with some pre-generated visual assets, written content, and development-related creative work. All AI-assisted content included in the final game and store materials is reviewed by the developer before release. The game does not generate AI content during gameplay and does not connect to external AI services while running. | Fr1ev studios | - | Aug 19, 2026 | |
Root Cause In-game content artaudiotext | Root Cause is utilizes AI assets in the game. This content, when utilized, is generated during development, then curated, edited, and committed to the project before release. Nothing is generated while the game is running.
Items that may be generated:
Illustrated art.
UI/Interfaces
Icon Sets
Sounds and Music
Dialogue, case briefings, case content, and interface copy | Osaka Rock | - | Aug 19, 2026 | |
Gearbound In-game content artaudio | The visual art in Gearbound is made with PixelLab, an AI pixel-art tool. Every sprite, animation, tileset, background, prop, interface element and piece of marketing art was generated with PixelLab and then directed, edited and assembled by us.
The music and sound effects are rendered by synthesis scripts that were written with AI assistance. No generative audio model was used, and nothing was sourced from a music-generation service.
Nothing is generated by AI while you play. Every asset is finished and baked into the build before it ships, and the game makes no AI calls at runtime. | Osaka Rock | - | Aug 19, 2026 | |
Kritsana In-game content artaudio | Generative AI was used to create in-game CCTV camera footage images and English voiceovers.
All AI-generated assets have been reviewed and edited to fit the game's atmosphere and quality standards. | Debuz Studio | - | Aug 19, 2026 | |
Dungeon of the Forgotten In-game content arttext | Generative AI was used for:
- The game's logo and Steam store capsule artwork (image generation)
- Translation of in-game text into Turkish, German, French and Spanish
-AI-generated images were reviewed and edited before use. | Berkay Turkmen | - | Aug 19, 2026 | |
Toys Co. In-game content textart | Generative AI tools were used for localization assistance and for the creation or editing of certain promotional/marketing assets. The game itself does not contain AI-generated content, and no generative AI systems are used during gameplay. | Noble Rat | - | Aug 19, 2026 | |
Vinyl Store: Tidy Up! In-game content arttext | AI was used only as a supporting tool for the design of some vinyl visual designs and language translation. | Pixel Puffs | - | Aug 19, 2026 | |
FRAMEOUT In-game content codeart | AI coding assistants were used during development to help create and edit portions of the code and player-facing implementation that ship with the game. The game's 2D artwork was not created by an image-generation model. All AI-assisted outputs were reviewed, edited, and integrated by the developer. The game does not use generative AI at runtime. | Kebapp Games | - | Aug 19, 2026 | |
Epic Space Battles In-game content artcode | Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay. | BlueGamer Productions | - | Aug 19, 2026 | |
Anthill Wars: Ant Colony Sim In-game content text | Some texts were translated using artificial intelligence. | Playrea | - | Aug 19, 2026 | |
Scroll Shop In-game content audiocode | Music and sound effects were AI-generated (Suno / ElevenLabs) and edited by the developer. AI (Claude Code) was also used as a coding assistant during development. Visual assets are licensed/purchased assets and are not AI-generated. No AI content is generated live during gameplay all content is fixed and authored before release. | indie-dir | - | Aug 19, 2026 | |
SnowDesktop In-game content arttext | Localization and the visual assets for the store interface are generated using AI technology. | Guo Yunzhe | - | Aug 19, 2026 | |
HASSO In-game content arttext | HASSO uses generative AI tools for part of its pre-produced content: the card illustrations, and the translation of the game's text into the languages it supports. All AI-generated content is reviewed and curated before it is included in the game. The user interface icons, the music and the sound effects are not AI-generated. No content is generated by AI at runtime: the player never sends prompts and never receives live AI output. | Giant Turnip Games | - | Aug 19, 2026 | |
Grim wanderings reborn In-game content art | Most of the graphic images were generated using AI with further manual processing | Ellinia games | - | Aug 19, 2026 | |
Tire Dealer Simulator In-game content artaudio | Generative AI tools were used to assist in the creation of some artwork, store page graphics, 3D assets, and audio content. No generative AI is used to generate content live during gameplay. | RamWhite Interactive | - | Aug 19, 2026 | |
Until I Reclaim It In-game content art | Generative AI tools were used during the development process for pre-generated image assets, specifically for refining, upscaling, and enhancing original artwork created by the developer. No real-time AI generation is used in the game. | yongtasy | - | Aug 19, 2026 | |
Labyrinth of Reverie In-game content audioarttext | This game utilizes pre-generated AI tools to create SFXs, music, UI images, texts, and one 3D model. Some of which are edited and all of which are selected with care. | LeonGrayJ | - | Aug 19, 2026 | |
Prevail In-game content artcode | AI was used to generate some of the assets and most of the code. | Alboc Studios | - | Aug 19, 2026 | |
无为修仙传 In-game content art | This game uses generative‑AI technology to create part of the in‑game assets, art and content. All AI‑generated content has been reviewed and adjusted by human developers. | Programmer Xiaohui | - | Aug 19, 2026 | |
The Offering In-game content artaudio | Pre-generated only. Nothing is generated live while the game runs, and the game makes no network calls of any kind.
2D card illustrations were produced with an AI image tool from hand-written art-direction prompts, then cropped, recoloured and composited by hand into the game's painted card frames. A small number of 3D prop meshes were produced with an image-to-3D model (Microsoft TRELLIS, MIT licensed) and edited before use; most world geometry is built procedurally in code rather than generated. Ambient beds and music were produced with an AI music tool against a fixed written spec (key of D, 72 BPM, fades in from silence, no climax) and are mixed and crossfaded by the game's own audio code.
All code, game design, UI layout, in-game text and store text are human-authored. Some combat sound effects are CC0 samples from Freesound.
No player data is sent to any AI service. | Duskmothgames | - | Aug 19, 2026 | |
隔離病院 In-game content art | 本作では、ゲーム内アセットおよびストアページ用グラフィックアセットの制作に、生成AIツールを使用しています。
すべての生成物は開発者が確認・調整のうえ使用しています。 | ASINOURA | - | Aug 19, 2026 | |
The Rift Trader In-game content art | AI tools were used for some initial concept designs. All final in-game assets, characters and scenes have been extensively hand-edited, redrawn and post-processed by the developer to achieve a consistent hand-drawn comic style. | Tremolo Games | - | Aug 19, 2026 | |
Egg Rush In-game content art | I've been developing this game solo for three years now. Honestly, some of the models I made myself were just too ugly, and I was getting completely burned out. So, I had to use AI for just a couple of the models just to get it done. | EggRush | - | Aug 19, 2026 | |
RPG System In-game content art | Generative AI tools were used during development to assist in the creation of some visual assets. All AI-assisted content is pre-generated and included as part of the game. The game does not generate AI content during gameplay. | J&V ENTERTAINMENT LTDA | - | Aug 19, 2026 | |
Angkor In-game content artaudiotextcode | Some assets and code in Angkor were created with the assistance of generative AI tools, including 2D art, sound effects, portions of the game's code, and some in-game text. All AI-assisted content was reviewed, edited, and integrated by a human developer. Angkor does not generate any content live during gameplay. | Trippy Bento Studio | - | Aug 19, 2026 | |
Castle-O In-game content text | AI was used to assist with text creation and translation / localization. | Orbis Fabula | - | Aug 19, 2026 | |
Banshee Protocol In-game content text | Localization, some descriptions | Ivan Pichugin | - | Aug 19, 2026 | |
Phluxel In-game content text | AI assistance was used to translate the user interface and this store page into non-English languages. The artwork, trailers, and original English text were created by the developer. | ErinWave | - | Aug 19, 2026 | |
Re:Draw In-game content text | The narrative and interface text in this game - dialogue, tutorial guidance, in-game descriptions, and localization into all supported languages (Russian, English, French, Italian, German, Spanish, Dutch, Polish, Portuguese) - was generated with the assistance of generative AI (a large language model), based on the developer's original game concept, design, and creative direction. No other content in this game - art, music, sound, or gameplay - is AI-generated. | kam_ushek99 | - | Aug 19, 2026 | |
좀비 프린세스 In-game content art | AI was used to create graphical assets used in the game. | fairx | - | Aug 19, 2026 | |
Last Man Running In-game content art | Generative AI was used during development to create and iterate on selected pre-rendered 2D artwork, environmental textures, decals, and billboard/sign graphics. These assets were selected, edited, processed, and integrated by the developer. No AI content is generated during gameplay, and the game does not connect to external AI services. | ROBOTA | - | Aug 19, 2026 | |
Casino Dealer Simulator In-game content arttext | Some of the art in this game was made with the help of generative AI. The voxel character portraits were generated from written prompts using an AI image generator, then cut out, colour-corrected, posed and animated by hand by the developer. The store page capsules and the achievement icons are composed from that same character art. Parts of the store page text, and the game's translations into its eight supported languages, were produced with AI assistance and reviewed by the developer.
No generative AI runs while you play — nothing is generated in real time. The patrons' behaviour is ordinary game AI: hand-written rules and probability tables. The music and every sound effect are not AI-generated; they are synthesised procedurally. | Umbriel Games | - | Aug 19, 2026 | |
Cosmo Corgis In-game content artaudiocode | Cosmo Corgis is designed and directed by one person. During development, AI tools were used as a production assistant — helping write and test the game's code and assisting with portions of the 3D asset work, always under the developer's direction. The music and sound effects were generated with AI tools. Every design decision, and the game's look and feel, are the developer's own. Nothing is generated by AI while you play: everything in the game ships fixed and tested. | Bad Llama Studios | - | Aug 19, 2026 |