All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation.
- Creator
- ODIUS
- Reviews
- -
- Added
- Sep 18, 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.
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Interactive or runtime AI features disclosed by the developer.
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All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation.
Some 2D sprites, sound effects, and music tracks were created with the assistance of generative AI tools during development and were manually reviewed and edited by the developer.
-- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood. -- The game’s main logo texture was refined with OpenArt.ai. -- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice. -- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org.
AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests.
Generative AI was used exclusively to create promotional artwork for the game's Steam page, including capsule images, banners, and backgrounds.
Hedge Knight features artwork developed with generative AI.
Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction. Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player.
AI-assisted tools supported the creation of visual concepts.
Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime.
Generative AI was used during development to assist with the creation of some visual assets and marketing materials. All AI-assisted content used in the final game and on the Steam store page has been reviewed and edited by the developer.
This game is handcrafted by indie developers. Generative tools were used only to support the creation of specific assets, while the final game reflects the developers’ own creative vision.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review: Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer. Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools. Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
This game was developed with the assistance of AI tools, used to help generate some graphic elements and support code development.
Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay.
Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources.
Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay.
AI tools were used for coding support as well as help with managing the large horse lineage/geneology databases used in the game.
Generative AI tools assisted with interface translations and the preparation of store descriptions and visual assets. Orymessa does not generate content with AI during use and does not connect to an AI service.
Some of the artworks in the game and on the steam product page are AI generated.
For now I am using the AI generated ICONS as I can't afford real artist yet. But these will be replaced once I get a real artist.
Some art assets and marketing images were created or assisted with generative AI during development, then curated and edited for the final game. The game does not generate AI content in real time during play.
Generative AI was used during development to assist in creating some pre-generated visual assets and marketing materials. All AI-assisted content was reviewed, selected, and adjusted by the developer before being included in the game or on its Steam store page. The game does not use generative AI to create content during gameplay.
Generative AI tools were used as development aids to help draft and iterate on portions of the game’s code, written content, and Steam store description. All AI-assisted material was reviewed, modified, and approved by the developer. The game does not use live-generated AI during gameplay.
Generative AI tools were used during development to create selected pre-generated textures, sound effects, and promotional artwork. These materials are used as individual components within the game and its marketing rather than being generated dynamically. AI-assisted materials are selected, edited, adapted, composed, and integrated by the developer to fit the game's original visual and audio direction. The game's design, gameplay systems, implementation, world building, and overall creative direction are developed by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
We've used AI to translate the game, and also to create some songs. Every Art (3D/2D) was human made.
Generative AI tools were used during development to assist with programming, debugging, drafting and editing written content, and creating or developing some marketing and store-page artwork. All AI-assisted material is reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay or connect to external AI services while running.
Generative AI tools were used during development to help create some artwork, short ambient video clips, audio, written content and localization. This content is generated in advance and included in the game. The game does not generate content through AI services while you play.
The game cover
Generative AI tools were used as development assistants, including assistance drafting and editing portions of store-page marketing text. All player-facing content is reviewed and edited by the developer. Main Street Operator does not use generative AI during gameplay and does not connect to external AI services while the game is running.
Generative AI was used to assist with bug fixes, text editing, and portions of the game's music. Generative AI was not used for the game's direction, art direction, or gameplay mechanics.
We only use AI to code and to tighten the mathematical aspects of the game
Deepworks was made with the help of AI tools. Some of the game's art and audio were generated with AI and then reviewed and edited by the developer, and AI assisted with writing code. Nothing in the game is generated by AI while you play. I'm an indie dev with a day job. Using AI made building this game possible. I built this game for the fun of it and have no interest in paying thousands or even hundreds of dollars to artists for a little side hobby.
About Generative AI Content We want to be transparent with our players about how AI was used during the development of this game: Visual Art: Certain visual assets and background elements in this game were created with the assistance of generative AI tools, then reviewed and integrated by our team. Code & Development: We utilized AI-powered coding assistant and large language models to help prototype, write, and optimize parts of the game's code to speed up development efficiency. All AI-generated outputs shipped to players have been curated to ensure they meet our quality standards for your experience.
This game may include developer-directed generative AI content used during development for select visual assets, concept art, marketing materials, store/community artwork, placeholder imagery, and/or edited production assets. All AI-assisted content is reviewed, selected, edited, and implemented by the developer. The game does not use live generative AI to create gameplay, dialogue, or player-facing content at runtime.
This game uses generative AI in the following ways: Music — tracks were built from AI-generated material, then edited and arranged by hand. Title artwork — an AI-generated rough was used as reference and redrawn by hand as pixel art. English localization — the English text was machine-translated and then reviewed and corrected by the developer. Code — parts of the game's code were written with AI assistance. Everything else is made by the developer by hand: all 145 in-game icons, every UI image, the cigarette package illustrations, and the achievement icons.
Cover arts are IA generated, inspired on the covers from the original games.
All 3D models, and ui created by humans. Ai helps little with some translation and capsules and artworks
Some store visuals (capsule art) were created using AI image generation tools. Game text translations for languages other than English/Turkish were done with the assistance of AI translation and manual review. Cutscenes and the visual slides featuring dialogue were created with the assistance of AI.
Some of the 3D models shipped with this game were generated with Meshy, an AI model generation tool, and then reworked by hand (retopology, rigging in Blender, hand made materials and animations). This covers the player character, the alien customers, and part of the props, weapons, vehicles and buildings. The creatures you catch were not generated with AI. No content is generated by AI while you play.
Vectorline uses on-device AI for its optional voice features. When you speak commands to aircraft, a local speech-recognition model transcribes your voice into ATC instructions. Pilot and controller radio readbacks are spoken aloud using a local neural text-to-speech model. Both models run entirely on your own machine — no audio, text, or data is ever sent to an external server, and no internet connection is required for these features. The spoken content is limited to standard air-traffic-control phraseology generated by the simulator itself. You can disable these features in the settings without impacting gameplay.
AI tools were used to assist with translations for game and store page text.
I (Sean) use AI coding assistants: GitHub Copilot and Claude Code. I've written software for years and I teach games programming at university, and I use AI tools the way I use a profiler or a compiler. They helped build web tools Dave and I use to balance the ecosystem across long simulations, they're very good at finding edge-case bugs (I'm looking at you, pathing system), and they write the boilerplate for things like save states and UI. I never ship code I haven't read and thoroughly tested. No content in this game is AI-generated, and no generative AI runs while you play. Every sound, art and music asset in this game was made by a human. The game started out as the idea of “Asset Safari” around the concept of buying sprite packs from artists, which is what we have done. The music, sound and writing is also all human generated.
Generative AI tools were used to create some visual assets for the game and its promotional materials, and to assist with writing and translating the store page descriptions. This content is prepared in advance. The game does not use generative AI to create content during gameplay.
Spoken dialogue in this game were generated with an AI text-to-speech tool. No AI-generated content is produced at runtime.
Ai tools have been used as part of production, with none used directly as final art.
Some game assets and marketing material might have been created or assisted by generative Ai.
Some of the game's 2D art, character voice acting, and localization content utilized generative AI assistance during production. All related content was generated and manually reviewed before release; no generative AI-generated content will be used during gameplay.
Store marketing images (Steam capsule art — header, main, small, and vertical capsules) were created with AI image generation tools and then edited/reviewed by the development team. In-game screenshots and gameplay footage represent the actual game.
Using my own art to make more ICONS backgrounds
AI was used as a coding assistance tool and to create some assets.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Save Game: Tidy Videogame Supermarket In-game content arttext | All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation. | ODIUS | - | Sep 18, 2026 | |
Intercept Line In-game content artaudio | Some 2D sprites, sound effects, and music tracks were created with the assistance of generative AI tools during development and were manually reviewed and edited by the developer. | Kinato | - | Sep 18, 2026 | |
MASH Commander In-game content artaudio | -- Store page capsule art was created in a comprehensive workflow with OpenArt.ai, using Blender and Windows Paint3D, and by employing painstakingly crafted text prompts over dozens of A.I. generations, while incorporating thousands of my own brushstrokes and adhering to my own artistic vision for composition and mood.
-- The game’s main logo texture was refined with OpenArt.ai.
-- 30+ characters may be heard with distinct voices speaking in the background, commenting generally about the situation at hand with any of dozens of phrases, or hundreds of snippets of phrases. The things they say are my creation, but as an early development budget consideration the voices were generated using OpenArt.ai. Clerk P.A. announcements are also an A.I.-generated voice.
-- Some vehicle sounds and background activity sound loops were generated using A.I. from OpenArt.ai or freesound.org. | General Y-Rot | - | Sep 18, 2026 | |
Deathmarch Titans In-game content artaudiocode | AI was used to create write parts of the game code and scripting, to refine mech textures, and for voiceover and audio content - to be used as placeholders while in playtests. | DM Studios | - | Sep 17, 2026 | |
Working Dead Store/marketing art | Generative AI was used exclusively to create promotional artwork for the game's Steam page, including capsule images, banners, and backgrounds. | Frogberry | - | Sep 16, 2026 | |
Hedge Knight In-game content art | Hedge Knight features artwork developed with generative AI. | Recoil Mojo | - | Sep 16, 2026 | |
Play Pocket Manager In-game content artaudiocode | Pocket Manager is designed and directed by one person. Generative AI was used as a production tool throughout development: the game's code was written with AI assistance under direct human design and review, and some visual and audio assets were AI-generated before being selected and hand-edited to fit the game's art direction.
Every system, rule and piece of content was specified, tested and signed off by a human before shipping. Nothing is generated while you play — the build is fixed and identical for every player. | Buckminster Interactive | - | Sep 16, 2026 | |
Blood Volley Dev only art | AI-assisted tools supported the creation of visual concepts. | Psy Indi Games | - | Sep 16, 2026 | |
Calcio Totale In-game content text | Generative AI tools were used to assist with drafting and revising some store-page text, interface text, and Italian/English localization. All content was reviewed and edited by the developer. The game does not generate AI content at runtime. | Eleòra | - | Sep 16, 2026 | |
Pull Until It Breaks Store/marketing art | Generative AI was used during development to assist with the creation of some visual assets and marketing materials. All AI-assisted content used in the final game and on the Steam store page has been reviewed and edited by the developer. | Crimson Cloud Games | - | Sep 16, 2026 | |
宗门经理人 - sect In-game content art | This game is handcrafted by indie developers. Generative tools were used only to support the creation of specific assets, while the final game reflects the developers’ own creative vision. | Tiec Games | - | Sep 16, 2026 | |
Abyss Floors In-game content textart | Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content. | Alerot | - | Sep 16, 2026 | |
Ball of Fantasy Dev only artcode | This game was developed with the assistance of AI tools, used to help generate some graphic elements and support code development. | Super Space Grind | - | Sep 16, 2026 | |
ARUS-1 In-game content art | Generative AI was used as a supporting tool during the development of ARUS-1. Some 3D models, textures, and in-game and store artwork were created with these tools, then revised and integrated. No content is generated by AI during gameplay. | Arus Development Studio | - | Sep 16, 2026 | |
Open Boat: Charter Fishing Simulator In-game content arttext | Some 3D models and store page text were created with the assistance of generative AI tools, then reviewed and hand-tuned by the developer. No AI content is generated at runtime. All fishing data, depth charts, and gameplay systems were authored manually from real NOAA and fishery sources. | LB_Game | - | Sep 16, 2026 | |
Iron Pilgrims In-game content arttextaudio | Generative AI was used during development to assist with some visual assets, text, and audio. No generative AI is used to generate content during gameplay. | Last Spark Studio | - | Sep 16, 2026 | |
Champion Trainer Dev only code | AI tools were used for coding support as well as help with managing the large horse lineage/geneology databases used in the game. | Shadow Games | - | Sep 16, 2026 | |
Orymessa In-game content textart | Generative AI tools assisted with interface translations and the preparation of store descriptions and visual assets. Orymessa does not generate content with AI during use and does not connect to an AI service. | Arnaud Wissart | - | Sep 16, 2026 | |
Wartra In-game content art | Some of the artworks in the game and on the steam product page are AI generated. | Jens P. Behrens | - | Sep 16, 2026 | |
Ghostorio In-game content art | For now I am using the AI generated ICONS as I can't afford real artist yet. But these will be replaced once I get a real artist. | REGENER | - | Sep 16, 2026 | |
Desk Sushi Idle In-game content art | Some art assets and marketing images were created or assisted with generative AI during development, then curated and edited for the final game. The game does not generate AI content in real time during play. | Panel and Grid Studio | - | Sep 15, 2026 | |
MIMIC HUNGER In-game content art | Generative AI was used during development to assist in creating some pre-generated visual assets and marketing materials. All AI-assisted content was reviewed, selected, and adjusted by the developer before being included in the game or on its Steam store page. The game does not use generative AI to create content during gameplay. | Aodette Games | - | Sep 15, 2026 | |
Roulette Strategy Research Lab Dev only codetext | Generative AI tools were used as development aids to help draft and iterate on portions of the game’s code, written content, and Steam store description. All AI-assisted material was reviewed, modified, and approved by the developer. The game does not use live-generated AI during gameplay. | MadIrish Studios | - | Sep 15, 2026 | |
I'll Keep It In-game content artaudio | Generative AI tools were used during development to create selected pre-generated textures, sound effects, and promotional artwork. These materials are used as individual components within the game and its marketing rather than being generated dynamically.
AI-assisted materials are selected, edited, adapted, composed, and integrated by the developer to fit the game's original visual and audio direction. The game's design, gameplay systems, implementation, world building, and overall creative direction are developed by the developer.
No generative AI is used during gameplay, and the game does not connect to external AI services while running. | IBEXOPUS | - | Sep 15, 2026 | |
Kush Ricochet: Cut Kush. Make Cash. In-game content textaudio | We've used AI to translate the game, and also to create some songs.
Every Art (3D/2D) was human made. | LobotoMax | - | Sep 15, 2026 | |
Dealer Principal: The Dealership Simulator Store/marketing arttextcode | Generative AI tools were used during development to assist with programming, debugging, drafting and editing written content, and creating or developing some marketing and store-page artwork. All AI-assisted material is reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay or connect to external AI services while running. | Vitalis Interactive | - | Sep 15, 2026 | |
President FC: Football Club Owner In-game content artaudiotext | Generative AI tools were used during development to help create some artwork, short ambient video clips, audio, written content and localization. This content is generated in advance and included in the game. The game does not generate content through AI services while you play. | Komochigame | - | Sep 15, 2026 | |
Seaside Shop Simulator Store/marketing art | The game cover | Yuhan HE | - | Sep 15, 2026 | |
Main Street Operator Store/marketing text | Generative AI tools were used as development assistants, including assistance drafting and editing portions of store-page marketing text. All player-facing content is reviewed and edited by the developer. Main Street Operator does not use generative AI during gameplay and does not connect to external AI services while the game is running. | Vitalis Interactive | - | Sep 15, 2026 | |
Paper Planes In-game content textaudio | Generative AI was used to assist with bug fixes, text editing, and portions of the game's music. Generative AI was not used for the game's direction, art direction, or gameplay mechanics. | Holly Gaming Studios | - | Sep 15, 2026 | |
Market Fit Dev only code | We only use AI to code and to tighten the mathematical aspects of the game | Boby Studios | - | Sep 15, 2026 | |
Deepworks In-game content artaudiocode | Deepworks was made with the help of AI tools. Some of the game's art and audio were generated with AI and then reviewed and edited by the developer, and AI assisted with writing code. Nothing in the game is generated by AI while you play.
I'm an indie dev with a day job. Using AI made building this game possible. I built this game for the fun of it and have no interest in paying thousands or even hundreds of dollars to artists for a little side hobby. | EZDev Games | - | Sep 13, 2026 | |
Drapers: Merchants of Middle Ages In-game content artcode | About Generative AI Content
We want to be transparent with our players about how AI was used during the development of this game:
Visual Art: Certain visual assets and background elements in this game were created with the assistance of generative AI tools, then reviewed and integrated by our team.
Code & Development: We utilized AI-powered coding assistant and large language models to help prototype, write, and optimize parts of the game's code to speed up development efficiency.
All AI-generated outputs shipped to players have been curated to ensure they meet our quality standards for your experience. | Tiltan Games | - | Sep 13, 2026 | |
Corporate Corp Incorporated Store/marketing art | This game may include developer-directed generative AI content used during development for select visual assets, concept art, marketing materials, store/community artwork, placeholder imagery, and/or edited production assets.
All AI-assisted content is reviewed, selected, edited, and implemented by the developer. The game does not use live generative AI to create gameplay, dialogue, or player-facing content at runtime. | Stryker Pose Studios | - | Sep 13, 2026 | |
smoke.exe In-game content audioarttextcode | This game uses generative AI in the following ways:
Music — tracks were built from AI-generated material, then edited and arranged by hand.
Title artwork — an AI-generated rough was used as reference and redrawn by hand as pixel art.
English localization — the English text was machine-translated and then reviewed and corrected by the developer.
Code — parts of the game's code were written with AI assistance.
Everything else is made by the developer by hand: all 145 in-game icons, every UI image, the cigarette package illustrations, and the achievement icons. | usasan3 | - | Sep 13, 2026 | |
Honey, Tidy the Basement Store/marketing art | Cover arts are IA generated, inspired on the covers from the original games. | Yortx | - | Sep 13, 2026 | |
Tech Chaos In-game content textart | All 3D models, and ui created by humans. Ai helps little with some translation and capsules and artworks | IFoxxI | - | Sep 13, 2026 | |
Sector Zero: Freedom In-game content arttext | Some store visuals (capsule art) were created using AI image generation tools.
Game text translations for languages other than English/Turkish were done with the assistance of AI translation and manual review.
Cutscenes and the visual slides featuring dialogue were created with the assistance of AI. | Shift Orbit Games | - | Sep 13, 2026 | |
Spotage In-game content art | Some of the 3D models shipped with this game were generated with Meshy, an AI model generation tool, and then reworked by hand (retopology, rigging in Blender, hand made materials and animations). This covers the player character, the alien customers, and part of the props, weapons, vehicles and buildings. The creatures you catch were not generated with AI. No content is generated by AI while you play. | CryDream | - | Sep 13, 2026 | |
Vectorline: Air Traffic Control Simulator Live AI audiotext | Vectorline uses on-device AI for its optional voice features. When you speak commands to aircraft, a local speech-recognition model transcribes your voice into ATC instructions. Pilot and controller radio readbacks are spoken aloud using a local neural text-to-speech model. Both models run entirely on your own machine — no audio, text, or data is ever sent to an external server, and no internet connection is required for these features. The spoken content is limited to standard air-traffic-control phraseology generated by the simulator itself.
You can disable these features in the settings without impacting gameplay. | Axonos Games | - | Sep 13, 2026 | |
Nozie Tower Defense XL In-game content text | AI tools were used to assist with translations for game and store page text. | hnugz gamez | - | Sep 13, 2026 | |
Captain Contraption’s Safari Park Dev only codeartaudiotext | I (Sean) use AI coding assistants: GitHub Copilot and Claude Code. I've written software for years and I teach games programming at university, and I use AI tools the way I use a profiler or a compiler. They helped build web tools Dave and I use to balance the ecosystem across long simulations, they're very good at finding edge-case bugs (I'm looking at you, pathing system), and they write the boilerplate for things like save states and UI. I never ship code I haven't read and thoroughly tested.
No content in this game is AI-generated, and no generative AI runs while you play.
Every sound, art and music asset in this game was made by a human. The game started out as the idea of “Asset Safari” around the concept of buying sprite packs from artists, which is what we have done. The music, sound and writing is also all human generated. | Pill Bug Interactive | - | Sep 13, 2026 | |
PATTY STATE Store/marketing arttext | Generative AI tools were used to create some visual assets for the game and its promotional materials, and to assist with writing and translating the store page descriptions. This content is prepared in advance. The game does not use generative AI to create content during gameplay. | Tondemo Lab | - | Sep 12, 2026 | |
Monstaurant In-game content audio | Spoken dialogue in this game were generated with an
AI text-to-speech tool. No AI-generated content is produced at runtime. | pixelraster | - | Sep 12, 2026 | |
Guilded Fools Dev only art | Ai tools have been used as part of production, with none used directly as final art. | toyari | - | Sep 12, 2026 | |
Real Estate Investor Unclear art | Some game assets and marketing material might have been created or assisted by generative Ai. | Highground Entertainment | - | Sep 12, 2026 | |
Alchemy Master In-game content artaudiotext | Some of the game's 2D art, character voice acting, and localization content utilized generative AI assistance during production. All related content was generated and manually reviewed before release; no generative AI-generated content will be used during gameplay. | Fengling Studio | - | Sep 12, 2026 | |
TileCity In-game content art | Store marketing images (Steam capsule art — header, main, small, and vertical capsules) were created with AI image generation tools and then edited/reviewed by the development team. In-game screenshots and gameplay footage represent the actual game. | KIDTAIN GAME | - | Sep 12, 2026 | |
Zombie Lab | Using my own art to make more ICONS backgrounds | Outlaw Games | - | Sep 12, 2026 | |
Battle for Everworld In-game content art | AI was used as a coding assistance tool and to create some assets. | GATO PRETO GAMES LTDA | - | Sep 12, 2026 |