This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually.
- Creator
- KIB Games
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,376 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.
This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually.
Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation.
Some of the card illustrations, title art, UI elements, and character voices in this game, as well as the store capsule images, library artwork, and other promotional images, were created with generative AI, then selected and adjusted by the developer. The English text is based on AI translation and has been reviewed by the developer. As an optional feature, players can connect their own Claude (Anthropic's AI assistant) through a Claude Desktop extension to play against it or watch it play against the CPU. Claude's lines shown in the game are written by the player's own Claude; the game itself does not generate text or communicate with any AI service.
Luckforge was made with the help of generative AI tools, selected and directed by the developer. The title-screen and battle backdrops were generated from our own layout briefs and screenshots, then converted to the game's pixel grid and colour palette. The pixel sprites, in-game text, translations and store text were created with AI assistance. Some promotional materials use AI-generated art or music. Nothing is generated by AI while you play.
The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play.
Some puzzle artwork was created using generative AI tools during development and was subsequently selected, reviewed and prepared by the developer. Kingdom of Pieces does not generate AI content during gameplay.
No generative AI models or services run during gameplay.
AI-assisted tools were used during the development of Tidy Up Her Toys as part of the creative and production workflow. AI was utilized to assist with certain aspects of programming and development, music creation, and the production of selected graphical and visual elements. These tools were used to support the development process, experimentation, iteration, and creative production. The overall game design, direction, implementation, integration, editing, and final creative decisions were handled by the developer. AI-generated and AI-assisted content was reviewed, adapted, and integrated into the game as part of the development process.
Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay.
Steam page arts polished with gen AI (soon my game arts will be done and it will be replaced)
This game was made using generative AI. Generative AI was used for card illustrations, backgrounds, character videos, music, the story and other text, translations, and promotional materials such as the store page and trailer. All of this content was created in advance; no content is generated by AI during gameplay.
Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers.
Generative AI was used during development to create artwork, UI and promotional assets, as well as audio content, including character voices. AI tools also assisted with writing and refining the game’s code. All AI-generated content is pre-generated; HEARTRIFT does not generate content or code with AI during gameplay or connect to an external AI service.
Generative AI used in the development of the title, and the marketing of it.
Generative AI was used during development to create text content.
AI was used to create a handful of static images within the game as the developer had no other options at the time. All of this will be replaced as soon as possible.
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI.
AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages.
LLMs have been used to generate the majority of art for this game due to this being made by a solo dev.
The translations used on the current store page and in the upcoming demo were created using generative AI. For the full release, these translations will be reviewed by human translators or replaced with complete human translations, and we will faithfully announce any changes. All other artwork, sound, and narrative in the game are created entirely by the developer.
Some artwork was created with generative tools and edited by the developer. No content is generated during gameplay.
Generative AI was used to assist with translating in-game dialogue and with writing and translating the Steam store page description.
Generative AI tools were used during development to help create some visual assets and branding. Some music and sound effects were developed with AI-assisted composition and procedural sound synthesis. Store screenshots and gameplay video are captured from the game. These assets are prepared before release.
AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction. All in-game graphical assets were handcrafted by artists.
Generative AI was used to create promotional capsule artwork and library header artwork for the Steam store.
The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials.
An AI-generated sketch is used as a starting point. Everything else is made by a human: every shipped image is redrawn and retouched by hand, and the code, game design and texts are written by the developer.
Just help with the marketing material drafts
Custom Built LLM & Vertex DB, 100% home made AI model built by developer of Abandon All Hope was used to aid in padding out Dialog for the game, as well as the store page description. All Other content has been hand crafted.
AI was used responsibly in the making of this game
Tirona's development used AI tools for much of its 2D artwork (character portraits, card and scene illustrations, quest illustrations), some 3D models, the music (ElevenLabs) and the character voice performers' reference voices. All of it was selected, edited and placed by the developer, and ships as fixed game content. While you play, a third-party large language model writes the narration and the dialogue of non-player characters in response to what you type or say. Character voices are synthesised locally on your PC from the generated text. You can optionally generate a portrait for your character from your creation choices. The AI never decides the rules: dice, hit points, gold, items, experience, spells and quest progress change only through the game's own systems. Romance is opt-in, and anything sexual fades to black.
Generative AI was used to assist with localization of in-game text from English to Spanish, French, German, Japanese, Korean, Simplified Chinese, Portuguese, and Russian.
Generative tools were used as part of the visual and audio development process. Final assets were reviewed, selected, edited, and refined by human developers before being implemented in the game.
The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running.
Runemoor was made by a small independent team with the help of generative AI tools. Every AI output was directed, reviewed, edited and integrated by the developer, and checked to keep all designs original. No AI content is generated while you play. - 3D characters: the champion models, their weapons and props were generated with Meshy (image-to-3D), including its auto-rigging and animation clips, then cleaned up and integrated by hand and with our own scripts. - 2D art: concept art, key art and store artwork, the logo and app icon, UI artwork and backgrounds, item and spell icons, and material and terrain textures were generated with an OpenAI image model, then selected, post-processed and composited. - Environment: the map, buildings, rocks and plants are built by our own procedural modeling scripts (no AI model generates the geometry) and use the AI-generated textures listed above. - Voice: the match announcer voice lines are AI-generated speech (Google Gemini text-to-speech). - Music (trailer): the music of the store trailer was generated with Google Lyria and carries Google's inaudible SynthID watermark. The in-game music is not AI-generated: it is synthesized procedurally by our own audio code. - Sound effects and ambience: not AI-generated. They are synthesized procedurally by our own audio code.
Game logo and cover art made with ai tools. Game menu icons made ai tools
Used Ai to generate a NPC of my daughter Princess Octavia, Also used it to implement bought assets from epic store. Used to generate capsules for steam page.
Some of the game's illustrations (characters, enemies, backgrounds, store art), its music, its sound effects and parts of its text were created with the help of AI tools during development, then selected, edited and integrated by hand. The game does not generate any content while you play.
Some graphical assets were created using generative AI during development.
Some character and equipment models were generated with an AI 3D tool and then rigged, recoloured and edited by hand. The icons were designed with AI tools and drawn in code, and the game's text was written with AI assistance and edited by the developer. Environments use asset packs made by people, sound effects come from a sound pack recorded by people, and the music is synthesised by the game's own code. No AI generates anything while you play.
Generative AI tools were used during development to create and refine pre-made visual assets, music and sound assets, and localized text. These assets are bundled with the game. No content is generated by AI during gameplay.
AI tools helped us write parts of the game's code and create some of its art. No content is generated by AI while you play.
I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images. The text of this store page was written with AI help, from my own notes and my own story, and edited by me. The game does not create any AI content while you play: everything you see was made before release.
various visual assets and materials for Too Many Orbs! were created with the assistance of generative AI tools. All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards.
The game is made by a single developer, with help from two friends. I used generative AI for some of the artwork (backgrounds, portraits, icons, book covers, record sleeves, skies) and for some of the music, selecting, editing and integrating every asset by hand. 3D models were bought from their creators, taken from free libraries or made in Blender, and sound effects come from free sound libraries: all authors are credited in the game.
Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay.
Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service.
Generative AI tools were used during development to create some artwork, background music, and monster vocal effects. AI tools also assisted with the writing and translation of store-page text. These materials were prepared in advance. The game does not generate AI content or connect to third-party AI services during gameplay.
Generative AI tools were used to help create some visual assets, music, and store/promotional materials, and to assist with translation. No generative AI is used to create content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Desktop Party: An Idle Fantasy RPG Store/marketing text | This game’s store page text has been translated into multiple languages with the assistance of AI translation tools. We review and adjust translations manually. | KIB Games | - | Oct 12, 2026 | |
BLACKBELL In-game content arttextaudiocode | Generative AI tools were used extensively during the development of BLACKBELL, including for artwork, writing, audio, code, and production support. All AI-generated content included in the shipped game is pre-generated, selected, edited, and integrated by the developer. The developer is responsible for the game's creative direction, design, curation, quality control, and final implementation. | PALE WINDOW STUDIO | - | Oct 12, 2026 | |
Memento Reverse Live AI arttextaudio | Some of the card illustrations, title art, UI elements, and character voices in this game, as well as the store capsule images, library artwork, and other promotional images, were created with generative AI, then selected and adjusted by the developer. The English text is based on AI translation and has been reviewed by the developer.
As an optional feature, players can connect their own Claude (Anthropic's AI assistant) through a Claude Desktop extension to play against it or watch it play against the CPU. Claude's lines shown in the game are written by the player's own Claude; the game itself does not generate text or communicate with any AI service. | Jloo | - | Oct 12, 2026 | |
Luckforge In-game content arttext | Luckforge was made with the help of generative AI tools, selected and directed by the developer. The title-screen and battle backdrops were generated from our own layout briefs and screenshots, then converted to the game's pixel grid and colour palette. The pixel sprites, in-game text, translations and store text were created with AI assistance. Some promotional materials use AI-generated art or music. Nothing is generated by AI while you play. | Kasperzack Games | - | Oct 12, 2026 | |
RemparZ In-game content artaudiotext | The intro cinematic and the artwork taken from it (used on this store page) were generated with AI video tools from the game's own 3D models, as were some illustrations and icons of the interface. The soundtrack was composed with an AI music tool, and the translations were made with AI assistance. No AI generates content while you play. | iFredZ | - | Oct 12, 2026 | |
Kingdom of Pieces In-game content art | Some puzzle artwork was created using generative AI tools during development and was subsequently selected, reviewed and prepared by the developer. Kingdom of Pieces does not generate AI content during gameplay. | IAA Games | - | Oct 12, 2026 | |
Plague Doctor: Apothecary general | No generative AI models or services run during gameplay. | PolyPixel Interactive | - | Oct 12, 2026 | |
Tidy Up Her Toys In-game content artaudiocode | AI-assisted tools were used during the development of Tidy Up Her Toys as part of the creative and production workflow.
AI was utilized to assist with certain aspects of programming and development, music creation, and the production of selected graphical and visual elements. These tools were used to support the development process, experimentation, iteration, and creative production.
The overall game design, direction, implementation, integration, editing, and final creative decisions were handled by the developer. AI-generated and AI-assisted content was reviewed, adapted, and integrated into the game as part of the development process. | Volkan Kutlubay | - | Oct 12, 2026 | |
厄瑞博斯征途 In-game content artaudiotext | Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay. | Huhu Morningwind | - | Oct 12, 2026 | |
Goblin Problem Store/marketing art | Steam page arts polished with gen AI (soon my game arts will be done and it will be replaced) | Zzpasta Games | - | Oct 12, 2026 | |
Arcana Autonoma: Fourteen Races In-game content artaudiotext | This game was made using generative AI. Generative AI was used for card illustrations, backgrounds, character videos, music, the story and other text, translations, and promotional materials such as the store page and trailer. All of this content was created in advance; no content is generated by AI during gameplay. | ShadeLurk | - | Oct 12, 2026 | |
GeneJinks: Sports Festival In-game content arttextaudio | Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers. | WANG GUAN | - | Oct 12, 2026 | |
Heartrift In-game content artaudiocode | Generative AI was used during development to create artwork, UI and promotional assets, as well as audio content, including character voices. AI tools also assisted with writing and refining the game’s code. All AI-generated content is pre-generated; HEARTRIFT does not generate content or code with AI during gameplay or connect to an external AI service. | Kustepuchengames | - | Oct 12, 2026 | |
Amberfall: Village Defense Unclear | Generative AI used in the development of the title, and the marketing of it. | tinybox games :) | - | Oct 12, 2026 | |
Crownmason Unclear text | Generative AI was used during development to create text content. | Funkenkauz Studios | - | Oct 12, 2026 | |
Endless Survival World In-game content art | AI was used to create a handful of static images within the game as the developer had no other options at the time. All of this will be replaced as soon as possible. | Novus Astra | - | Oct 12, 2026 | |
Endless Shift: Haunted House In-game content audio | AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer. | NRM | - | Oct 12, 2026 | |
Mythilus: The Awakening In-game content artcode | Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI. | Onibox | - | Oct 12, 2026 | |
Arandu: Deck of the Amazon In-game content arttext | AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages. | CORISCO STUDIO | - | Oct 12, 2026 | |
Drillionaire In-game content art | LLMs have been used to generate the majority of art for this game due to this being made by a solo dev. | Caos Creations | - | Oct 12, 2026 | |
Tales & Duels In-game content text | The translations used on the current store page and in the upcoming demo were created using generative AI. For the full release, these translations will be reviewed by human translators or replaced with complete human translations, and we will faithfully announce any changes.
All other artwork, sound, and narrative in the game are created entirely by the developer. | NORU | - | Oct 12, 2026 | |
Task Bar Dungeons In-game content art | Some artwork was created with generative tools and edited by the developer. No content is generated during gameplay. | 3xQuest | - | Oct 12, 2026 | |
Genesis: Blue vein In-game content text | Generative AI was used to assist with translating in-game dialogue and with writing and translating the Steam store page description. | Recovery Area | - | Oct 12, 2026 | |
Sushi Shogun In-game content artaudio | Generative AI tools were used during development to help create some visual assets and branding. Some music and sound effects were developed with AI-assisted composition and procedural sound synthesis. Store screenshots and gameplay video are captured from the game. These assets are prepared before release. | Black Fruit Studios | - | Oct 12, 2026 | |
Ladder Knight In-game content artaudio | AI tools assisted in developing some procedural animations and sound effects. These elements were reviewed and refined to match the game’s artistic direction.
All in-game graphical assets were handcrafted by artists. | Outlane | - | Oct 12, 2026 | |
King's : The Eight Tribes Store/marketing art | Generative AI was used to create promotional capsule artwork and library header artwork for the Steam store. | King's : The Eight Tribes | - | Oct 12, 2026 | |
hunter x In-game content art | The developer uses AI tools to assist in creating 2D graphic assets, specifically the game icon. All assets have been carefully reviewed to ensure they are unique and do not infringe on any copyrighted materials. | Andi Agung Ismail | - | Oct 12, 2026 | |
Idle Legions Dev only art | An AI-generated sketch is used as a starting point. Everything else is made by a human: every shipped image is redrawn and retouched by hand, and the code, game design and texts are written by the developer. | ALPACA TEAM | - | Oct 12, 2026 | |
Tír Store/marketing textart | Just help with the marketing material drafts | Sons of Dagda | - | Oct 12, 2026 | |
Abandon All Hope In-game content text | Custom Built LLM & Vertex DB, 100% home made AI model built by developer of Abandon All Hope was used to aid in padding out Dialog for the game, as well as the store page description. All Other content has been hand crafted. | DeadLink | - | Oct 12, 2026 | |
Elder Hills Unclear | AI was used responsibly in the making of this game | Darkfoo Games | - | Oct 12, 2026 | |
Tirona Rebirth Live AI artaudiotext | Tirona's development used AI tools for much of its 2D artwork (character portraits, card and scene illustrations, quest illustrations), some 3D models, the music (ElevenLabs) and the character voice performers' reference voices. All of it was selected, edited and placed by the developer, and ships as fixed game content.
While you play, a third-party large language model writes the narration and the dialogue of non-player characters in response to what you type or say. Character voices are synthesised locally on your PC from the generated text. You can optionally generate a portrait for your character from your creation choices.
The AI never decides the rules: dice, hit points, gold, items, experience, spells and quest progress change only through the game's own systems. Romance is opt-in, and anything sexual fades to black. | Wireloop I.K.E. | - | Oct 11, 2026 | |
Auto Battle Buddies In-game content text | Generative AI was used to assist with localization of in-game text from English to Spanish, French, German, Japanese, Korean, Simplified Chinese, Portuguese, and Russian. | Casual Clam | - | Oct 11, 2026 | |
Beast Snap In-game content artaudio | Generative tools were used as part of the visual and audio development process. Final assets were reviewed, selected, edited, and refined by human developers before being implemented in the game. | Alejandro Rives | - | Oct 11, 2026 | |
No One Came Back In-game content artaudiocodetext | The game's pixel art, sound effects and music, in-game text (including translation), program code, and the store page text and images were created using an AI tool (Anthropic's Claude) under the developer's direction and review. The game does not generate any content with AI while it is running. | ImpressaEntertainment,Inc. | - | Oct 10, 2026 | |
Runemoor In-game content artaudiotext | Runemoor was made by a small independent team with the help of generative AI tools. Every AI output was directed, reviewed, edited and integrated by the developer, and checked to keep all designs original. No AI content is generated while you play.
- 3D characters: the champion models, their weapons and props were generated with Meshy (image-to-3D), including its auto-rigging and animation clips, then cleaned up and integrated by hand and with our own scripts.
- 2D art: concept art, key art and store artwork, the logo and app icon, UI artwork and backgrounds, item and spell icons, and material and terrain textures were generated with an OpenAI image model, then selected, post-processed and composited.
- Environment: the map, buildings, rocks and plants are built by our own procedural modeling scripts (no AI model generates the geometry) and use the AI-generated textures listed above.
- Voice: the match announcer voice lines are AI-generated speech (Google Gemini text-to-speech).
- Music (trailer): the music of the store trailer was generated with Google Lyria and carries Google's inaudible SynthID watermark. The in-game music is not AI-generated: it is synthesized procedurally by our own audio code.
- Sound effects and ambience: not AI-generated. They are synthesized procedurally by our own audio code. | Runemoor | - | Oct 10, 2026 | |
Super Clown Save Santa In-game content art | Game logo and cover art made with ai tools.
Game menu icons made ai tools | Valkeala Software | - | Oct 10, 2026 | |
Number Bound In-game content art | Used Ai to generate a NPC of my daughter Princess Octavia, Also used it to implement bought assets from epic store. Used to generate capsules for steam page. | Aaron C | - | Oct 10, 2026 | |
The Scratcher In-game content artaudiotext | Some of the game's illustrations (characters, enemies, backgrounds, store art), its music, its sound effects and parts of its text were created with the help of AI tools during development, then selected, edited and integrated by hand. The game does not generate any content while you play. | Terra Somnia Studio | - | Oct 10, 2026 | |
TBT : TaskBarTimber Dev only art | Some graphical assets were created using generative AI during development. | AINFORGE | - | Oct 10, 2026 | |
Jarnvard In-game content arttext | Some character and equipment models were generated with an AI 3D tool and then rigged, recoloured and edited by hand. The icons were designed with AI tools and drawn in code, and the game's text was written with AI assistance and edited by the developer. Environments use asset packs made by people, sound effects come from a sound pack recorded by people, and the music is synthesised by the game's own code. No AI generates anything while you play. | CrowSteel | - | Oct 10, 2026 | |
Wallbreaker In-game content artaudiotext | Generative AI tools were used during development to create and refine pre-made visual assets, music and sound assets, and localized text. These assets are bundled with the game. No content is generated by AI during gameplay. | LHJ | - | Oct 10, 2026 | |
They Keep Coming In-game content artcode | AI tools helped us write parts of the game's code and create some of its art. No content is generated by AI while you play. | McHunter Studio | - | Oct 10, 2026 | |
Pack Goblin In-game content arttext | I used AI tools to turn my sketches into clean vector (SVG) art: the goblin, the cards, the decorations, the logo and the store images.
The text of this store page was written with AI help, from my own notes and my own story, and edited by me.
The game does not create any AI content while you play: everything you see was made before release. | JOPA Studio | - | Oct 10, 2026 | |
Too Many Orbs! In-game content art | various visual assets and materials for Too Many Orbs! were created with the assistance of generative AI tools.
All AI-generated content was reviewed, refined, and integrated by the developer to ensure consistency with the game's artistic direction and quality standards. | Shahin Mohammadpour | - | Oct 10, 2026 | |
Swish and Flick: Tidy Up Together In-game content artaudio | The game is made by a single developer, with help from two friends. I used generative AI for some of the artwork (backgrounds, portraits, icons, book covers, record sleeves, skies) and for some of the music, selecting, editing and integrating every asset by hand. 3D models were bought from their creators, taken from free libraries or made in Blender, and sound effects come from free sound libraries: all authors are credited in the game. | Sylvanus | - | Oct 10, 2026 | |
萤光之旅 In-game content art | Generative AI was used to help create pre-generated character and enemy artwork, scene backgrounds, and store promotional illustrations. These assets were selected, prepared, and integrated by the developer. No AI content is generated during gameplay. | 萤光工作室 | - | Oct 10, 2026 | |
Ardhan In-game content artaudiotext | Ardhan was made by a solo developer with some help of generative AI tools. The card, hero, background and cinematic artwork, the key art on this store page, the short animated clips, the voice narration in all nine languages, part of the music and many of the sound effects were generated with AI models (image models hosted on Higgsfield; ElevenLabs voice, music and sound models) and then selected, cropped and edited by the developer. The game does not generate any content while you play, has no AI chat, and sends nothing to any AI service. | Ștefan Mihai Șerb | - | Oct 10, 2026 | |
Tactics to the devil dungeon In-game content artaudiotext | Generative AI tools were used during development to create some artwork, background music, and monster vocal effects. AI tools also assisted with the writing and translation of store-page text. These materials were prepared in advance. The game does not generate AI content or connect to third-party AI services during gameplay. | SLOWRAIN GAMES | - | Oct 10, 2026 | |
Infinite Night 2 In-game content artaudiotext | Generative AI tools were used to help create some visual assets, music, and store/promotional materials, and to assist with translation. No generative AI is used to create content during gameplay. | SUHO LEE | - | Oct 10, 2026 |