AI is used to assist with programming, graphics creation and translations.
- Creator
- netmin games GmbH
- Reviews
- -
- Added
- Oct 4, 2026
Public Steam disclosure research 24,658 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.
AI is used to assist with programming, graphics creation and translations.
FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service.
AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements.
Translations from English into other languages have been done with the help of AI tools.
This game uses generative AI in parts of its content: the Spanish and Italian translations were produced with AI assistance and are pending a professional human review pass; the game's icon was also created with the help of generative AI tools during development. No content is generated in real time during gameplay — everything was produced during development.
Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay.
Parts of this game were made with the help of generative AI tools: - 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture. - The title-screen key art was created with generative AI. - The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer. - The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI. No content is generated by AI while the game is running.
This product contains pre-generated content created with the assistance of generative AI tools during development. AI-assisted content includes selected 2D artwork, character portraits, unit illustrations, decorative interface imagery, trailer and store artwork, portions of the soundtrack, and some player-facing descriptive or localization text. All AI-assisted content was reviewed and edited by the developer and is fixed before release. The game does not generate text, images, audio, or any other content using generative AI while it is running. Computer-controlled opponents and procedural simulation systems use conventional game logic, not generative AI.
Some pre-generated artwork used in the game and on its Steam store page, including title, introduction, event illustration, and capsule artwork, was created using OpenAI image generation tools. One music track was generated using Google Gemini from a developer-written prompt. All generated assets were reviewed and selected by the developer before release. The game does not generate AI content during gameplay or connect to external AI services.
Bloodlines & Banners is designed, architected, and coded by one person. Generative AI is used as a production tool for volume, with portraits, illustration, music, cinematics, voice, and a share of the in-game prose, at a scale a solo developer could not otherwise afford or commission. It is not used to make creative decisions. The art direction is a single locked style anchor authored by hand and enforced across every asset. The game design, the systems architecture, the historical research, the balance, and every line of the server and client are human work. In-game text is a mixed case, and we set that out plainly rather than round it up to “human-written”. We are stating this up front, unprompted, because we would rather a partner evaluate the game knowing exactly what it is than discover it later.
Aetas is designed, directed and built by a single developer. Generative AI was used as a development assistant: it helped write code and tools, the in-game texts and their English/Dutch localization, and the store page texts, all under the developer's direction and review. No AI image generation was used: all sprites and tiles are hand-drawn Liberated Pixel Cup art by human artists (credited in the game folder), or assembled programmatically from that art. The trailer music was produced by a synthesis script. The game does not generate any content with AI during gameplay and does not connect to any AI service.
Kingdoms in Ink uses pre-generated AI-assisted content, including decorative map frames, store artwork, and some in-game and store text and translations. These assets and texts are prepared and reviewed during development. The game does not generate AI content during play or connect to external AI services.
This game includes AI-generated content created during development. Character portraits, illustrations and store artwork were generated with an image model and curated by the developer. Background music was generated with Google Lyria and contains SynthID watermarking. Translations were produced with AI assistance. No AI content is generated while you play.
very limited amount of ui elements was generated by ai
Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen.
AI tools were used in the creation of some sounds and graphics.
AstralX uses generative AI only for some 2D illustrative images, primarily certain biome visuals and depictions of some races/species. The game contains well over 1,000 such visual elements, which is why generative AI was used to assist with part of this 2D artwork. Generative AI is not used for the game's simulation, mathematical calculations, gameplay rules, mechanics, or underlying systems. These elements were designed and developed manually by the developer. 3D content is also not generated using AI. The music was composed manually and performed by a real pianist. The sound design was likewise created through traditional human production rather than generative AI. No generative AI is used dynamically during gameplay.
Experimental translation beta branch includes generative large language model assisted translations.
Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed.
"Generative AI tools were used to create some of the in-game character artwork and object visuals."
The champion artwork, portraits and various visual assets are generated. The generated visuals are a starting point rather than a settled choice, and if the game's funding allows it I intend to have them redone by an artist. No content is generated by AI while you play, since the match simulation runs on a hand-written decision engine where each player evaluates their situation against authored rules, rather than on a generative model.
Some 3D character models and a few environment assets in this game were created with the help of generative AI tools, then manually edited, rigged and refined by the developer. Some promotional images were also produced with AI assistance. All AI-generated content was reviewed to ensure it does not infringe third-party rights.
Generative AI was used during development to create officer portraits, illustrations, backgrounds and other graphical assets, translations, and background music. This content was generated in advance; no AI content is generated during gameplay.
Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay.
Shadow Rulers: World Order uses generative AI tools during development to help create certain visual assets, including faction icons for the game's Ruling Families, background and UI elements, and some in-game and promotional artwork. All AI-generated content is reviewed and curated by the developer before being included in the game. No content is generated live during gameplay, and the game does not connect to any external AI service during play.
Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy.
Tripo AI: Modelos y ChatGPT: Imagenes
Some art assets, sound effects and texts of this game are produced with the assistance of generative AI. No real‑time AI‑generated content will be created during gameplay.
Some of the artworks in the game and on the steam product page are AI generated.
Generative AI was used during development to create some visual and in-game assets. No content is generated by AI during gameplay.
Generative AI tools were used during the development process to assist in creating pre-rendered visual assets, including character portraits and certain user interface (UI) icons.
Generative AI was used to assist in the creation of some 2D art assets.
Generative AI was used to assist in the creation of character illustrations and some in-game text. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or at runtime.
AI-assisted tools were used to help create some splash screen visuals and store page promotional artwork. All assets were reviewed and finalized by the developer before being included in the game and store materials.
Some art of the game have used tools or applications that uses Generative AI
Generative AI has been used to assist with game coding during development and as visual reference material.
I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion. I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time. Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way.
Codex wurde unterstützend für einzelne Grafiken, Programmierarbeiten und Fehlerbehebungen eingesetzt.
Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay.
AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision.
AI tools were used during development to create pre-generated content. The game's text was translated from English into 16 additional languages using AI translation with automated consistency review. Game artwork and the soundtrack were created by the developer using generative AI tools; every asset was individually reviewed and curated before inclusion. Store page assets (screenshots, trailer, capsule art) depict or derive from this same game content. The game contains no live/runtime AI generation — all content is fixed at build time, and the game runs fully offline.
AI assistance was used in the development of this game. Players are strongly advised to play using mainstream free "flash" AI APIs such as Agnes API or Qwen API — simply fill in your API information in the game settings. For the sake of speed, enabling thinking mode is not recommended. This game contains optional generative AI features. In “AI-Enhanced Narrative Mode”, the game calls the third-party LLM API you provide yourself, generating more immersive event text in real time as you play. This mode is entirely optional: even without connecting any API, you can still fully experience all of the built-in, human-written historical content and the core gameplay. The game will not use your gameplay data to train any models. All AI-generated content is controlled by your own API key and quota, and you are responsible for your own usage.
Some of the artwork in this game — including character portraits, user interface elements, map and battle backgrounds, unit sprites, and visual effects — was created with the help of generative AI image tools, then reviewed, corrected, and assembled by hand before being included in the game. Some sound effects were produced with AI audio tools in the same way. All of this content is generated ahead of time and is fixed in the shipped build. The game does not generate any content while you play, and it does not connect to any external AI service during gameplay.
Some store page artwork, promotional images, textures, and visual assets were created using generative AI tools and then edited and finalized by the developer. AI-generated content is used only for visual assets and does not generate content during gameplay.
During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team.
Generative AI tools were used during development to assist with the creation and refinement of some visual assets, text, localization, and other pre-generated game content. All AI-assisted content included in the game has been reviewed and validated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Game code and ui was assisted with Claude
Automotive Empire was developed using AI-assisted tools across multiple disciplines. Visual assets, music, and audio were generated using AI tools. The game's code was developed with AI coding assistance. Every element — every image, every track, every line of code — was reviewed, selected, refined, and approved by the developer as part of a deliberate creative vision. The game design, systems, world-building, and writing are entirely human-made. Automotive Empire is the product of one person's vision, built with the best tools available today.
Generative AI tools were used to assist in the creation and refinement of some visual assets, including illustrations, user interface elements, and marketing materials.
NABERON uses generative AI tools in the creation of some of its assets. 3D models and textures were generated with Meshy, then reworked, retextured and assembled by hand for the game. Music was generated with Suno, and part of the sound effects with ElevenLabs. Some store page artwork, including the logo, was created with AI image tools. All generated content was reviewed, edited and approved by the developer before it shipped. The game does not generate any content live while you play — nothing is created at runtime.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Bonaparte 1789 AD Unclear artcodetext | AI is used to assist with programming, graphics creation and translations. | netmin games GmbH | - | Oct 4, 2026 | |
FleetBane In-game content artaudiotext | FleetBane was created by a solo developer with assistance from generative AI tools. During development, these tools helped create and refine some visual assets, music, and written game content. All AI-assisted material was reviewed, selected, edited, polished, or substantially reworked by the developer before being integrated into the game. FleetBane does not use generative AI during gameplay and does not send player input or data to any AI service. | Archimond | - | Oct 4, 2026 | |
Battle Of Dots: Last Stand In-game content artcode | AI was used during the development of the game mainly for code optimization and improvements. To a limited extent, AI was also used to create some graphics and to improve the appearance of a small number of interface elements. | WarNode Interactive | - | Oct 3, 2026 | |
Divided Empire: Sengoku In-game content text | Translations from English into other languages have been done with the help of AI tools. | Composition GS | - | Oct 2, 2026 | |
Racefoot Manager In-game content textart | This game uses generative AI in parts of its content: the Spanish and Italian translations were produced with AI assistance and are pending a professional human review pass; the game's icon was also created with the help of generative AI tools during development. No content is generated in real time during gameplay — everything was produced during development. | SWTL Informática | - | Oct 1, 2026 | |
Mandate Kingdoms In-game content artaudiotext | Generative AI tools were used during development to create and refine some pre-generated artwork, icons, audio, text and localization, and marketing imagery. All such content was reviewed and curated by the developer. No AI-generated content is created during gameplay. | Dreolo | - | Oct 1, 2026 | |
Age of Dynasty & Dust In-game content arttext | Parts of this game were made with the help of generative AI tools:
- 3,928 of the 6,608 character portraits were created with generative AI tools and then selected and retouched by a person. The other 2,404 are historical images from public archives such as Wikimedia Commons, and 276 reuse an existing picture.
- The title-screen key art was created with generative AI.
- The character biographies and historical event texts were written with the assistance of generative AI, based on historical sources, and edited by the developer.
- The English, Japanese and Traditional Chinese translations were produced with the assistance of generative AI.
No content is generated by AI while the game is running. | wailfate | - | Sep 30, 2026 | |
Between Empires In-game content artaudiotext | This product contains pre-generated content created with the assistance of generative AI tools during development. AI-assisted content includes selected 2D artwork, character portraits, unit illustrations, decorative interface imagery, trailer and store artwork, portions of the soundtrack, and some player-facing descriptive or localization text. All AI-assisted content was reviewed and edited by the developer and is fixed before release. The game does not generate text, images, audio, or any other content using generative AI while it is running. Computer-controlled opponents and procedural simulation systems use conventional game logic, not generative AI. | Enzo The Chronicler | - | Sep 30, 2026 | |
The Airline Century In-game content artaudio | Some pre-generated artwork used in the game and on its Steam store page, including title, introduction, event illustration, and capsule artwork, was created using OpenAI image generation tools. One music track was generated using Google Gemini from a developer-written prompt. All generated assets were reviewed and selected by the developer before release. The game does not generate AI content during gameplay or connect to external AI services. | Navline Works | - | Sep 30, 2026 | |
Bloodlines & Banners In-game content artaudiotext | Bloodlines & Banners is designed, architected, and coded by one person. Generative AI is used as a production tool for volume, with portraits, illustration, music, cinematics, voice, and a share of the in-game prose, at a scale a solo developer could not otherwise afford or commission. It is not used to make creative decisions. The art direction is a single locked style anchor authored by hand and enforced across every asset. The game design, the systems architecture, the historical research, the balance, and every line of the server and client are human work. In-game text is a mixed case, and we set that out plainly rather than round it up to “human-written”. We are stating this up front, unprompted, because we would rather a partner evaluate the game knowing exactly what it is than discover it later. | Synprax Labs | - | Sep 27, 2026 | |
Aetas In-game content textcode | Aetas is designed, directed and built by a single developer. Generative AI was used as a development assistant: it helped write code and tools, the in-game texts and their English/Dutch localization, and the store page texts, all under the developer's direction and review. No AI image generation was used: all sprites and tiles are hand-drawn Liberated Pixel Cup art by human artists (credited in the game folder), or assembled programmatically from that art. The trailer music was produced by a synthesis script. The game does not generate any content with AI during gameplay and does not connect to any AI service. | Consul Games | - | Sep 25, 2026 | |
Kingdoms in Ink In-game content arttext | Kingdoms in Ink uses pre-generated AI-assisted content, including decorative map frames, store artwork, and some in-game and store text and translations. These assets and texts are prepared and reviewed during development. The game does not generate AI content during play or connect to external AI services. | SQOOL | - | Sep 25, 2026 | |
Samhan: Where Korea Began In-game content artaudiotext | This game includes AI-generated content created during development.
Character portraits, illustrations and store artwork were generated with an image model and curated by the developer. Background music was generated with Google Lyria and contains SynthID watermarking.
Translations were produced with AI assistance. No AI content is generated while you play. | CODEMAPO | - | Sep 24, 2026 | |
Fertile Crescent | very limited amount of ui elements was generated by ai | gold_iron_and_salt | - | Sep 24, 2026 | |
迷你文明 In-game content text | Part of this game's written content was drafted with generative AI tools — some of the in-game text and the English and Japanese localisations — and was then reviewed and edited by the developer. All of it is pre-generated: the game calls no AI model at runtime, nothing is created live by AI while you play, and the computer-controlled opponents are a hand-written, rule-based system. In-game art is original procedural drawing or licensed third-party assets (a third-party icon library under CC BY 3.0); music is licensed from Kevin MacLeod (CC BY 3.0); sound effects are CC0; and the store capsule images are drawn procedurally inside the engine. Full asset credits are shown in the game's "Assets & License" screen. | yyyz26 | - | Sep 24, 2026 | |
There Is Eternal War In-game content artaudio | AI tools were used in the creation of some sounds and graphics. | Purri Cat Studio | - | Sep 24, 2026 | |
Astral 4X : Interstellar Simulation In-game content art | AstralX uses generative AI only for some 2D illustrative images, primarily certain biome visuals and depictions of some races/species. The game contains well over 1,000 such visual elements, which is why generative AI was used to assist with part of this 2D artwork.
Generative AI is not used for the game's simulation, mathematical calculations, gameplay rules, mechanics, or underlying systems. These elements were designed and developed manually by the developer. 3D content is also not generated using AI.
The music was composed manually and performed by a real pianist. The sound design was likewise created through traditional human production rather than generative AI.
No generative AI is used dynamically during gameplay. | Encelade Interactive | - | Sep 23, 2026 | |
Astro Protocol In-game content text | Experimental translation beta branch includes generative large language model assisted translations. | Null Vector Studios | 66 | Sep 23, 2026 | |
Venture: Kingdoms In-game content art | Some of the 2d visual assets are generated using AI, afterwards altered or used as an anchor and changed. | calm fox | - | Sep 21, 2026 | |
gates of chaos In-game content art | "Generative AI tools were used to create some of the in-game character artwork and object visuals." | Çağrı Alparslan | - | Sep 21, 2026 | |
Esport Manager: Last Pick In-game content art | The champion artwork, portraits and various visual assets are generated. The generated visuals are a starting point rather than a settled choice, and if the game's funding allows it I intend to have them redone by an artist.
No content is generated by AI while you play, since the match simulation runs on a hand-written decision engine where each player evaluates their situation against authored rules, rather than on a generative model. | Daivly Games | - | Sep 19, 2026 | |
Merkalis: Conquest In-game content art | Some 3D character models and a few environment assets in this game were created with the help of generative AI tools, then manually edited, rigged and refined by the developer. Some promotional images were also produced with AI assistance. All AI-generated content was reviewed to ensure it does not infringe third-party rights. | Hexagon Games | - | Sep 18, 2026 | |
대국삼국지 In-game content arttextaudio | Generative AI was used during development to create officer portraits, illustrations, backgrounds and other graphical assets, translations, and background music. This content was generated in advance; no AI content is generated during gameplay. | TEVROK | - | Sep 18, 2026 | |
Lordum Bizi Kurtar! In-game content artaudio | Generative AI-assisted tools were used in parts of the development process, including selected visual assets, 3D models, music/audio, and promotional materials. These elements are reviewed and integrated by the developer as part of the game's overall creative direction. No generative AI is used to create content live during gameplay. | Ahmet Cenk Arslan | - | Sep 18, 2026 | |
Shadow Rulers: World Order In-game content art | Shadow Rulers: World Order uses generative AI tools during development to help create certain visual assets, including faction icons for the game's Ruling Families, background and UI elements, and some in-game and promotional artwork. All AI-generated content is reviewed and curated by the developer before being included in the game. No content is generated live during gameplay, and the game does not connect to any external AI service during play. | MWZ Studio | - | Sep 18, 2026 | |
Smoke and Steel In-game content artaudio | Modern generative AI tools have been used alongside traditional development tools to assist with creating and modifying some visual and audio assets. This includes tasks such as retexturing assets to improve historical accuracy. | Grenadier Games | - | Sep 17, 2026 | |
Chocolat Shoot Bite Destroy Unclear art | Tripo AI: Modelos y ChatGPT: Imagenes | JoseDVJ | - | Sep 16, 2026 | |
方块战舰: Module Warship In-game content artaudiotext | Some art assets, sound effects and texts of this game are produced with the assistance of generative AI. No real‑time AI‑generated content will be created during gameplay. | XiuM | - | 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 | |
Crazy Life In-game content art | Generative AI was used during development to create some visual and in-game assets. No content is generated by AI during gameplay. | ADOMI GAMES | - | Sep 15, 2026 | |
战国宏图 In-game content art | Generative AI tools were used during the development process to assist in creating pre-rendered visual assets, including character portraits and certain user interface (UI) icons. | 夜渔工作室 | - | Sep 15, 2026 | |
The Stars Are Never Still In-game content art | Generative AI was used to assist in the creation of some 2D art assets. | Sojourner. Game | - | Sep 12, 2026 | |
Turing's Hive In-game content arttext | Generative AI was used to assist in the creation of character illustrations and some in-game text. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay or at runtime. | CounterRocks | - | Sep 12, 2026 | |
Exord: Cosmic Talis In-game content art | AI-assisted tools were used to help create some splash screen visuals and store page promotional artwork. All assets were reviewed and finalized by the developer before being included in the game and store materials. | Pinfox | - | Sep 12, 2026 | |
Society Chess 3D In-game content art | Some art of the game have used tools or applications that uses Generative AI | Javi9826 | - | Sep 12, 2026 | |
Airline Magnate Dev only artcode | Generative AI has been used to assist with game coding during development and as visual reference material. | Parker Snow | - | Sep 10, 2026 | |
No Scope CEO Dev only codetext | I’m developing this game alongside my job and family life. So yes, I’ve used AI: without these tools, I probably would never have been able to bring a project of this scale to completion.
I remain the creative lead, the developer, and the person making all the decisions about the game. I see AI as an employee or assistant that helps me on a daily basis: it allows me to work faster, solve certain problems, and accomplish things that would otherwise have taken much more time.
Try the demo and make up your own mind: it’s up to you to decide whether it affects your enjoyment of the game in any way. | Schloppa Games | - | Sep 10, 2026 | |
Investors Paradise Dev only artcode | Codex wurde unterstützend für einzelne Grafiken, Programmierarbeiten und Fehlerbehebungen eingesetzt. | Katzogames | - | Sep 10, 2026 | |
Colonies At War Dev only art | Generative AI tools were used during development to enhance and refine certain images which included improving resolution, clarity, colour. No AI-generated content is created during gameplay. | John Gregory | - | Sep 10, 2026 | |
Solar Imperium In-game content artaudiotext | AI tools were used to help create some in game assets. In all such cases, the final product reflects our team’s craft and creative vision. | Node One Digital | - | Sep 9, 2026 | |
Embersong: History Is Yours In-game content artaudiotext | AI tools were used during development to create pre-generated content. The game's text was translated from English into 16 additional languages using AI translation with automated consistency review. Game artwork and the soundtrack were created by the developer using generative AI tools; every asset was individually reviewed and curated before inclusion. Store page assets (screenshots, trailer, capsule art) depict or derive from this same game content. The game contains no live/runtime AI generation — all content is fixed at build time, and the game runs fully offline. | Camis Publishers | - | Sep 9, 2026 | |
Choice of History Live AI text | AI assistance was used in the development of this game. Players are strongly advised to play using mainstream free "flash" AI APIs such as Agnes API or Qwen API — simply fill in your API information in the game settings. For the sake of speed, enabling thinking mode is not recommended. This game contains optional generative AI features. In “AI-Enhanced Narrative Mode”, the game calls the third-party LLM API you provide yourself, generating more immersive event text in real time as you play. This mode is entirely optional: even without connecting any API, you can still fully experience all of the built-in, human-written historical content and the core gameplay. The game will not use your gameplay data to train any models. All AI-generated content is controlled by your own API key and quota, and you are responsible for your own usage. | 凭雨听风 | - | Sep 9, 2026 | |
Three Kingdoms Online In-game content artaudio | Some of the artwork in this game — including character portraits, user
interface elements, map and battle backgrounds, unit sprites, and visual
effects — was created with the help of generative AI image tools, then
reviewed, corrected, and assembled by hand before being included in the
game. Some sound effects were produced with AI audio tools in the same way.
All of this content is generated ahead of time and is fixed in the shipped
build. The game does not generate any content while you play, and it does
not connect to any external AI service during gameplay. | GE Soft | - | Sep 9, 2026 | |
Night Shift: Anomaly In-game content art | Some store page artwork, promotional images, textures, and visual assets were created using generative AI tools and then edited and finalized by the developer. AI-generated content is used only for visual assets and does not generate content during gameplay. | VLight Studio | - | Sep 4, 2026 | |
Macrostate Dev only | During development, we may use procedural and AI-assisted tools to support content creation. The final product reflects the creative direction, authorship, and expression of the development team. | Leveraged Interactive | - | Sep 4, 2026 | |
Horseball Manager In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of some visual assets, text, localization, and other pre-generated game content. All AI-assisted content included in the game has been reviewed and validated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | ABK SIX GAMES | - | Sep 4, 2026 | |
Drag and Conquer Dev only code | Game code and ui was assisted with Claude | Grawr | - | Sep 4, 2026 | |
Automotive Empire In-game content artaudiocode | Automotive Empire was developed using AI-assisted tools across multiple disciplines. Visual assets, music, and audio were generated using AI tools. The game's code was developed with AI coding assistance.
Every element — every image, every track, every line of code — was reviewed, selected, refined, and approved by the developer as part of a deliberate creative vision.
The game design, systems, world-building, and writing are entirely human-made.
Automotive Empire is the product of one person's vision, built with the best tools available today. | ANMGP Studio | - | Sep 3, 2026 | |
Imperiums: The Americas Store/marketing art | Generative AI tools were used to assist in the creation and refinement of some visual assets, including illustrations, user interface elements, and marketing materials. | Kube Games | - | Sep 2, 2026 | |
NABERON In-game content artaudio | NABERON uses generative AI tools in the creation of some of its assets.
3D models and textures were generated with Meshy, then reworked, retextured
and assembled by hand for the game. Music was generated with Suno, and part
of the sound effects with ElevenLabs. Some store page artwork, including the
logo, was created with AI image tools.
All generated content was reviewed, edited and approved by the developer
before it shipped. The game does not generate any content live while you
play — nothing is created at runtime. | NABERON Studio | - | Sep 1, 2026 |