Twisted Three KingdomsSteamSome model using AI
- Creator
- Seasonbean Team
- Reviews
- -
- Added
- Aug 28, 2026
Twisted Three KingdomsSteamSome model using AI
MapbornSteamSome in-game icons were created with the assistance of generative AI during development.
TON WarsSteamAI image tools supported the creation of some 2D illustrations and promotional assets. Every asset was designed, reworked, and finished by our artists, and all writing, game design, and code are entirely human-made. Nothing in the game is AI-generated at runtime.
Beneath the Nine Skies: Immortal StratagemsSteamDuring development, we used AI tools to assist in creating some art assets, voice acting, and dialogue. All AI-assisted content is pre-generated before release — the game does not generate content with AI in real time while you play. All such content is reviewed and refined by our team to ensure quality and originality, and to avoid generic-looking characters.
Lord of the TilesSteamUI Elements, sounds.
Load FactorSteamLoad Factor's player-facing content its data, simulation, art, and text is authored by us, not generated by AI. During development we used AI-assisted coding tools to help write and review source code, in the same way modern IDEs offer AI assistance. No artwork, audio, writing, or localization shipped in the game is AI-generated, and the game does not generate any content using AI while you play.
The Team SevenSteamThe AI Programs Are Used Only For Voice Acting Purposes.
Worldline SimulatorSteam本作では、一部のアートワークの制作に生成AIツール(ChatGPT / OpenAI)を使用しています。 対象は武将の立ち絵、シナリオのキャッチ画像、および天候エフェクト画像で、いずれも 開発時に事前生成した静的な画像です。ゲームプレイ中に生成AIが呼び出されることはありません。 音楽・効果音・地図素材・フォントには生成AIを使用していません。
FreewakeSteamGenerative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay.
The Override ProtocolSteamOVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.
Oil Sheik: DominionSteamThe game uses a wide variety of artificial intelligence products in the art creation process. Ranging from 3d model generation to 2D art, music and sound effects.
Worldkampf '72SteamWe used coding assistance as well as music generation
Money Wars : Modern AgesSteamSome of the game's background music was created using generative AI tools. Parts of the game's localization (text translations) were also produced with AI assistance and reviewed by the team. All other content — game design, artwork, and core systems — was created without generative AI.
Phosphor CommandSteamSome of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content.
OIL & HORRORSteamSome still images and and code bug fixes were developed with the assistance of AI
Magna ConquestSteamGenerative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game.
GovernorSteamSome of the pre-rendered 2D art shipped with the game (era intermission illustrations, panel icons, campaign cover images and the Economic Association hall with economist portraits) was produced with generative image tools (fal.ai, Krea) from prompts authored by the developer, then post-processed by hand and by scripts in tools/. No generative AI is used at runtime. The game's simulation code, UI, isometric city renderer, world map (built from Natural Earth data) and all text, including the three interface languages, are authored by the developer.
VolatilitySteamThis is a one-person project — just me — and I used AI tools throughout development. All of it is pre-generated: the game doesn't make AI calls while you're playing, and it makes no network calls at all. Most of the code was written with AI coding assistants. Some of the writing players see was drafted the same way and then edited by me: the word lists the game builds its procedural company names from, the achievement titles, and the templates behind the news items and company filings. Those get assembled in-game by ordinary seeded code, not by a model. The store page copy was drafted with AI help as well. The app icon was made with an AI image generator. That same icon is also the Steam community icon, the Windows client icon, the store page background, and the base image for the achievement icons. The rest of the art isn't AI-generated. The capsules and library assets are drawn programmatically from the game's own stylesheet and some seeded procedural drawing code, the screenshots are straight captures of the game running, and the audio is synthesized as you play rather than being generated audio files.
Crowns of Medieval EuropeSteamThis game contains pre-generated AI-assisted visual assets, including promotional images, icons, artwork, character portraits, and some UI elements. No live or runtime AI is used during gameplay. All gameplay, mechanics, code, and player interactions are handcrafted.
Hex VanguardSteamSome art and audio in this game were created with generative AI tools during development. All such content was reviewed before release. No generative AI runs during gameplay.
Warlord Atlas: Global Naval WarSteamThe game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
World War ChessSteamVery few of the models are AI Generated, and I want to remove those models once I have the time
States of PowerSteamGame includes translations made with AI tools
Ode to WarSteamParts of this game's source code and in-game text were produced with the assistance of generative AI tools during development. The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed). No AI runs while you play, and the game never connects to an external AI service.
Helion ConflictSteamGenerative AI tools were used to create part of this game's visual assets: 2D unit and building sprites, terrain textures, background art, and 3D models. Some store page and marketing images were created the same way. Every generated asset was selected, edited and assembled by hand, and the game generates no content at runtime.
For the Fatherland: Chronicle of Park Chung-heeSteamAssisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization.
Reino Visigodo: Conquista de HispaniaSteamThis game was developed with the assistance of generative AI tools during production. AI-generated 2D artwork (building icons, unit portraits, background illustrations, and UI elements) was created and curated by the development team as part of the game's visual assets. AI is not used to generate content dynamically during gameplay -- all art assets are fixed and shipped with the game. In-game opponent behavior uses traditional programmed game logic, not generative AI.
Last GambitSteamSome of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting. All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time.
The Fallen ChroniclesSteamThis game includes some character artwork and UI elements created with the assistance of generative AI.
AI Lab TycoonSteamA limited set of the art and code was generated with help from AI.
Abys OrbitSteamMost of the 2D art in Abys Orbit is AI-assisted, generated with Google Gemini during development. Ship and NPC sprite sheets begin as Gemini concept images, are converted to 3D meshes with Meshy.ai, and are then rendered to 2D sprites in Blender. One dashboard background is a NASA public-domain photograph revised with AI. All AI-generated assets are reviewed and edited by us before shipping. The following content is NOT AI-generated: rank insignia (drawn by hand in Adobe Illustrator), the Scout ship model (a commercially licensed 3D asset rendered in 3ds Max), UI and research icons (licensed from CraftPix under their commercial license), two NASA public-domain images, and all audio, which we produced ourselves. No AI-generated content is created at runtime; all generation happens during development.
The Helios AccordSteamGenerative AI tools assisted with parts of the development, iteration, and production process. The foundation of The Helios Accord—including its original concept, core ideas, world, systems, and narrative—was conceived, designed, and originally written by me. I direct, review, revise, and take responsibility for all AI-assisted material included in the game and its store presentation
KIT Three Kingdoms: Heroes at WarSteamSome pre-generated visual assets and localization text were created with the assistance of generative AI and were reviewed and edited by the developer. The game does not generate AI content during gameplay.
Old StarsSteamThis game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor.
Kron WarsSteamSome visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime.
KoruzanSteamSome of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime.
無名から伝説のアイドルへSteamThis game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
三国权谋模拟器SteamThe core gameplay of this game adopts an independent AI warlord confrontation system. All Three Kingdoms generals and regional lord NPCs make autonomous decisions on their own, and can independently launch alliances, declarations of war, diplomatic negotiations, grain supply trades, secret betrayals and other political strategic behaviors. In-game plot dialogues and interactions among warlords are dynamically generated by AI. A built-in content safety filter is activated throughout the game to prevent the generation of illegal, violent and inappropriate content.
Ruler of EmpiresSteamGame contains images of units, buildings, characters, UI elements and backgrounds generated by AI.
The MandateSteamNone of the game's artwork, audio, or imagery is AI-generated. Portraits, interface, and all store and marketing art are hand-authored vector and procedural work, and that is a hard rule of the project. We do use AI assistance during development for writing and code, including drafting store text and the scripts that lay out our marketing art, all of it reviewed and edited by hand. No image-generation models are used anywhere, in the game or in its marketing. Dialogue and narration are generated at runtime by a small language model running entirely on the player's machine. Nothing is sent to any server. The model has no authority over the game: a deterministic simulation decides every outcome, fact, and number, and the model only phrases scenes from state the engine hands it. Its output is structurally constrained and validated against the simulation before it appears, and invalid output is rejected. Prompts and validation keep generated text within the game's fiction and its PG-13 register. Player-typed orders go only to the local model and never leave the machine.
Culture Warz: TacticsSteamlocalization, sounds
Miranza Futebol ClubeSteamThis game uses AI for team logos placeholders. Also, game logo was done using AI and human polish.
Koryos : Sons Of MarsSteamFor complete transparency with our players, here is our stance on how this game is built: 1. Human Craftsmanship First Human creativity and hands-on talent are always our highest priority. Where development is handled by skilled creators and artists, the work is crafted traditionally. AI is never used to replace active human contribution. 2. Bridging the Resource Gap Where specialized resources, budgets, or personnel are missing, we use AI tools to bridge the gaps and keep development moving forward. As an independent project, we do not have the luxury of waiting on corporate budgets; we use every tool available to ensure the game actually gets finished and delivered to you. 3. Moving Forward, Never Backward Our development philosophy is built on momentum. We will never delay updates, halt progress, or backtrack to remove or replace AI-assisted elements just to appease online discourse. If the game secures funding or high sales down the line, those resources will be used exclusively to hire real people to build new features, content, and expansions. We only move forward. The Bottom Line We refuse to let a lack of corporate backing stop us from making a great game. We choose to embrace the tools of the future to deliver a unique RTS experience today. If you value raw independent drive, transparency, and a studio focused entirely on delivering great gameplay "by any means necessary," thank you for your support.
TRUMPP VS ELON TYCOONSteamThis game uses AI-generated artwork for store page assets, including capsule images, promotional graphics, and character illustrations. The game logo and visual marketing materials were created with the assistance of AI image generation tools. No AI content is generated during gameplay — all in-game content is pre-authored. No third-party AI services are connected during gameplay.
HeliodawnSteamThe game's music soundtrack was created using generative AI tools. All other game content was created by the developer.
Spirit of Europe - EnlightenmentSteamGenerative AI was used during development for certain text descriptions and for a limited number of illustrative assets. These visuals were subsequently reworked by the game’s artist for consistency with the game’s final style. No generative AI is used during gameplay.
이순신의 역습SteamThis game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game.
MA 3 – President SimulatorSteamSome visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
Gridiron Grit: Pro Football Dynasty SimulatorSteamGridIron Grit is made with love, for us hardcore football sim fans, but AI did much of the heavy lifting. AI helped me bring my dream game to life, writing code and generating game assets. The game itself uses no generative AI within.
Imperium Sine Fine: Eternal EmperorSteamAs a solo developer, I used generative AI tools to help create some of the game's icons, artwork, and written text, which I then reviewed and edited by hand. The game's design, code, and systems are my own work, and the world, its factions, and its story are built on lore I have developed across the Imperium Sine Fine saga. Nothing is AI-generated during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Twisted Three Kingdoms Unclear | Some model using AI | Seasonbean Team | - | Aug 28, 2026 | |
Mapborn In-game content art | Some in-game icons were created with the assistance of generative AI during development. | Yunfc Games | - | Aug 26, 2026 | |
TON Wars Store/marketing art | AI image tools supported the creation of some 2D illustrations and promotional assets. Every asset was designed, reworked, and finished by our artists, and all writing, game design, and code are entirely human-made. Nothing in the game is AI-generated at runtime. | Basalt Interactive OÜ | - | Aug 25, 2026 | |
Beneath the Nine Skies: Immortal Stratagems In-game content artaudiotext | During development, we used AI tools to assist in creating some art assets, voice acting, and dialogue. All AI-assisted content is pre-generated before release — the game does not generate content with AI in real time while you play. All such content is reviewed and refined by our team to ensure quality and originality, and to avoid generic-looking characters. | 做游戏的魏同学 | - | Aug 24, 2026 | |
Lord of the Tiles Unclear artaudio | UI Elements, sounds. | Funzen Foundation | - | Aug 24, 2026 | |
Load Factor Dev only code | Load Factor's player-facing content its data, simulation, art, and text is authored by us, not generated by AI. During development we used AI-assisted coding tools to help write and review source code, in the same way modern IDEs offer AI assistance. No artwork, audio, writing, or localization shipped in the game is AI-generated, and the game does not generate any content using AI while you play. | FlyWithTom | - | Aug 23, 2026 | |
The Team Seven In-game content audio | The AI Programs Are Used Only For Voice Acting Purposes. | ReLibrary Interactive | - | Aug 22, 2026 | |
Worldline Simulator In-game content art | 本作では、一部のアートワークの制作に生成AIツール(ChatGPT / OpenAI)を使用しています。
対象は武将の立ち絵、シナリオのキャッチ画像、および天候エフェクト画像で、いずれも
開発時に事前生成した静的な画像です。ゲームプレイ中に生成AIが呼び出されることはありません。
音楽・効果音・地図素材・フォントには生成AIを使用していません。 | TANUKICODE | - | Aug 22, 2026 | |
Freewake In-game content artcode | Generative AI tools were used during development to assist with visual artwork and programming. All AI-assisted outputs were reviewed, edited, and integrated by the developer before inclusion in the game. No generative AI content is created during gameplay. | Oakshore Studios | - | Aug 22, 2026 | |
The Override Protocol In-game content artaudio | OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service. | Ruppel GmbH | - | Aug 22, 2026 | |
Oil Sheik: Dominion In-game content artaudio | The game uses a wide variety of artificial intelligence products in the art creation process. Ranging from 3d model generation to 2D art, music and sound effects. | Reliq | - | Aug 22, 2026 | |
Worldkampf '72 In-game content codeaudio | We used coding assistance as well as music generation | Ubben Ubben Studios | - | Aug 22, 2026 | |
Money Wars : Modern Ages In-game content audiotext | Some of the game's background music was created using generative AI tools. Parts of the game's localization (text translations) were also produced with AI assistance and reviewed by the team. All other content — game design, artwork, and core systems — was created without generative AI. | EarthQuick | - | Aug 20, 2026 | |
Phosphor Command Store/marketing art | Some of Phosphor Command's store and marketing artwork. Notably, the library/hero image was created using a generative AI image tool, based on our own in‑game screenshots, and finalized by the developer. All AI‑generated content is pre‑generated; the game generates no AI content during gameplay. We hold the rights to use this content. | Sorce Studios | - | Aug 20, 2026 | |
OIL & HORROR artcode | Some still images and and code bug fixes were developed with the assistance of AI | 42 LONG | - | Aug 20, 2026 | |
Magna Conquest In-game content art | Generative AI was used to assist in creating some UI elements. No AI-generated content was used as-is; all assets were manually reviewed, refined, and polished by our designers before inclusion in the game. | CH4WORKS | - | Aug 17, 2026 | |
Governor In-game content arttext | Some of the pre-rendered 2D art shipped with the game (era intermission illustrations, panel icons, campaign cover images and the Economic Association hall with economist portraits) was produced with generative image tools (fal.ai, Krea) from prompts authored by the developer, then post-processed by hand and by scripts in tools/. No generative AI is used at runtime. The game's simulation code, UI, isometric city renderer, world map (built from Natural Earth data) and all text, including the three interface languages, are authored by the developer. | Daniling | - | Aug 14, 2026 | |
Volatility In-game content codetextart | This is a one-person project — just me — and I used AI tools throughout development. All of it is pre-generated: the game doesn't make AI calls while you're playing, and it makes no network calls at all.
Most of the code was written with AI coding assistants. Some of the writing players see was drafted the same way and then edited by me: the word lists the game builds its procedural company names from, the achievement titles, and the templates behind the news items and company filings. Those get assembled in-game by ordinary seeded code, not by a model. The store page copy was drafted with AI help as well.
The app icon was made with an AI image generator. That same icon is also the Steam community icon, the Windows client icon, the store page background, and the base image for the achievement icons.
The rest of the art isn't AI-generated. The capsules and library assets are drawn programmatically from the game's own stylesheet and some seeded procedural drawing code, the screenshots are straight captures of the game running, and the audio is synthesized as you play rather than being generated audio files. | Dancing_Penguin | - | Aug 14, 2026 | |
Crowns of Medieval Europe In-game content art | This game contains pre-generated AI-assisted visual assets, including promotional images, icons, artwork, character portraits, and some UI elements. No live or runtime AI is used during gameplay. All gameplay, mechanics, code, and player interactions are handcrafted. | plausegame7 | - | Aug 13, 2026 | |
Hex Vanguard In-game content artaudio | Some art and audio in this game were created with generative AI tools during development. All such content was reviewed before release. No generative AI runs during gameplay. | Silver Ridge Games | - | Aug 13, 2026 | |
Warlord Atlas: Global Naval War In-game content artaudio | The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs. | Warlord Atlas Project | - | Aug 11, 2026 | |
World War Chess Unclear art | Very few of the models are AI Generated, and I want to remove those models once I have the time | Lanse | 18 | Aug 11, 2026 | |
States of Power In-game content text | Game includes translations made with AI tools | Sarunas | - | Aug 11, 2026 | |
Ode to War In-game content codetext | Parts of this game's source code and in-game text were produced with the assistance of generative AI tools during development.
The planet itself is not AI-generated. It is built by conventional deterministic algorithms : noise functions, Voronoi tessellation, plate tectonics, erosion and climate simulation (the same family of techniques used in procedural generation for decades. Every world is reproducible from its seed).
No AI runs while you play, and the game never connects to an external AI service. | Joran Batty | - | Aug 8, 2026 | |
Helion Conflict In-game content art | Generative AI tools were used to create part of this game's visual assets: 2D unit and building sprites, terrain textures, background art, and 3D models. Some store page and marketing images were created the same way. Every generated asset was selected, edited and assembled by hand, and the game generates no content at runtime. | GoraGames | - | Aug 8, 2026 | |
For the Fatherland: Chronicle of Park Chung-hee In-game content artaudiotext | Assisted by AI for code development, optimization, bug fixing, select visual assets, music creation, and English localization. | KMS STUDIO | - | Aug 8, 2026 | |
Reino Visigodo: Conquista de Hispania In-game content art | This game was developed with the assistance of generative AI tools during production. AI-generated 2D artwork (building icons, unit portraits, background illustrations, and UI elements) was created and curated by the development team as part of the game's visual assets. AI is not used to generate content dynamically during gameplay -- all art assets are fixed and shipped with the game. In-game opponent behavior uses traditional programmed game logic, not generative AI. | MMF Games | - | Aug 7, 2026 | |
Last Gambit In-game content artcode | Some of Last Gambit's content was created with the help of generative AI tools. Specifically, part of the artwork for the pieces and skins was generated with AI and then reviewed and refined by us. We also used AI to assist with some cross-platform code porting.
All of this content is generated during development. The game does not use generative AI during matches and does not create content in real time. | Mads | - | Aug 7, 2026 | |
The Fallen Chronicles In-game content art | This game includes some character artwork and UI elements created with the assistance of generative AI. | Neler93 | - | Aug 7, 2026 | |
AI Lab Tycoon Unclear artcode | A limited set of the art and code was generated with help from AI. | BT Games | - | Aug 5, 2026 | |
Abys Orbit In-game content art | Most of the 2D art in Abys Orbit is AI-assisted, generated with Google Gemini
during development. Ship and NPC sprite sheets begin as Gemini concept images,
are converted to 3D meshes with Meshy.ai, and are then rendered to 2D sprites
in Blender. One dashboard background is a NASA public-domain photograph revised
with AI. All AI-generated assets are reviewed and edited by us before shipping.
The following content is NOT AI-generated: rank insignia (drawn by hand in
Adobe Illustrator), the Scout ship model (a commercially licensed 3D asset
rendered in 3ds Max), UI and research icons (licensed from CraftPix under their
commercial license), two NASA public-domain images, and all audio, which we
produced ourselves.
No AI-generated content is created at runtime; all generation happens during
development. | EMG Tech | - | Aug 5, 2026 | |
The Helios Accord In-game content text | Generative AI tools assisted with parts of the development, iteration, and production process. The foundation of The Helios Accord—including its original concept, core ideas, world, systems, and narrative—was conceived, designed, and originally written by me. I direct, review, revise, and take responsibility for all AI-assisted material included in the game and its store presentation | ZOA LLC | - | Aug 5, 2026 | |
KIT Three Kingdoms: Heroes at War In-game content arttext | Some pre-generated visual assets and localization text were created with the assistance of generative AI and were reviewed and edited by the developer. The game does not generate AI content during gameplay. | MAG & Kitetsu | - | Aug 5, 2026 | |
Old Stars In-game content artaudio | This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor. | adamjr | - | Aug 5, 2026 | |
Kron Wars In-game content art | Some visual assets in Kron Wars — including spaceship designs, environment artwork, and promotional videos — were created with the assistance of generative AI tools. All AI-generated content has been reviewed, curated, and integrated by our development team. No AI is used to generate gameplay content, in-game text, or player-facing decisions at runtime. | Alien Bulb | - | Aug 5, 2026 | |
Koruzan In-game content art | Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime. | Koruzan Games | - | Aug 4, 2026 | |
無名から伝説のアイドルへ In-game content artaudiotext | This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game. | P.E.G | - | Aug 4, 2026 | |
三国权谋模拟器 Live AI text | The core gameplay of this game adopts an independent AI warlord confrontation system. All Three Kingdoms generals and regional lord NPCs make autonomous decisions on their own, and can independently launch alliances, declarations of war, diplomatic negotiations, grain supply trades, secret betrayals and other political strategic behaviors. In-game plot dialogues and interactions among warlords are dynamically generated by AI. A built-in content safety filter is activated throughout the game to prevent the generation of illegal, violent and inappropriate content. | 闪电游戏工作室 | - | Jul 27, 2026 | |
Ruler of Empires In-game content art | Game contains images of units, buildings, characters, UI elements and backgrounds generated by AI. | Mehmet Sefa KARATAŞ | - | Jul 25, 2026 | |
The Mandate Live AI textcode | None of the game's artwork, audio, or imagery is AI-generated. Portraits, interface, and all store and marketing art are hand-authored vector and procedural work, and that is a hard rule of the project. We do use AI assistance during development for writing and code, including drafting store text and the scripts that lay out our marketing art, all of it reviewed and edited by hand. No image-generation models are used anywhere, in the game or in its marketing.
Dialogue and narration are generated at runtime by a small language model running entirely on the player's machine. Nothing is sent to any server. The model has no authority over the game: a deterministic simulation decides every outcome, fact, and number, and the model only phrases scenes from state the engine hands it. Its output is structurally constrained and validated against the simulation before it appears, and invalid output is rejected. Prompts and validation keep generated text within the game's fiction and its PG-13 register. Player-typed orders go only to the local model and never leave the machine. | SyntiaGames | - | Jul 23, 2026 | |
Culture Warz: Tactics In-game content textaudio | localization, sounds | Rear Admiral Games | - | Jul 23, 2026 | |
Miranza Futebol Clube In-game content art | This game uses AI for team logos placeholders. Also, game logo was done using AI and human polish. | Porto Inc. | - | Jul 22, 2026 | |
Koryos : Sons Of Mars Unclear | For complete transparency with our players, here is our stance on how this game is built:
1. Human Craftsmanship First
Human creativity and hands-on talent are always our highest priority. Where development is handled by skilled creators and artists, the work is crafted traditionally. AI is never used to replace active human contribution.
2. Bridging the Resource Gap
Where specialized resources, budgets, or personnel are missing, we use AI tools to bridge the gaps and keep development moving forward. As an independent project, we do not have the luxury of waiting on corporate budgets; we use every tool available to ensure the game actually gets finished and delivered to you.
3. Moving Forward, Never Backward
Our development philosophy is built on momentum. We will never delay updates, halt progress, or backtrack to remove or replace AI-assisted elements just to appease online discourse. If the game secures funding or high sales down the line, those resources will be used exclusively to hire real people to build new features, content, and expansions. We only move forward.
The Bottom Line
We refuse to let a lack of corporate backing stop us from making a great game. We choose to embrace the tools of the future to deliver a unique RTS experience today. If you value raw independent drive, transparency, and a studio focused entirely on delivering great gameplay "by any means necessary," thank you for your support. | CosmicTwin | - | Jul 22, 2026 | |
TRUMPP VS ELON TYCOON Store/marketing art | This game uses AI-generated artwork for store page assets, including capsule images,
promotional graphics, and character illustrations. The game logo and visual marketing
materials were created with the assistance of AI image generation tools.
No AI content is generated during gameplay — all in-game content is pre-authored.
No third-party AI services are connected during gameplay. | BlackTea Games | - | Jul 22, 2026 | |
Heliodawn In-game content audio | The game's music soundtrack was created using generative AI tools. All other game content was created by the developer. | Civiem LLC | - | Jul 22, 2026 | |
Spirit of Europe - Enlightenment In-game content arttext | Generative AI was used during development for certain text descriptions and for a limited number of illustrative assets. These visuals were subsequently reworked by the game’s artist for consistency with the game’s final style. No generative AI is used during gameplay. | Predict Edumedia | - | Jul 18, 2026 | |
이순신의 역습 In-game content text | This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game. | Kim Yusok | - | Jul 17, 2026 | |
MA 3 – President Simulator In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Jul 17, 2026 | |
Gridiron Grit: Pro Football Dynasty Simulator In-game content codeart | GridIron Grit is made with love, for us hardcore football sim fans, but AI did much of the heavy lifting.
AI helped me bring my dream game to life, writing code and generating game assets.
The game itself uses no generative AI within. | MajorVidya | - | Jul 17, 2026 | |
Imperium Sine Fine: Eternal Emperor In-game content arttext | As a solo developer, I used generative AI tools to help create some of the game's icons, artwork, and written text, which I then reviewed and edited by hand. The game's design, code, and systems are my own work, and the world, its factions, and its story are built on lore I have developed across the Imperium Sine Fine saga. Nothing is AI-generated during gameplay. | Peter Norberg | - | Jul 17, 2026 |