AI is used to translate the store page.
- Creator
- Alex Le Mesurier
- 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.
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Interactive or runtime AI features disclosed by the developer.
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AI is used to translate the store page.
All visuals, SFX, and music were created using AI. The imaginative aspect comes from humans.
Character animations are generated with an AI motion model (Kimodo) and then cleaned up and retargeted by our team. Character voice-overs are created with AI text-to-speech and directed and edited by our team. All 3D models, buildings, textures and writing are made by us. No AI content is generated live during gameplay.
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.
The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play.
Generative AI was used to assist with translating in-game dialogue and with writing and translating the Steam store page description.
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.
Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process.
As a small independent team working with a limited budget, we use AI-generated English voiceover for the in-game narration.
Pre-generated content: some 3D props and models, music tracks, sound effects and some artwork were created with generative AI tools (such as Meshy and ElevenLabs) and then reviewed, edited and integrated by the developer. No content is generated in real time during gameplay.
AI tools were used solely for generating background images. All character art, UI elements, writing, and other visual content were created entirely by the development team without the use of generative AI.
Generative AI was used to create and edit pre-generated in-game backgrounds, character illustrations, CG artwork, icons, and UI artwork, as well as Steam store and library capsule images, the logo, and icons. Gameplay screenshots were captured directly from the game. The game does not generate AI content during play.
The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI.
AI tools assisted the creation of in-game text and localization, and the development of code used to render pixel artwork and synthesize music and sound effects. The game does not use a generative AI model or service during gameplay.
During early development and for the playable demo, Generative AI tools were used to create base templates and draft assets for certain 3D models, textures, and sound effects. All AI-generated placeholders and base models have been manually re-worked, polished, and edited. As development progresses, these draft assets are being actively replaced with fully custom, handcrafted art and audio.
本游戏的大部分素材由AI生成
This game uses generative AI to assist in creating some game assets. All AI-generated assets are manually reviewed, adjusted, and refined by the developer. The game does not generate AI content in real-time during gameplay.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
We’re two developers living on opposite sides of the world, who have been A LOT of sleepless nights building the game and world we wanted to see made possible. Without AI, this game would not have been possible. Despite that, we know that the world would be portrayed much better with a dedicated team of designers and artists behind it. We've made it a massive priority ours to create all of our visual design with as much human touch as we can to stay true to how we envision the world. The story, characters, worldbuilding, etc. Are all written by uS. A *very* generous friend is creating the soundtrack. We know everyone has different views on AI generated content and we are committed to being VERY clear of the when and where of it's used. In the long-term, we hope to grow to a point where we rely on AI less, and rely on people more for further development of Vorpus.
It Wants You To Stay was developed using generative AI tools, including Claude Code, OpenAI Codex, Meta Muse, Meshy, Scenario, Eleven Labs, Suno AI, ChatGPT, and Seedance. AI was used to create code, many of the 3D models, sound effects, music, and videos. The game also includes free-to-use, human-made 3D models, with credit given to their authors. I understand that some players feel strongly about AI in games, and I respect that. If you prefer not to support games made using AI, this title may not be for you. I’m sharing this openly so you can make an informed choice before buying. If you choose to play, I hope you’ll judge the experience it delivers—its atmosphere, gameplay, performance, and value. Honest feedback, including negative reviews, is welcome. I take responsibility for the game’s quality and will use that feedback to help improve it.
LAZARUS was developed with the help of generative AI tools. AI assisted in writing the game's code — including the code that draws every visual and synthesizes all music and sound effects in real time — as well as drafting the story, dialogue, in-game text, English/Chinese localization and store page text. All content was directed, reviewed and edited by the developer. The game does not use AI to generate any content while it is running.
The art, music, and sound effects in this game were made with the help of generative AI tools, and each piece was selected and refined by the developer. The Chinese and English translations were drafted with AI assistance and will continue to be refined throughout Early Access. The story and dialogue were written by the developer, and the game was designed by the developer.
AI-assisted tools were used during the development of some visual assets, music, and localization. All AI-assisted content has been reviewed, edited, and integrated by the development team, and is used under licenses that permit commercial use.
NPC dialogue in Ruiwen’s Romance of the Three Kingdoms: The Life of a Persuader is generated in real‑time by a locally‑running AI model. All content is computed offline on your own device, with no data uploaded to external servers. The game’s story framework, directed plotlines, numerical judgement rules and ending conditions are all hand‑crafted. The AI is only responsible for generating character conversations. Multiple safety guardrails are built‑in: automatic profanity detection, historical timeline checks to avoid anachronisms, character‑stance locking and fallback responses. These ensure every line of dialogue fits the character’s identity and historical context.
During the development of FOOTBALL EXECUTIVE 27, generative AI tools were used to assist with parts of the program code, localization, and the editorial review of user interface and in-game text. All AI-assisted content was manually reviewed and revised before being included in the game. No content is generated by generative AI during gameplay, and no player input is transmitted to any external AI service.
Generative AI Usage Disclosure Generative AI tools were used during the development of One Last Shot! to generate or assist with the game’s code, character designs, and visual assets. This includes AI-assisted programming, refactoring, and debugging, as well as AI-generated or AI-assisted character concepts, card artwork, backgrounds, UI elements, and other visual assets. All AI-generated or AI-assisted content included in the released version was reviewed, edited, integrated, and tested by the development team. The game does not use live generative AI during gameplay, and no text, images, audio, or other content is generated at runtime through an external AI service.
Some 3D models, textures and animations were AI-generated, then edited by human artists in our team.
Backdrops have been outsourced by other artists on the demo build. AI checker highlights this as being AI generated.
1420MHz uses AI tools for translations from English to non-English languages.
Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI-Generated Content Disclosure – CONJURARIUN CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu. All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer.
AI was used only to help with localization services.
Memory House is based on our original concept, characters, storylines, gameplay, and creative direction. During development, we used generative AI as a tool to help produce illustrations, visual assets, and written narrative content based on those ideas. We selected and refined the resulting content for the game and some promotional materials. No AI content is generated during gameplay.
Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development.
It is used only for the production of promotional materials and is not used within the game itself.
※ AI was used as a supplementary tool for English translation, spell checking, and programming code writing in this game. Illustrations, pixel art, Live2D, music, and voice acting were created entirely by humans.
Stay With Me contains a limited amount of pre-generated content created with the assistance of generative AI. Some visual assets, the loading screen artwork, and some voice lines for the characters Margaret and the child were created using AI tools. The AI-generated content was further edited, processed and adapted by the developer before being integrated into the game. All AI content is pre-generated during development. The game does not generate content using AI while running, and there is no live AI generation.
As a small indie team, we use generative AI to assist with coding and parts of our art workflow. All AI-assisted code is manually tested by our team before being included in the game. Our artists create the original concepts and visual direction, while AI is used as a supporting tool during the art process. All final artwork is manually refined and finished by our artists.
Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions.
This game has been made by a solo developper with the help of AI. Gamers deserve dozens of hours of fun at a cheap price, that's what the use of AI should aim for, and that's what this game is about. Zero information collected.
Details for the hand-illustrated artworks were mostly AI-generated.
some pictures
Bgm and Graphics.
Most graphics are generatively produced with refined qualities.
Some 3D models, illustrations and music in the current version were created with the help of generative AI tools and then edited and integrated by our team. They are placeholders: we are replacing them with work by human artists as development continues.
AI writing assistants were used to draft and refine in-game text during development; all text has been manually proofread, edited, and verified by the developers.
Generative AI tools were used during development to create and assist with some pre-generated visual and audio assets. All AI-assisted content included in the game is reviewed, selected, and integrated by the developer. No generative AI content is created in real time during gameplay.
Black Banner Company is made by one person. What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten. What is AI-assisted: — the illustrations and part of the interface art; — the entire English translation; No AI runs while you play. All content is fixed at build time. No data is sent anywhere. The English may read awkwardly in places. Tell me where and I'll fix it. If these tools are a problem for you, I would rather you knew before buying than after.
Music was generated using Suno under the developer’s creative direction. Concept art was created using image generation software.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Untold Cases - Lot 42 Store/marketing text | AI is used to translate the store page. | Alex Le Mesurier | - | Oct 12, 2026 | |
Roll Call: Hero League Manager In-game content artaudio | All visuals, SFX, and music were created using AI. The imaginative aspect comes from humans. | Arada Games | - | Oct 12, 2026 | |
Wolfsbanner: Medieval Kingdom RPG In-game content artaudiotext | Character animations are generated with an AI motion model (Kimodo) and then cleaned up and retargeted by our team. Character voice-overs are created with AI text-to-speech and directed and edited by our team. All 3D models, buildings, textures and writing are made by us. No AI content is generated live during gameplay. | Soksok 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 | |
Don't Drain The Lake In-game content audiocode | The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play. | LogiK | - | 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 | |
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 | |
Exodus Survivors In-game content artaudiocode | Generative AI tools were used during the development of Exodus Survivors to create some of the game's visual assets and music. AI was also used as a development tool to assist with programming and other aspects of production. The game was developed and assembled by the developer, with the final content selected, edited, integrated, and reviewed as part of the development process. | Joan Sabé Martínez | - | Oct 11, 2026 | |
History Experience: Rome In-game content audio | As a small independent team working with a limited budget, we use AI-generated English voiceover for the in-game narration. | BlackBird Studios | - | Oct 10, 2026 | |
Eclipse Conquest In-game content artaudio | Pre-generated content: some 3D props and models, music tracks, sound effects and some artwork were created with generative AI tools (such as Meshy and ElevenLabs) and then reviewed, edited and integrated by the developer. No content is generated in real time during gameplay. | NoxFern Games | - | Oct 10, 2026 | |
DATE_SIMULATOR.EXE In-game content art | AI tools were used solely for generating background images. All character art, UI elements, writing, and other visual content were created entirely by the development team without the use of generative AI. | NO REGRETS | - | Oct 10, 2026 | |
COMPASSion: A Mender’s Tale In-game content art | Generative AI was used to create and edit pre-generated in-game backgrounds, character illustrations, CG artwork, icons, and UI artwork, as well as Steam store and library capsule images, the logo, and icons. Gameplay screenshots were captured directly from the game. The game does not generate AI content during play. | COMPASSion: A Mender’s Tale Studio | - | Oct 9, 2026 | |
Abenteurergildenmeister In-game content text | The original 100 000+ word story was written by me in German. I used the AI ChatGPT to help me with localising that into English. This translation was prepared, guided and proof-read by me, to ensure that certain fantastic elements of the story and the world within the game carried over into English. Despite that, much of the actual translating was done by the AI. | Oiko | - | Oct 9, 2026 | |
MARS3077 In-game content textcode | AI tools assisted the creation of in-game text and localization, and the development of code used to render pixel artwork and synthesize music and sound effects. The game does not use a generative AI model or service during gameplay. | NAMEK GAME STUDIO | - | Oct 9, 2026 | |
MNEMOALGIA In-game content artaudio | During early development and for the playable demo, Generative AI tools were used to create base templates and draft assets for certain 3D models, textures, and sound effects. All AI-generated placeholders and base models have been manually re-worked, polished, and edited. As development progresses, these draft assets are being actively replaced with fully custom, handcrafted art and audio. | Mnemodev | - | Oct 9, 2026 | |
与你的四季 In-game content art | 本游戏的大部分素材由AI生成 | Fourseasons | - | Oct 9, 2026 | |
无常三国:乱世幸存者 In-game content artaudiocodetext | This game uses generative AI to assist in creating some game assets. All AI-generated assets are manually reviewed, adjusted, and refined by the developer. The game does not generate AI content in real-time during gameplay. | PRIMORDIAL STUDIO | - | Oct 9, 2026 | |
Fleet Forge In-game content art | Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay. | Richard Stake | - | Oct 9, 2026 | |
Rise of the Fenarii In-game content arttextaudio | We’re two developers living on opposite sides of the world, who have been A LOT of sleepless nights building the game and world we wanted to see made possible.
Without AI, this game would not have been possible. Despite that, we know that the world would be portrayed much better with a dedicated team of designers and artists behind it. We've made it a massive priority ours to create all of our visual design with as much human touch as we can to stay true to how we envision the world.
The story, characters, worldbuilding, etc. Are all written by uS. A *very* generous friend is creating the soundtrack. We know everyone has different views on AI generated content and we are committed to being VERY clear of the when and where of it's used. In the long-term, we hope to grow to a point where we rely on AI less, and rely on people more for further development of Vorpus. | nutpete | - | Oct 9, 2026 | |
It Wants You To Stay In-game content artaudiotextcode | It Wants You To Stay was developed using generative AI tools, including Claude Code, OpenAI Codex, Meta Muse, Meshy, Scenario, Eleven Labs, Suno AI, ChatGPT, and Seedance. AI was used to create code, many of the 3D models, sound effects, music, and videos. The game also includes free-to-use, human-made 3D models, with credit given to their authors.
I understand that some players feel strongly about AI in games, and I respect that. If you prefer not to support games made using AI, this title may not be for you. I’m sharing this openly so you can make an informed choice before buying.
If you choose to play, I hope you’ll judge the experience it delivers—its atmosphere, gameplay, performance, and value. Honest feedback, including negative reviews, is welcome. I take responsibility for the game’s quality and will use that feedback to help improve it. | AI & Design Game Studios | - | Oct 8, 2026 | |
LAZARUS In-game content artaudiotext | LAZARUS was developed with the help of generative AI tools. AI assisted in writing the game's code — including the code that draws every visual and synthesizes all music and sound effects in real time — as well as drafting the story, dialogue, in-game text, English/Chinese localization and store page text. All content was directed, reviewed and edited by the developer. The game does not use AI to generate any content while it is running. | LunaCraft Games | - | Oct 7, 2026 | |
江湖一牌:无情武林 / Ace of Jianghu In-game content artaudiotext | The art, music, and sound effects in this game were made with the help of generative AI tools, and each piece was selected and refined by the developer. The Chinese and English translations were drafted with AI assistance and will continue to be refined throughout Early Access. The story and dialogue were written by the developer, and the game was designed by the developer. | 墨劍 Ink Blade | - | Oct 7, 2026 | |
The Lostwood In-game content artaudiotext | AI-assisted tools were used during the development of some visual assets, music, and localization. All AI-assisted content has been reviewed, edited, and integrated by the development team, and is used under licenses that permit commercial use. | PolyVoxel | - | Oct 7, 2026 | |
睿闻三国志・说客天下 Live AI text | NPC dialogue in Ruiwen’s Romance of the Three Kingdoms: The Life of a Persuader is generated in real‑time by a locally‑running AI model. All content is computed offline on your own device, with no data uploaded to external servers.
The game’s story framework, directed plotlines, numerical judgement rules and ending conditions are all hand‑crafted. The AI is only responsible for generating character conversations.
Multiple safety guardrails are built‑in: automatic profanity detection, historical timeline checks to avoid anachronisms, character‑stance locking and fallback responses. These ensure every line of dialogue fits the character’s identity and historical context. | 睿闻工作室 | - | Oct 7, 2026 | |
FOOTBALL EXECUTIVE 27 In-game content codetext | During the development of FOOTBALL EXECUTIVE 27, generative AI tools were used to assist with parts of the program code, localization, and the editorial review of user interface and in-game text. All AI-assisted content was manually reviewed and revised before being included in the game. No content is generated by generative AI during gameplay, and no player input is transmitted to any external AI service. | ZERE STUDIOS | - | Oct 7, 2026 | |
一镜到底! In-game content artcode | Generative AI Usage Disclosure
Generative AI tools were used during the development of One Last Shot! to generate or assist with the game’s code, character designs, and visual assets. This includes AI-assisted programming, refactoring, and debugging, as well as AI-generated or AI-assisted character concepts, card artwork, backgrounds, UI elements, and other visual assets.
All AI-generated or AI-assisted content included in the released version was reviewed, edited, integrated, and tested by the development team. The game does not use live generative AI during gameplay, and no text, images, audio, or other content is generated at runtime through an external AI service. | Coach Gao | - | Oct 7, 2026 | |
Mani Kalpa: One Last Rite In-game content art | Some 3D models, textures and animations were AI-generated, then edited by human artists in our team. | Bhavil Gupta | - | Oct 7, 2026 | |
Demonfall Unclear art | Backdrops have been outsourced by other artists on the demo build. AI checker highlights this as being AI generated. | Rebirth Studios | - | Oct 6, 2026 | |
1420MHz In-game content text | 1420MHz uses AI tools for translations from English to non-English languages. | Play With Your Mind | - | Oct 6, 2026 | |
宇宙創世記カグラ ~素粒子協奏曲~ In-game content arttext | Generative AI assisted in creating some artwork, dialogue, descriptions, and translations during development. No AI content is generated during gameplay. | Cham-gaming | - | Oct 6, 2026 | |
I'M DEFINITELY IN A BASEMENT In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Oct 6, 2026 | |
Conjurariun In-game content artaudio | AI-Generated Content Disclosure – CONJURARIUN
CONJURARIUN uses AI-generated content in certain elements of the game. AI-generated images were used for some visual assets, including artwork featured in the game. Additionally, AI-generated music was used in the main menu.
All AI-generated content was reviewed, selected, and integrated by the development team as part of the game's creative process. The gameplay, programming, mechanics, and overall game development were created and implemented by the developer. | Leonardo Ferreira da silva | - | Oct 6, 2026 | |
The Final Exhibit In-game content text | AI was used only to help with localization services. | Jo Gaming | - | Oct 6, 2026 | |
Memory House In-game content arttext | Memory House is based on our original concept, characters, storylines, gameplay, and creative direction. During development, we used generative AI as a tool to help produce illustrations, visual assets, and written narrative content based on those ideas. We selected and refined the resulting content for the game and some promotional materials. No AI content is generated during gameplay. | Germes Studio | - | Oct 4, 2026 | |
Ray Ray Zombies In-game content art | Many assets in the game were generated with AI including weapons, models, and textures. AI systems were also used to create tooling for development. | Wow Cool Games | - | Oct 4, 2026 | |
斗罗大陆之斗神传奇 Store/marketing arttext | It is used only for the production of promotional materials and is not used within the game itself. | 斗罗大陆 | - | Oct 4, 2026 | |
Abyssal Moonlight-Chapter1 In-game content textcode | ※ AI was used as a supplementary tool for English translation, spell checking, and programming code writing in this game. Illustrations, pixel art, Live2D, music, and voice acting were created entirely by humans. | Garurai | - | Oct 4, 2026 | |
Stay with me In-game content artaudio | Stay With Me contains a limited amount of pre-generated content created with the assistance of generative AI.
Some visual assets, the loading screen artwork, and some voice lines for the characters Margaret and the child were created using AI tools.
The AI-generated content was further edited, processed and adapted by the developer before being integrated into the game.
All AI content is pre-generated during development. The game does not generate content using AI while running, and there is no live AI generation. | Marselok Games | - | Oct 4, 2026 | |
Purrrfect Immortal In-game content artcode | As a small indie team, we use generative AI to assist with coding and parts of our art workflow. All AI-assisted code is manually tested by our team before being included in the game. Our artists create the original concepts and visual direction, while AI is used as a supporting tool during the art process. All final artwork is manually refined and finished by our artists. | Red Mad Cat Games | - | Oct 4, 2026 | |
卡牌大师 In-game content art | Some 2D artwork used in the game and on the store page was created with generative image tools and then selected, edited, composited, and integrated by the developer. This includes selected backgrounds, character or enemy illustrations, card-related artwork, logos, and promotional assets. The game does not generate new content from player input at runtime, and no generative AI system is used for gameplay decisions or player interactions. | Gaster | - | Oct 4, 2026 | |
Dodo Zombies Unclear | This game has been made by a solo developper with the help of AI. Gamers deserve dozens of hours of fun at a cheap price, that's what the use of AI should aim for, and that's what this game is about. Zero information collected. | akerimus | - | Oct 3, 2026 | |
Cindocu: The Omens In-game content art | Details for the hand-illustrated artworks were mostly AI-generated. | Cindocu Project | - | Oct 3, 2026 | |
奇点 Unclear art | some pictures | xzx | - | Oct 2, 2026 | |
Mining Fire Ball Unclear art | Bgm and Graphics. | POCOYA | - | Oct 1, 2026 | |
Valoria In-game content art | Most graphics are generatively produced with refined qualities. | Ironstone Interactive | - | Oct 1, 2026 | |
The Friendship Protocol In-game content artaudio | Some 3D models, illustrations and music in the current version were created with the help of generative AI tools and then edited and integrated by our team. They are placeholders: we are replacing them with work by human artists as development continues. | Parabola Studio | - | Oct 1, 2026 | |
HardWood Life 籃球人生 In-game content text | AI writing assistants were used to draft and refine in-game text during development; all text has been manually proofread, edited, and verified by the developers. | Tallen games | - | Oct 1, 2026 | |
Devotheon In-game content artaudio | Generative AI tools were used during development to create and assist with some pre-generated visual and audio assets. All AI-assisted content included in the game is reviewed, selected, and integrated by the developer. No generative AI content is created in real time during gameplay. | Grizorian Games | - | Oct 1, 2026 | |
Black Banner Company In-game content arttext | Black Banner Company is made by one person.
What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten.
What is AI-assisted:
— the illustrations and part of the interface art;
— the entire English translation;
No AI runs while you play. All content is fixed at build time. No data is sent anywhere.
The English may read awkwardly in places. Tell me where and I'll fix it.
If these tools are a problem for you, I would rather you knew before buying than after. | Dark Tomato Studio | - | Oct 1, 2026 | |
Terminal Depth In-game content audioart | Music was generated using Suno under the developer’s creative direction.
Concept art was created using image generation software. | Bubfiz | - | Oct 1, 2026 |