Be a Pirate!SteamI am a solo developer trying to get my dream games built. I use some AI tools to help me with this. I try to be thoughtful, careful and do whatever my skills allow.
- Creator
- Noble Rogues
- Reviews
- -
- Added
- Sep 12, 2026
Be a Pirate!SteamI am a solo developer trying to get my dream games built. I use some AI tools to help me with this. I try to be thoughtful, careful and do whatever my skills allow.
A Journey Rediscovered - Intro VersionSteamDoes it matter? No, the game is still fun.
Spacetime ChroniclesSteamSpacetime Chronicles comes from a handmade animated feature: most of what you see are real paper sets, characters and props, photographed and animated frame by frame by the author. Generative AI was used in the following areas. Images: roughly 15% of the game's images were created or completed with generative AI, then edited and integrated by the author. Audio: the game's sound effects and character voices were produced using generative AI tools. Code: parts of the game's source code were written and reviewed with the help of AI assistants. All of this content was generated during development, reviewed and approved by the author before release. The game does not generate any AI content while you play, and it does not connect to any AI service at runtime.
Echoes of the NinthSteamWe use it to enhance our code base, design philosophy, and improve our store listing descriptions.
좀비짱은 XX가 되고 싶어 (ZZXX)SteamSome assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development.
RunigrimSteamWe use AI to polish and iterate on the human prepared concepts, textures, sometimes the achieved final version is used in game. For game code, occasionally, we use a reliable snippet based generation, reviewed and ebmedded into the game by developers, for maximum stability.
Don't Die! You got 1 Life!SteamThis game's art and code are creatively directed by a human developer (me), directing, refining, reviewing, and quality-checking every part across hundreds of hours of iteration. I build it with Claude AI as my tool. The visuals are not pre-made image files or AI-generated images. They are drawn by code at runtime (procedural rendering) using standard 2D canvas drawing commands, and Claude AI writes and brings that code to life. The store page and marketing images come from that same in-game rendering. The game does not include third-party copyrighted material.
Cultivating Immortality Begins with ReincarnationSteam美术资源由生成式人工智能辅助生成
Tragedy : The Call of the EstateSteamPre-generated AI tools were used for in-game character voice dubbing (such as voicemails and phone calls) as well as textures for interior framed pictures and props. All assets have been thoroughly reviewed to ensure there are no copyright infringements or unlawful elements.
未结案SteamEnglish: This game uses generative AI to create case stories, suspect dialogues, and investigative clues in real time during play. AI is provided by third-party services — you bring your own API key (entered in the in-game settings). No microtransactions.
Графиня из МосквыSteamGenerative AI-assisted tools were used during production to create and refine pre-generated visual artwork, synthesized voice-over, and elements of the narrative and English localization. All materials were reviewed and edited by the development team before inclusion. The game does not generate content during gameplay and does not connect to third-party AI services.
Choice of HistorySteamAI 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.
ChernobylSteamAI has been used to help develop the game's cover art.
GRAVE SLIDESteamThe store page capsule artwork was created using generative AI.
Off the Clock: 13/FSteamSome of the textures and images in this game were created with the help of generative AI tools, and AI tools also assisted with the game's localization and store page text. All of this content was reviewed and edited by the developer before release.
沦为萌犬-被姐姐们温柔偏爱SteamWe use AI to generate interactive videos in the game.
ElixonomySteamElixonomy includes some pre-generated visual artwork created with the assistance of generative AI tools. These assets were reviewed, selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services.
Bottled FantasySteamAs a small indie team, some of our initial localizations will use AI-assisted translation, and we hope to have them professionally reviewed and polished as our budget grows.
Last Good FestivalSteamThe game uses AI tools to assist in generating background graphics and supporting the artistic process. AI is also used to aid in translation and localization, making the game available in multiple regions and languages.
LifeReplaySteamAI-generated images
Deduction SocietySteamvibe coding
창세기전 외전: 서풍의 광시곡 리마스터Steam캐릭터 및 배경 그래픽 어셋, 게임에 삽입된 동영상의 화질 향상을 위한 업스케일링과 와이드 스크린 대응을 위한 배경 리소스 확장에 제한적으로 사용되었습니다.
BIG BANG TO USSteamGenerative AI tools were used during the development process to assist with writing script dialogues and to generate background music and songs for the game. All AI assets were pre-generated prior to release, and no AI content is generated in real time during gameplay.
星空轨迹SteamWhile AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team.
Happy Happy Little ShopSteamGenerative AI tools were used during development to create and refine some pre-generated 2D visual assets, including character artwork, backgrounds, UI elements, and promotional/store-page images. Some of the music featured in the game and promotional materials was generated using Suno. All AI-generated content was reviewed and curated by the developer before inclusion. The game does not generate content using AI while it is running.
Primal Heir: The Mortal RealmSteamSome background music tracks were created with the assistance of generative AI tools and subsequently edited and modified by the developer. No generative AI content is created during gameplay.
The Archive ProjectSteamMost of the card artwork and background images are made with AI (I'm a poor solo guy working full-time).
Dead Man's PassSteamGenerative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services.
VALTERION: THE LOST EARTHSteamGenerative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated during gameplay.
Pheles RebirthSteamGenerative AI is used for translation in this game.
Tides of CaldmereSteamSome of this game's art and music assets were created with the help of generative AI tools during development. Art: Character portraits, unit and enemy sprites, environment tiles, map decorations, and item icons were produced with the assistance of AI image-generation tools (including Retro Diffusion, PixelLab, and FLUX), then curated, edited, assembled, and integrated by the developer. Music: Background music was generated with a licensed AI music-generation tool and edited by the developer. All AI-assisted content is pre-generated and fixed in the shipped game — no content is generated live during gameplay. Every asset was reviewed and approved by the developer to ensure it is original to this game, does not infringe third-party intellectual property, and is appropriate for the game's audience.
V.E.L.O.SteamGenerative AI tools were used during development to assist in the creation of selected background images, illustrations, character assets, UI assets, rhythm game music, and background music. These are pre-generated assets included with the game. No generative AI is used to create content during gameplay, and the game does not connect to external AI services while being played.
日落萍江SteamGenerative AI tools were used during development to assist with the creation of some character illustrations, visual art assets, and portions of the game’s code. All AI-assisted content was reviewed, edited, and integrated by the development team before being included in the final product. The game does not use generative AI to create content in real time during gameplay.
Dream SimulatorsSteamDream Simulators uses generative AI to create dynamic dialogue, story continuations, characters, missions, and narrative events based on player input and the active Lore system. Each Expansion Pack features its own world, Lore, characters, and adventures, creating a unique storytelling experience. The AI also generates creative scene descriptions and prompts that players can use as inspiration for creating images and videos. Because the experience is driven by player input, generated content may vary between playthroughs.
DEEPWARDSteamWe used an AI diffusion tool in Krita to help create the background for the small capsule shown in search results. Our artist then worked over it with several extra layers, a bit like matte painting. For now, it's a placeholder until our artist finishes the hand-painted version of the small capsule. The logo and the other capsule images were already hand-painted by our artist. The in-game portraits were also drawn by another artist on our team. We have a devlog on our website about how we made the capsule artwork and hero portraits, and we'll share the full process on the Steam Community soon too. The playtest build also includes a few placeholder assets made with AI tools in Krita. Our new UI artist is working on a new UI, so we'll be replacing those placeholders soon. As mentioned above, the hero portraits are also hand-drawn by our artist.
Don't Fall DownSteamGenerative AI tools were used during the development of Don't Fall Down as an assistive tool for development
GravenSteamAssistance with the development of: - Custom procedural 2D animation rig. - Reinforcement learning (RL) layer for player and NPC animations in hand-authored 2D environments. - Base designs for sprites and backgrounds (further iterated by hand using digital editing software like photoshop) No ai tools were used in any capacity for writing or story elements, voice acting, music, or anywhere else.
Sometime AgainSteam"Some art assets, music, and sound effects in this game were created with the assistance of generative AI."
Crie au loupSteamCrie au loup is made with AI, from the first prototype to the illustrations. That is not a manufacturing detail: it is as much the project as the game itself. My role is not a craftsman's: I painted no card, and I did not write the code line by line. I designed the system, I direct it, I arbitrate and I verify. Deciding what makes it into the game, what gets redone, what gets cut: that is production work, and it is mine. What is generated: the creature and location artwork, the interface, a large share of the code and the writing. What is measured rather than assumed: card balance, computed over thousands of simulated matches before every update. What is verified: the historical sources behind every legend, published one by one on the official site, where you can open them and prove me wrong. What is never generated is your match. No image, no text and no game decision comes out of a model while you play: the engine is deterministic, and the solo opponent is a classic program applying the rules. Crie au loup is one of the projects I run around generative AI, and the only one you can play. The making-of is documented without varnish in the devlog on the official site.
Lomiya: Do LLMs Dream of Modern Poetry?SteamAI tools were used to assist in creating character sprites during development, followed by manual retouching and adjustments. The game does not generate real-time AI content during gameplay.
Do you remember?SteamSome images and music were made with the help of AI.
ANOMALY CATALOG 1: SCHOOLSteamGenerative AI was used to assist in creating pre-generated game content and promotional materials. No AI-generated content is created during gameplay.
Burrows of CairntirSteamGenerative AI tools were used during development to create the artwork and audio used throughout the game. The generated assets were reviewed, selected, edited as needed, and incorporated into the final game by the developer.
Already Recorded The StatementSteamSome of the music in this game was created using Suno AI. Generative image tools were also used in the creation of certain in-game visual assets and marketing images. The generated content was reviewed, selected, and modified during the development process. Generative AI is not used in real time during gameplay, nor does the game generate any new content while being played.
泣魂SteamAI graphics are only used for preloading and will not be generated in the game
查尔诺卢斯基的办公室 Charnoluzky's OfficeSteamThis game features certain art assets that were generated with the assistance of AI. All such AI-assisted or AI-imitated artwork has been created with the consent of the original creator (which essentially means I fed my own drawings into the AI). All other content, including text, audio, and other materials, was produced without any AI involvement.
Three Kingdoms Heroic TalesSteamGenerative AI was used as a development aid to create and modify program code, produce some visual assets, and draft localized text. All AI-generated content has been reviewed, edited, and adjusted by the developer. No AI content is generated while the game is running.
Crimson MoonSteamAn AI-assisted tool was used to create a preliminary translation pass that was reviewed and revised by human localization professionals. AI was not and will not be used to generate in-game art, audio, narrative, or gameplay elements.
The Child Who Serves the HanulSteamGenerative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team.
奇怪的三国模拟器SteamSome materials were generated with AI assistance
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Be a Pirate! Dev only | I am a solo developer trying to get my dream games built. I use some AI tools to help me with this. I try to be thoughtful, careful and do whatever my skills allow. | Noble Rogues | - | Sep 12, 2026 | |
A Journey Rediscovered - Intro Version general | Does it matter? No, the game is still fun. | NotARealGameDev | - | Sep 12, 2026 | |
Spacetime Chronicles In-game content artaudiocode | Spacetime Chronicles comes from a handmade animated feature: most of what you see are real paper sets, characters and props, photographed and animated frame by frame by the author. Generative AI was used in the following areas. Images: roughly 15% of the game's images were created or completed with generative AI, then edited and integrated by the author. Audio: the game's sound effects and character voices were produced using generative AI tools. Code: parts of the game's source code were written and reviewed with the help of AI assistants. All of this content was generated during development, reviewed and approved by the author before release. The game does not generate any AI content while you play, and it does not connect to any AI service at runtime. | Seenfilm | - | Sep 12, 2026 | |
Echoes of the Ninth Store/marketing codetext | We use it to enhance our code base, design philosophy, and improve our store listing descriptions. | Quality Level Entertainment | - | Sep 12, 2026 | |
좀비짱은 XX가 되고 싶어 (ZZXX) In-game content art | Some assets in this game were created using generative AI and subsequently edited. AI tools were also used to assist with development. | Devdepot | - | Sep 12, 2026 | |
Runigrim In-game content artcode | We use AI to polish and iterate on the human prepared concepts, textures, sometimes the achieved final version is used in game.
For game code, occasionally, we use a reliable snippet based generation, reviewed and ebmedded into the game by developers, for maximum stability. | Labrintine | - | Sep 12, 2026 | |
Don't Die! You got 1 Life! In-game content artcode | This game's art and code are creatively directed by a human developer (me), directing, refining, reviewing, and quality-checking every part across hundreds of hours of iteration. I build it with Claude AI as my tool. The visuals are not pre-made image files or AI-generated images. They are drawn by code at runtime (procedural rendering) using standard 2D canvas drawing commands, and Claude AI writes and brings that code to life. The store page and marketing images come from that same in-game rendering. The game does not include third-party copyrighted material. | Mackenzie Taylor | - | Sep 10, 2026 | |
Cultivating Immortality Begins with Reincarnation In-game content art | 美术资源由生成式人工智能辅助生成 | 山中老猴子 | - | Sep 10, 2026 | |
Tragedy : The Call of the Estate In-game content audioart | Pre-generated AI tools were used for in-game character voice dubbing (such as voicemails and phone calls) as well as textures for interior framed pictures and props. All assets have been thoroughly reviewed to ensure there are no copyright infringements or unlawful elements. | HighRavel | - | Sep 10, 2026 | |
未结案 Live AI text | English: This game uses generative AI to create case stories, suspect dialogues, and investigative clues in real time during play. AI is provided by third-party services — you bring your own API key (entered in the in-game settings). No microtransactions. | Tricky Cat | - | Sep 10, 2026 | |
Графиня из Москвы In-game content artaudiotext | Generative AI-assisted tools were used during production to create and refine pre-generated visual artwork, synthesized voice-over, and elements of the narrative and English localization. All materials were reviewed and edited by the development team before inclusion. The game does not generate content during gameplay and does not connect to third-party AI services. | RODRIK LTD | - | 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 | |
Chernobyl Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 8, 2026 | |
GRAVE SLIDE Store/marketing art | The store page capsule artwork was created using generative AI. | Hokkori Games | - | Sep 7, 2026 | |
Off the Clock: 13/F In-game content arttext | Some of the textures and images in this game were created with the help of generative AI tools, and AI tools also assisted with the game's localization and store page text. All of this content was reviewed and edited by the developer before release. | Latent Nine | - | Sep 7, 2026 | |
沦为萌犬-被姐姐们温柔偏爱 Live AI art | We use AI to generate interactive videos in the game. | WingInNest | - | Sep 7, 2026 | |
Elixonomy In-game content art | Elixonomy includes some pre-generated visual artwork created with the assistance of generative AI tools. These assets were reviewed, selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services. | Bramblewake Games | - | Sep 7, 2026 | |
Bottled Fantasy In-game content text | As a small indie team, some of our initial localizations will use AI-assisted translation, and we hope to have them professionally reviewed and polished as our budget grows. | MBTactIcs Lab | - | Sep 7, 2026 | |
Last Good Festival In-game content arttext | The game uses AI tools to assist in generating background graphics and supporting the artistic process. AI is also used to aid in translation and localization, making the game available in multiple regions and languages. | WelesGames | - | Sep 7, 2026 | |
LifeReplay Unclear art | AI-generated images | Dagou Studio | - | Sep 6, 2026 | |
Deduction Society Unclear | vibe coding | Dagou Studio | - | Sep 6, 2026 | |
창세기전 외전: 서풍의 광시곡 리마스터 In-game content art | 캐릭터 및 배경 그래픽 어셋, 게임에 삽입된 동영상의 화질 향상을 위한 업스케일링과 와이드 스크린 대응을 위한 배경 리소스 확장에 제한적으로 사용되었습니다. | Nine Circles Corporation | - | Sep 6, 2026 | |
BIG BANG TO US In-game content textaudio | Generative AI tools were used during the development process to assist with writing script dialogues and to generate background music and songs for the game. All AI assets were pre-generated prior to release, and no AI content is generated in real time during gameplay. | phyilm | - | Sep 6, 2026 | |
星空轨迹 Store/marketing art | While AI tools were used to assist with the creation of select assets for our game's store page, all featured assets are fully original designs developed by our internal team. | May Game | - | Sep 6, 2026 | |
Happy Happy Little Shop In-game content artaudio | Generative AI tools were used during development to create and refine some pre-generated 2D visual assets, including character artwork, backgrounds, UI elements, and promotional/store-page images. Some of the music featured in the game and promotional materials was generated using Suno. All AI-generated content was reviewed and curated by the developer before inclusion. The game does not generate content using AI while it is running. | NerveSingerStudio | - | Sep 4, 2026 | |
Primal Heir: The Mortal Realm In-game content audio | Some background music tracks were created with the assistance of generative AI tools and subsequently edited and modified by the developer. No generative AI content is created during gameplay. | Animus | - | Sep 4, 2026 | |
The Archive Project In-game content art | Most of the card artwork and background images are made with AI (I'm a poor solo guy working full-time). | Itchys | - | Sep 4, 2026 | |
Dead Man's Pass In-game content arttextaudio | Generative AI was used during development to assist with some image assets and written or localized text for the game and its store page, as well as three in-game background music tracks. All AI-assisted content is pre-generated and fixed. The game does not generate content at runtime or send player input or data to AI services. | Ark | - | Sep 4, 2026 | |
VALTERION: THE LOST EARTH In-game content arttext | Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated during gameplay. | NeuroCore Game Design | - | Sep 4, 2026 | |
Pheles Rebirth In-game content text | Generative AI is used for translation in this game. | 紫苑もみじ | - | Sep 4, 2026 | |
Tides of Caldmere In-game content artaudio | Some of this game's art and music assets were created with the help of generative AI tools during development.
Art: Character portraits, unit and enemy sprites, environment tiles, map decorations, and item icons were produced with the assistance of AI image-generation tools (including Retro Diffusion, PixelLab, and FLUX), then curated, edited, assembled, and integrated by the developer.
Music: Background music was generated with a licensed AI music-generation tool and edited by the developer.
All AI-assisted content is pre-generated and fixed in the shipped game — no content is generated live during gameplay. Every asset was reviewed and approved by the developer to ensure it is original to this game, does not infringe third-party intellectual property, and is appropriate for the game's audience. | Meridian Studios | - | Sep 4, 2026 | |
V.E.L.O. In-game content artaudio | Generative AI tools were used during development to assist in the creation of selected background images, illustrations, character assets, UI assets, rhythm game music, and background music. These are pre-generated assets included with the game. No generative AI is used to create content during gameplay, and the game does not connect to external AI services while being played. | PROJECT: V.E.L.O. | - | Sep 4, 2026 | |
日落萍江 In-game content artcode | Generative AI tools were used during development to assist with the creation of some character illustrations, visual art assets, and portions of the game’s code. All AI-assisted content was reviewed, edited, and integrated by the development team before being included in the final product. The game does not use generative AI to create content in real time during gameplay. | 大狙 | - | Sep 4, 2026 | |
Dream Simulators Live AI text | Dream Simulators uses generative AI to create dynamic dialogue, story continuations, characters, missions, and narrative events based on player input and the active Lore system. Each Expansion Pack features its own world, Lore, characters, and adventures, creating a unique storytelling experience. The AI also generates creative scene descriptions and prompts that players can use as inspiration for creating images and videos. Because the experience is driven by player input, generated content may vary between playthroughs. | Angelkiss Games | - | Sep 4, 2026 | |
DEEPWARD Store/marketing art | We used an AI diffusion tool in Krita to help create the background for the small capsule shown in search results. Our artist then worked over it with several extra layers, a bit like matte painting. For now, it's a placeholder until our artist finishes the hand-painted version of the small capsule.
The logo and the other capsule images were already hand-painted by our artist. The in-game portraits were also drawn by another artist on our team.
We have a devlog on our website about how we made the capsule artwork and hero portraits, and we'll share the full process on the Steam Community soon too.
The playtest build also includes a few placeholder assets made with AI tools in Krita. Our new UI artist is working on a new UI, so we'll be replacing those placeholders soon. As mentioned above, the hero portraits are also hand-drawn by our artist. | ECHOFALL GAMES | - | Sep 4, 2026 | |
Don't Fall Down Dev only | Generative AI tools were used during the development of Don't Fall Down as an assistive tool for development | Shade Games | - | Sep 3, 2026 | |
Graven In-game content art | Assistance with the development of:
- Custom procedural 2D animation rig.
- Reinforcement learning (RL) layer for player and NPC animations in hand-authored 2D environments.
- Base designs for sprites and backgrounds (further iterated by hand using digital editing software like photoshop)
No ai tools were used in any capacity for writing or story elements, voice acting, music, or anywhere else. | Basalt Games | - | Sep 3, 2026 | |
Sometime Again In-game content artaudio | "Some art assets, music, and sound effects in this game were created with the assistance of generative AI." | 因遇制作组 | - | Sep 3, 2026 | |
Crie au loup In-game content arttextcode | Crie au loup is made with AI, from the first prototype to the illustrations. That is not a manufacturing detail: it is as much the project as the game itself.
My role is not a craftsman's: I painted no card, and I did not write the code line by line. I designed the system, I direct it, I arbitrate and I verify. Deciding what makes it into the game, what gets redone, what gets cut: that is production work, and it is mine.
What is generated: the creature and location artwork, the interface, a large share of the code and the writing. What is measured rather than assumed: card balance, computed over thousands of simulated matches before every update. What is verified: the historical sources behind every legend, published one by one on the official site, where you can open them and prove me wrong.
What is never generated is your match. No image, no text and no game decision comes out of a model while you play: the engine is deterministic, and the solo opponent is a classic program applying the rules.
Crie au loup is one of the projects I run around generative AI, and the only one you can play. The making-of is documented without varnish in the devlog on the official site. | NXUS | - | Sep 3, 2026 | |
Lomiya: Do LLMs Dream of Modern Poetry? In-game content art | AI tools were used to assist in creating character sprites during development, followed by manual retouching and adjustments. The game does not generate real-time AI content during gameplay. | Terminal Poetry | - | Sep 3, 2026 | |
Do you remember? In-game content artaudio | Some images and music were made with the help of AI. | Voider Games | - | Sep 3, 2026 | |
ANOMALY CATALOG 1: SCHOOL In-game content arttext | Generative AI was used to assist in creating pre-generated game content and promotional materials. No AI-generated content is created during gameplay. | H999 Games | - | Sep 1, 2026 | |
Burrows of Cairntir In-game content artaudio | Generative AI tools were used during development to create the artwork and audio used throughout the game. The generated assets were reviewed, selected, edited as needed, and incorporated into the final game by the developer. | Cairntir Games | - | Sep 1, 2026 | |
Already Recorded The Statement In-game content audioart | Some of the music in this game was created using Suno AI. Generative image tools were also used in the creation of certain in-game visual assets and marketing images. The generated content was reviewed, selected, and modified during the development process. Generative AI is not used in real time during gameplay, nor does the game generate any new content while being played. | Blue conia | - | Sep 1, 2026 | |
泣魂 general | AI graphics are only used for preloading and will not be generated in the game | 灵境研究 | - | Sep 1, 2026 | |
查尔诺卢斯基的办公室 Charnoluzky's Office In-game content art | This game features certain art assets that were generated with the assistance of AI. All such AI-assisted or AI-imitated artwork has been created with the consent of the original creator (which essentially means I fed my own drawings into the AI). All other content, including text, audio, and other materials, was produced without any AI involvement. | EgraphonGames | - | Sep 1, 2026 | |
Three Kingdoms Heroic Tales In-game content arttext | Generative AI was used as a development aid to create and modify program code, produce some visual assets, and draft localized text. All AI-generated content has been reviewed, edited, and adjusted by the developer. No AI content is generated while the game is running. | hizaniya games | - | Sep 1, 2026 | |
Crimson Moon In-game content text | An AI-assisted tool was used to create a preliminary translation pass that was reviewed and revised by human localization professionals.
AI was not and will not be used to generate in-game art, audio, narrative, or gameplay elements. | ProbablyMonsters | - | Sep 1, 2026 | |
The Child Who Serves the Hanul In-game content artaudiotext | Generative AI tools were used in creating the game's illustrations, artwork, cutscene images, map designs, and sound, as well as throughout development, and in writing and revising the story. All AI-assisted content was directed, reviewed, and finalized by our team. | Seungjun Lee | - | Aug 31, 2026 | |
奇怪的三国模拟器 Unclear | Some materials were generated with AI assistance | 游戏方程工作室 | - | Aug 29, 2026 |