The Halloway HauntingSteamGenerative AI tools were used during development to assist with and expedite programming and coding tasks.
- Creator
- New Bones Studios
- Reviews
- -
- Added
- Sep 12, 2026
The Halloway HauntingSteamGenerative AI tools were used during development to assist with and expedite programming and coding tasks.
Floor 13: OnryoSteamSome in-game background decorations and wall art assets were created with the assistance of generative AI tools during development, followed by further review and processing by the development team.
Daisy's DeadSteamThe game and assets were created with the assistance of generative AI tools
Parallax KaalSteamit has ai objects
The Hanging GameSteamAll spoken voice lines in the game were created using AI text-to-speech (ElevenLabs) from scripts written by the developer. The generated audio was selected, edited and mixed by hand. Some sound effects use licensed stock audio. The game does not generate any content live at runtime — all AI-assisted content is pre-generated and reviewed before shipping.
IMITATORSSteamSome objects include generated images such as an X-ray that were added by the objects' creators.
KOMMUNALKASteamGenerative AI was used to create background art assets and to assist with code scripting.
ROBOT DRAFT: LAST HUMANSteamSome pre-generated visual assets in the game were created or assisted with generative AI tools, including environment artwork, interface illustrations, textures, and source material used for certain 3D assets. All such material was reviewed, edited, integrated, and tested by the developer. The game does not generate AI content during gameplay or connect to external AI services while running.
The Dangerous Viewer | 위험한 시청자SteamAI technologies were used for localization proofreading and generating select illustrative graphic assets to supplement text descriptions.
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.
墨渊行者 INK ABYSS WALKERSteamINK ABYSS WALKER was crafted by a single indie developer. During development, AI tools were used as an assist to produce quick, early drafts of some illustrations and text — helping an ink-soaked idea take shape as images and words more efficiently. The core gameplay, worldbuilding, card and number balance, narrative, and overall tone, however, were all led, iterated and finalised by hand by the developer. AI is a tool that helps an idea move faster — not the author of it. Everything you see was selected, refined and re-crafted by a person, to keep faith with the game's ink-wash spirit. Thank you to every walker who carries the lamp onward.
MaskloZoophic SessionsSteamThe games code is made by AI, but everything else is made by the creator (story, models, design, animations, some textures and other stuff) and some assets are made by real people NOT AI (credits are in the end of the game)
HitPsychoSteamGenerating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic. Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world.
BackroomsVR:ZeroSteamSome visuals and audio were generated using AI.
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.
Unwatching -The Seven Dolls-SteamGenerative AI is used to create some of the 3D model assets in this game.
DON'T SWITCHSteamThis game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes. These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own. In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands.
ChernobylSteamAI has been used to help develop the game's cover art.
NO CARRIERSteamThe code, the in-game text and its translations into six languages were written with the help of an AI assistant, then reviewed and edited by the developer. No images or audio were AI-generated: all artwork is built from licensed photography, a licensed typeface and licensed icons, and all sound comes from a licensed royalty-free library. Full credits are in the game. Nothing is generated while you play — the game makes no network requests at all.
Sanidade ZeroSteamGenerative AI tools were used during development to assist with creating some texture images, promotional/banner images, and code development. AI was also used to help review, test, and debug code, identify potential issues, and suggest improvements. All generated or AI-assisted content was reviewed, selected, and integrated by the developer.
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.
Phantom Line: PrologueSteamPhantom Line: Prologue contains some voices generated by voice synthesizers.
Hotel 13SteamAn AI voice generation tool was used to create the voice of one NPC. No AI-generated content is created during gameplay.
GemoriumSteamDuring the early stages of development, I used AI tools as a creative and technical aid, mainly to help with parts of the code and to create early drafts of some background artwork. These were only starting points in the development process. The materials were then reviewed, adapted, modified, and integrated as part of the game’s overall development.
THE LAST LOGINSteamTHE LAST LOGIN uses pre-generated AI-assisted content in selected visual assets, character voice-over, music, and sound effects. All AI-assisted content was created during development and is included as fixed game content. No AI content is generated during gameplay.
BUNSIKSteamGenerative AI was used to assist with drafting and translating written text for the Steam store page and some in-game text. All AI-assisted text is reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game contains no live-generated AI content.
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.
SOMNIUSSteamin-game texts, news localization, promotional pictures
Snowstorm of the mindSteamGenerative AI was used to assist in the creation of some game assets, including audio and visual elements. These assets were reviewed and integrated into the game by the developer.
FEEDSTOCKSteamSome promotional artwork and store page text were created with the help of generative AI and edited by hand. The game itself does not use AI at runtime and does not connect to any AI service.
Puppet Mall: Chapter 1SteamThe developer uses generative AI tools during the development process to assist in creating pre-generated visual assets, environment textures, and background sound effects. These AI-assisted elements are finalized and integrated into the game's static files to enhance the overall horror atmosphere.
Cave Diving With FriendsSteamThe store page promotional images were made with AI, a small amount of assets in game are made with AI.
Dream City PsycheSteamWe do not use AI generated images in the game. However, it's possible some images in the game could be interpreted as AI generated images. If you suspect some of images looks like AI generated images, please contact us through e-mail so we can make necessary adjustments. Our workflow involves using store bought and legally acquired free 3D assets to render those assets into 2D images. We also use a few free photographs to serve as background images for certain scenes. Those 2D images are then touch-up using free image editing software. We also bought a few 2D art assets from reputable creators. We provide a list of most of 3D and 2D assets we used in the game in credits section in the game.
Department 98SteamAI is used to help with translating the store page and in-game texts.
百目質店 - Hyakume PawnshopSteamThis game uses generative AI to create the following content: - Images (backgrounds, character portraits, item art, UI, and store capsule art): image generation models - Music: Suno - Sound effects: procedural synthesis, plus OpenMOSS MOSS-SoundEffect v2 (Apache-2.0) - Text and code: created with the assistance of generative AI All of the above were pre-generated during development. No AI runs at runtime.
HadalLineSteamSome of this game's dialogue was refined with the help of a generative AI tool during revision. Every line in the finished game was reviewed and edited by the developer. No generative AI was used to create the artwork, sound, or music, and no content is generated during gameplay.
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.
Hollow Parish: Dead FrequencySteamThis game uses generative AI for part of its artwork and its voice lines. The hunter portraits were created with a generative AI image model, then selected, retouched and approved by hand. The voices you hear over the radio were produced with an AI voice model, speaking scripts written by the developer. All of this was generated during development and is fixed in the build. No generative AI runs while you play: nothing is created live, and the game never contacts an AI service.
AnomalyVaultSteamAnomaly profile image
WinterCoreSteamAI Disclosure WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style. The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly.
Harvest ScreamSteamAI is used only for text translation/localization (in-game and store page), with every line reviewed and edited by the developer. No AI-generated graphics, music, audio, or live content generation are used in the game.
Patient ParalysisSteamGame store title image was created using AI
Cycle 8: The Laundromat AnomalySteamAI voice generation software was used to synthesize specific voice lines for characters within the game.
Do Not MergeSteamEnglish — artwork (yes, pre-generated): Visual art (scene backgrounds, character art, GUI covers, and visual FX) was drafted with generative image models, then human-reviewed, cropped, and accepted into the shipping game. Store capsules and library art produced the same way are included in this disclosure. Unreviewed generator output is not shipped. English — writing (human, not AI narrative): All narrative, dialogue, in-game text, and store copy are human-written. This game is not an AI-authored story. Planned English localization is human-translated, not model-generated. English — audio / runtime (so reviewers do not assume the rest): Audio is CC0 / public-domain / project-synthesized sound effects. There is no voice acting and no generative AI voice. The game does not call generative models at runtime.
A Bad Dream: TrypophobiaSteamDuring the development of *A Bad Dream: Trypophobia*, generative AI was used as a supporting tool to create and refine certain textures, 3D models, and visual elements, as well as to assist in programming specific systems. All content was manually reviewed, edited, configured, and integrated by Big Mount Interactive. The game does not generate content via AI during gameplay, nor does it connect to external AI services.
HauntedHouseNO14SteamSome images and audio assets are AI‑generated.
The One WhoSteamGenerative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer.
Taboo Village: Romance Card GameSteamGenerative AI was used to create the game's English and Simplified Chinese localization. AI tools were also used to assist with code generation during development. No AI-generated content is created during gameplay.
Unfold FlowerSteamThis game was developed with the assistance of AI for textures, translations, and scripting.
Airport 7SteamGenerative AI may be used during the development of AIRPORT 7 for development assistance, brainstorming, and creating or refining certain development-related content. AI-generated content is reviewed and edited by the developer before being included in the game. The game does not use generative AI to generate content for players during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Halloway Haunting Dev only code | Generative AI tools were used during development to assist with and expedite programming and coding tasks. | New Bones Studios | - | Sep 12, 2026 | |
Floor 13: Onryo In-game content art | Some in-game background decorations and wall art assets were created with the assistance of generative AI tools during development, followed by further review and processing by the development team. | BSugarSweet | - | Sep 12, 2026 | |
Daisy's Dead Unclear | The game and assets were created with the assistance of generative AI tools | SIIMBL | - | Sep 12, 2026 | |
Parallax Kaal In-game content | it has ai objects | Cosmic Snow | - | Sep 12, 2026 | |
The Hanging Game In-game content audio | All spoken voice lines in the game were created using AI text-to-speech (ElevenLabs) from scripts written by the developer. The generated audio was selected, edited and mixed by hand. Some sound effects use licensed stock audio. The game does not generate any content live at runtime — all AI-assisted content is pre-generated and reviewed before shipping. | JohnBug2536 | - | Sep 12, 2026 | |
IMITATORS In-game content art | Some objects include generated images such as an X-ray that were added by the objects' creators. | ryazvp | - | Sep 12, 2026 | |
KOMMUNALKA In-game content artcode | Generative AI was used to create background art assets and to assist with code scripting. | FOOTAGE LOGS | - | Sep 10, 2026 | |
ROBOT DRAFT: LAST HUMAN In-game content art | Some pre-generated visual assets in the game were created or assisted with generative AI tools, including environment artwork, interface illustrations, textures, and source material used for certain 3D assets. All such material was reviewed, edited, integrated, and tested by the developer. The game does not generate AI content during gameplay or connect to external AI services while running. | Zhengkai Zhang | - | Sep 10, 2026 | |
The Dangerous Viewer | 위험한 시청자 In-game content textart | AI technologies were used for localization proofreading and generating select illustrative graphic assets to supplement text descriptions. | DeepDarkSpot | - | 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 | |
墨渊行者 INK ABYSS WALKER Dev only arttext | INK ABYSS WALKER was crafted by a single indie developer. During development, AI tools were used as an assist to produce quick, early drafts of some illustrations and text — helping an ink-soaked idea take shape as images and words more efficiently. The core gameplay, worldbuilding, card and number balance, narrative, and overall tone, however, were all led, iterated and finalised by hand by the developer. AI is a tool that helps an idea move faster — not the author of it. Everything you see was selected, refined and re-crafted by a person, to keep faith with the game's ink-wash spirit. Thank you to every walker who carries the lamp onward. | YukiMio Studio | - | Sep 10, 2026 | |
MaskloZoophic Sessions Dev only code | The games code is made by AI, but everything else is made by the creator (story, models, design, animations, some textures and other stuff) and some assets are made by real people NOT AI (credits are in the end of the game) | Fabian Martinez | - | Sep 10, 2026 | |
HitPsycho In-game content artaudio | Generating base images and materials for certain environmental textures (such as doors and labels), which are then manually edited, dithered, and color-crushed to fit the game's low-poly PSX aesthetic.
Generating video clips, audio, and visual concepts for the television broadcasts (like the in-game cooking shows) that play on CRT monitors throughout the world. | Retroboi64 | - | Sep 10, 2026 | |
BackroomsVR:Zero Unclear artaudio | Some visuals and audio were generated using AI. | Unbridled Moon | - | 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 | |
Unwatching -The Seven Dolls- In-game content art | Generative AI is used to create some of the 3D model assets in this game. | Makishiba Games | - | Sep 9, 2026 | |
DON'T SWITCH In-game content art | This game is made by a single person. As a solo developer, I use AI tools to speed up certain stages of production, mainly for optimization, generation and assistance tasks: cleaning up and optimizing complex meshes, and sometimes generating them, producing texture bases or shape variations, preparing visual elements for the store page, and handling some repetitive technical passes.
These tools let me produce faster and better, on my own, what would normally take an entire team. They do not replace the creative work. Every element that makes up the game is chosen, directed, reworked and finalized by hand. The ideas, the design, the writing, the assembly and the final decisions are entirely my own.
In other words: AI helps me build, never to decide in my place. Because in the end, only one thing matters: delivering a real game, and the most intense experience possible in your hands. | Cold Narrative | - | 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 | |
NO CARRIER In-game content text | The code, the in-game text and its translations into six languages were written with the help of an AI assistant, then reviewed and edited by the developer.
No images or audio were AI-generated: all artwork is built from licensed photography, a licensed typeface and licensed icons, and all sound comes from a licensed royalty-free library. Full credits are in the game.
Nothing is generated while you play — the game makes no network requests at all. | Alexframe | - | Sep 7, 2026 | |
Sanidade Zero In-game content artcode | Generative AI tools were used during development to assist with creating some texture images, promotional/banner images, and code development. AI was also used to help review, test, and debug code, identify potential issues, and suggest improvements. All generated or AI-assisted content was reviewed, selected, and integrated by the developer. | Alan Vieira oliveira | - | 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 | |
Phantom Line: Prologue In-game content audio | Phantom Line: Prologue contains some voices generated by voice synthesizers. | Antistatic Studios Inc | - | Sep 7, 2026 | |
Hotel 13 In-game content audio | An AI voice generation tool was used to create the voice of one NPC. No AI-generated content is created during gameplay. | Voidy | - | Sep 7, 2026 | |
Gemorium Dev only artcode | During the early stages of development, I used AI tools as a creative and technical aid, mainly to help with parts of the code and to create early drafts of some background artwork. These were only starting points in the development process. The materials were then reviewed, adapted, modified, and integrated as part of the game’s overall development. | Bagosz Dev | - | Sep 7, 2026 | |
THE LAST LOGIN In-game content artaudio | THE LAST LOGIN uses pre-generated AI-assisted content in selected visual assets, character voice-over, music, and sound effects. All AI-assisted content was created during development and is included as fixed game content. No AI content is generated during gameplay. | IS-TL | - | Sep 7, 2026 | |
BUNSIK In-game content text | Generative AI was used to assist with drafting and translating written text for the Steam store page and some in-game text. All AI-assisted text is reviewed and edited by the developer before use. No generative AI is used during gameplay, and the game contains no live-generated AI content. | Playnova Studio | - | 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 | |
SOMNIUS In-game content textart | in-game texts, news localization, promotional pictures | STFGames | - | Sep 7, 2026 | |
Snowstorm of the mind In-game content artaudio | Generative AI was used to assist in the creation of some game assets, including audio and visual elements. These assets were reviewed and integrated into the game by the developer. | iGlatolenko | - | Sep 6, 2026 | |
FEEDSTOCK text | Some promotional artwork and store page text were created with the help of
generative AI and edited by hand. The game itself does not use AI at runtime
and does not connect to any AI service. | Ahaha studio | - | Sep 6, 2026 | |
Puppet Mall: Chapter 1 In-game content artaudio | The developer uses generative AI tools during the development process to assist in creating pre-generated visual assets, environment textures, and background sound effects. These AI-assisted elements are finalized and integrated into the game's static files to enhance the overall horror atmosphere. | kiviGames | - | Sep 6, 2026 | |
Cave Diving With Friends In-game content art | The store page promotional images were made with AI, a small amount of assets in game are made with AI. | Zheind | - | Sep 6, 2026 | |
Dream City Psyche | We do not use AI generated images in the game. However, it's possible some images in the game could be interpreted as AI generated images. If you suspect some of images looks like AI generated images, please contact us through e-mail so we can make necessary adjustments.
Our workflow involves using store bought and legally acquired free 3D assets to render those assets into 2D images. We also use a few free photographs to serve as background images for certain scenes. Those 2D images are then touch-up using free image editing software. We also bought a few 2D art assets from reputable creators. We provide a list of most of 3D and 2D assets we used in the game in credits section in the game. | DC Inspiration | - | Sep 6, 2026 | |
Department 98 In-game content text | AI is used to help with translating the store page and in-game texts. | Sven Schäfer | - | Sep 6, 2026 | |
百目質店 - Hyakume Pawnshop In-game content artaudiotextcode | This game uses generative AI to create the following content:
- Images (backgrounds, character portraits, item art, UI, and store capsule art): image generation models
- Music: Suno
- Sound effects: procedural synthesis, plus OpenMOSS MOSS-SoundEffect v2 (Apache-2.0)
- Text and code: created with the assistance of generative AI
All of the above were pre-generated during development. No AI runs at runtime. | SONTAQ works | - | Sep 4, 2026 | |
HadalLine In-game content text | Some of this game's dialogue was refined with the help of a generative AI tool during revision. Every line in the finished game was reviewed and edited by the developer.
No generative AI was used to create the artwork, sound, or music, and no content is generated during gameplay. | Ebi Odore | - | 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 | |
Hollow Parish: Dead Frequency In-game content artaudio | This game uses generative AI for part of its artwork and its voice lines.
The hunter portraits were created with a generative AI image model, then selected, retouched and approved by hand. The voices you hear over the radio were produced with an AI voice model, speaking scripts written by the developer.
All of this was generated during development and is fixed in the build. No generative AI runs while you play: nothing is created live, and the game never contacts an AI service. | Bakula Vasiliy | - | Sep 4, 2026 | |
AnomalyVault Store/marketing art | Anomaly profile image | PostSIM | - | Sep 4, 2026 | |
WinterCore Store/marketing art | AI Disclosure
WinterCore is a solo-developed game created over four years. Generative AI was used during development to create a small number of visual assets and selected promotional artwork. All AI-generated assets were subsequently edited, refined, and adapted by the developer to fit WinterCore’s art direction and overall visual style.
The game’s core design, programming, story, gameplay, and final implementation were created by the developer. The project also includes licensed assets and creative works from independent artists and creators, who are credited accordingly. | DARKDUST INTERACTIVE | - | Sep 4, 2026 | |
Harvest Scream In-game content text | AI is used only for text translation/localization (in-game and store page), with every line reviewed and edited by the developer.
No AI-generated graphics, music, audio, or live content generation are used in the game. | Green Vector Games | - | Sep 3, 2026 | |
Patient Paralysis Store/marketing art | Game store title image was created using AI | Casual King | - | Sep 3, 2026 | |
Cycle 8: The Laundromat Anomaly In-game content audio | AI voice generation software was used to synthesize specific voice lines for characters within the game. | Null State Games | - | Sep 3, 2026 | |
Do Not Merge In-game content art | English — artwork (yes, pre-generated):
Visual art (scene backgrounds, character art, GUI covers, and visual FX) was drafted with generative image models, then human-reviewed, cropped, and accepted into the shipping game. Store capsules and library art produced the same way are included in this disclosure. Unreviewed generator output is not shipped.
English — writing (human, not AI narrative):
All narrative, dialogue, in-game text, and store copy are human-written. This game is not an AI-authored story. Planned English localization is human-translated, not model-generated.
English — audio / runtime (so reviewers do not assume the rest):
Audio is CC0 / public-domain / project-synthesized sound effects. There is no voice acting and no generative AI voice. The game does not call generative models at runtime. | MaruMiru | - | Sep 3, 2026 | |
A Bad Dream: Trypophobia In-game content artcode | During the development of *A Bad Dream: Trypophobia*, generative AI was used as a supporting tool to create and refine certain textures, 3D models, and visual elements, as well as to assist in programming specific systems. All content was manually reviewed, edited, configured, and integrated by Big Mount Interactive. The game does not generate content via AI during gameplay, nor does it connect to external AI services. | Big Mount Interactive | - | Sep 3, 2026 | |
HauntedHouseNO14 audio | Some images and audio assets are AI‑generated. | YouYi Studio | - | Sep 3, 2026 | |
The One Who Store/marketing artaudio | Generative AI tools were used during development to assist with creating promotional images for the Steam store page, early concept art, and voiceovers for character dialogues. No AI content is generated in real-time during gameplay. All in-game models, code, and environments were manually created, processed, and integrated by the developer. | NUMBLINE | - | Sep 3, 2026 | |
Taboo Village: Romance Card Game In-game content textcode | Generative AI was used to create the game's English and Simplified Chinese localization. AI tools were also used to assist with code generation during development. No AI-generated content is created during gameplay. | 作っちゃうおじさん/TUKUCHAU-OJISAN | - | Sep 3, 2026 | |
Unfold Flower In-game content arttextcode | This game was developed with the assistance of AI for textures, translations, and scripting. | flycat.games | - | Sep 3, 2026 | |
Airport 7 Dev only | Generative AI may be used during the development of AIRPORT 7 for development assistance, brainstorming, and creating or refining certain development-related content. AI-generated content is reviewed and edited by the developer before being included in the game. The game does not use generative AI to generate content for players during gameplay. | Mr Dev | - | Sep 3, 2026 |