HumaSteamGenerative AI was used to assist with writing portions of the game’s code and store page.
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- Beep
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- Added
- Aug 28, 2026
HumaSteamGenerative AI was used to assist with writing portions of the game’s code and store page.
DUSTBLOOMSteam"Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay."
NEBULA BREAKSteamGraphics (sprites, logo, artwork) were generated with Google Gemini API models, then curated, edited, and integrated by the developer. Music and sound effects were generated locally with ACE-Step 1.5, directed, curated, and post-processed by the developer. No AI runs during gameplay.
Ragtag FleetSteamGenerative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team.
Meteor SpinSteamGenerative AI tools were used during development to create certain visual and audio assets: - 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use. - Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools.
Meridian StrikeSteamGenerative AI tools were used during development to create certain pre-generated visual and audio assets, including character portraits and video sequences, mech and environment artwork, synthetic voice-over, and some sound effects. All generated assets were reviewed and curated by the developer. The game does not generate content during gameplay, and no player input is sent to generative AI services.
Ascend Idle: ChroniclesSteamSome of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project.
Confined Space - Module MadnessSteamWe used AI tools in two places during development, and in neither of them to replace creative work. Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase. Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
TERRA: 地表逻辑SteamAll simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text.
ScrapstormSteamThere is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
Terraform Co: Factory and CitySteamAI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content. Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer. Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
Heroes Guard: StarforgeSteamA moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback.
Rior's ArenaSteamAI was utilized for sound design.
JETGRAVESteamAI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/
Enarian: Orbital CommandSteamAI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human.
ALL EYES ON MESteamGenerative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer.
Minesweeper OnlineSteamThis game was created by an independent developer. Generative AI tools were used during development to assist with programming, debugging, text editing, and the initial localization of Simplified Chinese, Traditional Chinese, English, Japanese, and Korean. All AI-assisted content was manually reviewed, edited, and approved by the developer. The game does not use generative AI to create content during gameplay, and player data is not used for AI training.
Fun-Cool-Sexy City LifeSteamGenerative AI (LLM) was used to translate the original Korean dialogue into English.
GRAY RUSHSteamゲームのストアページおよびプロモーション用の一部の画像素材の制作に、生成AIを使用しています。ゲームプレイ中に生成AIを使用してコンテンツを生成することはありません。
LIMINAL SORTINGSteamAI was used for localization and translation.
TOWERPUNKSteamAll art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.
Space TravelersSteamSpace Travelers uses generative AI only as a writing aid during development. The game's text content (interface text, event and log lines) and its localization into the 14 supported interface languages were produced with the assistance of large language models, directed and reviewed by the developer. Parts of this store page were drafted the same way. No AI-generated images, audio or video are used: all artwork, animation and sound in the game are produced by hand-written procedural code. The game does not generate any content with AI while you play, and it never connects to an external AI service.
雪月の星霜SteamGenerative AI tools were used to assist with the localization of this game into English, Simplified Chinese, Traditional Chinese, and Korean. 本作は、英語、簡体字中国語、繁体字中国語、韓国語へのローカライズの補助として生成AIツールを使用しました。
DOG LIVES: Space Pirates WarSteamThis game makes limited, supplementary use of generative AI tools during development. The primary uses are programming assistance (such as debugging), certain image and audio assets, and assistance with translating text into English. Generated image and audio assets are not used as-is. The development team reviews their content and makes additions, revisions, edits, and other adjustments to ensure that they are appropriately refined and fit the game. For text translated with the assistance of generative AI, the development team reviews the context and content and makes any necessary revisions before using it in the game. Please note that generative AI does not generate any game content during gameplay.
Hubble BubbleSteamWe use generative AI for text only: writing this store page and translating the game's in-game text into the supported languages. Everything else, including all art, animation and audio, is made by hand, and no content is generated while you play.
Stellar CourierSteamI used AI as coding assistant and for generating voiceovers.
PixelFallSteamStandard C++ game code, written during development with the assistance of an AI programming assistant, used as a pair-programming tool. This includes gameplay systems (crafting, inventory, world simulation), rendering and UI code, and development tooling. It is ordinary, static game logic. AI assistance was used only during development, directed by myself through specific requests, with every change reviewed, tested, and committed to version control by myself. The shipped game contains no AI models and does not execute or generate any code or content via AI at runtime. The game is a fully offline, single-player experience.
SSN: ArtemisSteamGenerative AI has been used in the production of sound and video assets for this title. All copy has been written by humans.
RHYTHM NEBULASteamRhythm Nebula's chart generation runs totally offline, on your local hardware. None of the art, music, or other assets are AI-generated.
Nightmare CompanySteamAI tools are used during development strictly to help optimize and debug code.
BATTLE: PARTS & POWERSteamGenerative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay.
abductedSteamWorking on replacing some audio and a few other visuals that were generated as place holder assets.
BTR RingfallSteamGenerative AI was used during development to assist in the creation of some visual assets and music. All AI-assisted content was reviewed, selected, and integrated by the development team. The game does not use generative AI to create content in real time during gameplay.
Robokitties: MEGASTRUCTURESteamGenerative AI tools were used during development to assist with selected 2D and 3D visual assets, sounds, localization, and marketing materials. All AI-assisted content was reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and intended design.
Iron FrameSteamAll art, sound and music in Iron Frame are human-made. The sprites and sound effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store capsules are composed from those same sprites — nothing you see or hear was generated by AI. Generative AI was used as a writing assistant for some in-game text: weapon, frame and enemy names and their one-line descriptions, and this store page. Everything was reviewed and edited by the developer, and no content is generated while you play.
Matchy StarSteamOne man team with no budget who used Codex to add code, and some AI Upscaling etc.
Stack Together - To the MoonSteamGenerative AI was used to create and/or assist with some promotional and marketing materials for the game, including store capsule artwork, cover images, and other store page visuals. Generative AI was not used to generate gameplay content or content during gameplay.
VOIDHOLD: Squad Survival RogueliteSteamAll shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the entire soundtrack are produced by deterministic, first-party procedural build scripts; those scripts were written with the help of an AI code assistant. No image-, audio- or voice-generation model produced any shipped asset. The game's written text — squad comms, item and mission descriptions, narrative screens — and this store page's copy were drafted with AI assistance under developer direction, then reviewed and edited by the developer. The game contains no runtime or live AI generation.
Nexus: Quantum IndustriesSteamSome assets were created using AI. I'm not as artist lol.
GroundworkSteamSome placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made.
LINER/TRACERSteamGenerative AI was used solely to assist with drafting and translating the Japanese and English descriptions for the Steam store page. Generative AI was not used for any other purpose. All content within the game itself was created by humans.
PHILSEQUE DIVISIONSteamGenerative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay.
Conehead : Earth ZeroSteamAI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer.
BlackbeamSteamGenerative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
RX10-40SteamThe localization of this game was created using AI translation tools.
Not Ready for ServiceSteamWe use generative AI in two limited ways. Translation. Simplified Chinese, German, Japanese, and Brazilian Portuguese were machine-translated so the story reaches more players. English, Turkish, French, and Spanish were localized by our international friends and us. However, AI translation can miss nuance, so we warmly welcome player feedback to improve it. Placeholder art. Three images are AI-generated: the Prologue background and the Mentor and Player portraits. They are placeholders. We believe in human expression and will replace them with commissioned art once the game has an audience. Everything else (code, design, and all other artwork) is made by human hands.
EVERSteamGenerative AI tools were used in the artwork production process for this game. The resulting images were selected, edited, and integrated by the developer to match the game’s atmosphere and direction.
TON WarsSteamAI image tools supported the creation of some 2D illustrations and promotional assets. Every asset was designed, reworked, and finished by our artists, and all writing, game design, and code are entirely human-made. Nothing in the game is AI-generated at runtime.
Pre-Warp AgeSteamSome graphics, music, and translations were created with the help of AI and refined manually.
BlovaSteamSome visual and audio content was created using AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Huma Store/marketing codetext | Generative AI was used to assist with writing portions of the game’s code and store page. | Beep | - | Aug 28, 2026 | |
DUSTBLOOM Store/marketing art | "Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay." | Corvantia Interactive | - | Aug 28, 2026 | |
NEBULA BREAK In-game content artaudio | Graphics (sprites, logo, artwork) were generated with Google Gemini API models,
then curated, edited, and integrated by the developer.
Music and sound effects were generated locally with ACE-Step 1.5, directed,
curated, and post-processed by the developer.
No AI runs during gameplay. | AMANOGAWA GAMES | - | Aug 28, 2026 | |
Ragtag Fleet In-game content art | Generative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team. | ESDF Game | - | Aug 28, 2026 | |
Meteor Spin In-game content artaudio | Generative AI tools were used during development to create certain visual and audio assets:
- 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use.
- Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools. | Chemkaaa | - | Aug 28, 2026 | |
Meridian Strike In-game content artaudio | Generative AI tools were used during development to create certain pre-generated visual and audio assets, including character portraits and video sequences, mech and environment artwork, synthetic voice-over, and some sound effects. All generated assets were reviewed and curated by the developer. The game does not generate content during gameplay, and no player input is sent to generative AI services. | Fredrik Carleson | - | Aug 28, 2026 | |
Ascend Idle: Chronicles Store/marketing art | Some of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project. | GODev Games | - | Aug 28, 2026 | |
Confined Space - Module Madness In-game content textcode | We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people. | Confined Space Crew | - | Aug 28, 2026 | |
TERRA: 地表逻辑 Live AI text | All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text. | Cyborg V | - | Aug 28, 2026 | |
Scrapstorm In-game content audiotext | There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play. | Pixiliated | - | Aug 28, 2026 | |
Terraform Co: Factory and City Store/marketing text | AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page. | Melon Dev | - | Aug 28, 2026 | |
Heroes Guard: Starforge In-game content artaudiotext | A moonlighting project from a husband and father of two, where late evenings and early mornings were made a little easier by generative AI tooling. The game's art, the pilot voice-over, and the music all started as AI-generated assets that I then reviewed, edited, and shaped into the game. The direction and the decisions are mine; nothing is generated while you play. Always open to constructive feedback. | Under Byte Studios, LLC | - | Aug 28, 2026 | |
Rior's Arena In-game content audio | AI was utilized for sound design. | Lanier Labs LLC | - | Aug 28, 2026 | |
JETGRAVE In-game content artaudio | AI-enabled tools were used during development to assist with asset creation. Some visual and audio assets in the finished game incorporate AI-assisted or AI-generated source material. For more information, visit https://jetgrave.com/ai-use/ | Losers And Nerds Party LLC | - | Aug 28, 2026 | |
Enarian: Orbital Command Unclear code | AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human. | Enarian Studios | - | Aug 28, 2026 | |
ALL EYES ON ME In-game content arttext | Generative AI was used to assist with selected store artwork and localization. All generated content was reviewed and integrated by the developer. | GRUND | - | Aug 28, 2026 | |
Minesweeper Online In-game content codetext | This game was created by an independent developer. Generative AI tools were used during development to assist with programming, debugging, text editing, and the initial localization of Simplified Chinese, Traditional Chinese, English, Japanese, and Korean. All AI-assisted content was manually reviewed, edited, and approved by the developer. The game does not use generative AI to create content during gameplay, and player data is not used for AI training. | MagicBox | - | Aug 28, 2026 | |
Fun-Cool-Sexy City Life In-game content text | Generative AI (LLM) was used to translate the original Korean dialogue into English. | Arasaka99 | - | Aug 28, 2026 | |
GRAY RUSH Store/marketing art | ゲームのストアページおよびプロモーション用の一部の画像素材の制作に、生成AIを使用しています。ゲームプレイ中に生成AIを使用してコンテンツを生成することはありません。 | Tzk | - | Aug 28, 2026 | |
LIMINAL SORTING In-game content text | AI was used for localization and translation. | Silly Cat | - | Aug 28, 2026 | |
TOWERPUNK Dev only codetext | All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer. | TESSERAX GAMES | - | Aug 28, 2026 | |
Space Travelers In-game content text | Space Travelers uses generative AI only as a writing aid during development.
The game's text content (interface text, event and log lines) and its
localization into the 14 supported interface languages were produced with
the assistance of large language models, directed and reviewed by the
developer. Parts of this store page were drafted the same way.
No AI-generated images, audio or video are used: all artwork, animation
and sound in the game are produced by hand-written procedural code. The
game does not generate any content with AI while you play, and it never
connects to an external AI service. | Enes Altas | - | Aug 28, 2026 | |
雪月の星霜 In-game content text | Generative AI tools were used to assist with the localization of this game into English, Simplified Chinese, Traditional Chinese, and Korean. 本作は、英語、簡体字中国語、繁体字中国語、韓国語へのローカライズの補助として生成AIツールを使用しました。 | VODALES | - | Aug 28, 2026 | |
DOG LIVES: Space Pirates War In-game content artaudiotext | This game makes limited, supplementary use of generative AI tools during development. The primary uses are programming assistance (such as debugging), certain image and audio assets, and assistance with translating text into English.
Generated image and audio assets are not used as-is. The development team reviews their content and makes additions, revisions, edits, and other adjustments to ensure that they are appropriately refined and fit the game.
For text translated with the assistance of generative AI, the development team reviews the context and content and makes any necessary revisions before using it in the game. Please note that generative AI does not generate any game content during gameplay. | Space Corgi Games | - | Aug 28, 2026 | |
Hubble Bubble In-game content text | We use generative AI for text only: writing this store page and translating the game's in-game text into the supported languages. Everything else, including all art, animation and audio, is made by hand, and no content is generated while you play. | Parita Games | - | Aug 28, 2026 | |
Stellar Courier In-game content audio | I used AI as coding assistant and for generating voiceovers. | zamraky.cz | - | Aug 28, 2026 | |
PixelFall Dev only code | Standard C++ game code, written during development with the assistance of an AI programming assistant, used as a pair-programming tool. This includes gameplay systems (crafting, inventory, world simulation), rendering and UI code, and development tooling. It is ordinary, static game logic.
AI assistance was used only during development, directed by myself through specific requests, with every change reviewed, tested, and committed to version control by myself.
The shipped game contains no AI models and does not execute or generate any code or content via AI at runtime. The game is a fully offline, single-player experience. | Miguel Benavides | - | Aug 28, 2026 | |
SSN: Artemis In-game content audioart | Generative AI has been used in the production of sound and video assets for this title. All copy has been written by humans. | Ceres Labs | - | Aug 28, 2026 | |
RHYTHM NEBULA general | Rhythm Nebula's chart generation runs totally offline, on your local hardware. None of the art, music, or other assets are AI-generated. | NEBULA CORP | - | Aug 28, 2026 | |
Nightmare Company Dev only code | AI tools are used during development strictly to help optimize and debug code. | Batuhan Çağdaş | - | Aug 28, 2026 | |
BATTLE: PARTS & POWER In-game content artcode | Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay. | Cartoon Rocket Games | - | Aug 26, 2026 | |
abducted In-game content audioart | Working on replacing some audio and a few other visuals that were generated as place holder assets. | Super Subatomic Games, LLC | - | Aug 26, 2026 | |
BTR Ringfall In-game content artaudio | Generative AI was used during development to assist in the creation of some visual assets and music. All AI-assisted content was reviewed, selected, and integrated by the development team. The game does not use generative AI to create content in real time during gameplay. | ALFA Games | - | Aug 26, 2026 | |
Robokitties: MEGASTRUCTURE In-game content artaudiotext | Generative AI tools were used during development to assist with selected 2D and 3D visual assets, sounds, localization, and marketing materials.
All AI-assisted content was reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and intended design. | Artem Dreadwire | - | Aug 26, 2026 | |
Iron Frame In-game content text | All art, sound and music in Iron Frame are human-made. The sprites and sound
effects are CC0 assets by Kenney, the music is CC0 work by nene, and the store
capsules are composed from those same sprites — nothing you see or hear was
generated by AI.
Generative AI was used as a writing assistant for some in-game text: weapon,
frame and enemy names and their one-line descriptions, and this store page.
Everything was reviewed and edited by the developer, and no content is generated
while you play. | DarkAndreiFX | - | Aug 26, 2026 | |
Matchy Star Dev only code | One man team with no budget who used Codex to add code, and some AI Upscaling etc. | Silverware Games, Inc. | - | Aug 25, 2026 | |
Stack Together - To the Moon In-game content art | Generative AI was used to create and/or assist with some promotional and marketing materials for the game, including store capsule artwork, cover images, and other store page visuals. Generative AI was not used to generate gameplay content or content during gameplay. | Simnetic Game | - | Aug 25, 2026 | |
VOIDHOLD: Squad Survival Roguelite code | All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation. | NexusOne23 | - | Aug 25, 2026 | |
Nexus: Quantum Industries Unclear | Some assets were created using AI. I'm not as artist lol. | Kuiper Industries | - | Aug 25, 2026 | |
Groundwork In-game content artaudio | Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made. | Peak Development | - | Aug 25, 2026 | |
LINER/TRACER In-game content text | Generative AI was used solely to assist with drafting and translating the Japanese and English descriptions for the Steam store page. Generative AI was not used for any other purpose. All content within the game itself was created by humans. | いいいい | - | Aug 25, 2026 | |
PHILSEQUE DIVISION In-game content codeart | Generative AI tools were used during development to assist with programming and in the creation of certain pre-generated game assets. All AI-assisted content was reviewed, selected, edited when necessary, and manually integrated by the developer. No AI-generated content is produced in real time during gameplay. | PHILSEQUE | - | Aug 25, 2026 | |
Conehead : Earth Zero Dev only code | AI tools (LLMs) were used solely for programming assistance, brainstorming, and writing Unreal Engine Blueprint logic. All visual assets, 3D models, and gameplay systems were entirely created and implemented manually by the solo developer. | Hakan Akdağ | - | Aug 25, 2026 | |
Blackbeam In-game content art | Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay. | Elmiva Games | - | Aug 25, 2026 | |
RX10-40 In-game content text | The localization of this game was created using AI translation tools. | KanjiFukuta | - | Aug 25, 2026 | |
Not Ready for Service In-game content textart | We use generative AI in two limited ways.
Translation. Simplified Chinese, German, Japanese, and Brazilian Portuguese were machine-translated so the story reaches more players. English, Turkish, French, and Spanish were localized by our international friends and us. However, AI translation can miss nuance, so we warmly welcome player feedback to improve it.
Placeholder art. Three images are AI-generated: the Prologue background and the Mentor and Player portraits. They are placeholders. We believe in human expression and will replace them with commissioned art once the game has an audience.
Everything else (code, design, and all other artwork) is made by human hands. | Apth Games Studio | - | Aug 25, 2026 | |
EVER In-game content art | Generative AI tools were used in the artwork production process for this game. The resulting images were selected, edited, and integrated by the developer to match the game’s atmosphere and direction. | Bada O Studio | - | Aug 25, 2026 | |
TON Wars Store/marketing art | AI image tools supported the creation of some 2D illustrations and promotional assets. Every asset was designed, reworked, and finished by our artists, and all writing, game design, and code are entirely human-made. Nothing in the game is AI-generated at runtime. | Basalt Interactive OÜ | - | Aug 25, 2026 | |
Pre-Warp Age In-game content artaudiotext | Some graphics, music, and translations were created with the help of AI and refined manually. | Clarus Victoria | - | Aug 25, 2026 | |
Blova Unclear artaudio | Some visual and audio content was created using AI. | Emberloom Games | - | Aug 25, 2026 |