All visuals, SFX, and music were created using AI. The imaginative aspect comes from humans.
- Creator
- Arada Games
- Reviews
- -
- Added
- Oct 12, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
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All visuals, SFX, and music were created using AI. The imaginative aspect comes from humans.
This game was made using generative AI. Generative AI was used for card illustrations, backgrounds, character videos, music, the story and other text, translations, and promotional materials such as the store page and trailer. All of this content was created in advance; no content is generated by AI during gameplay.
This game uses generative AI in the creation of some visual elements, including character illustrations and backgrounds; all results were reviewed and retouched by hand. Voice audio is based on dubbing and recordings by real people, which were then converted or refined using generative AI.
All artwork, music, and sound effects in Geargrave Outlands were created with generative AI tools (images: OpenAI image models; music: Suno; sound effects: ElevenLabs) and then selected, edited, and integrated by the developer. Story text was written with AI assistance and edited by the developer. All translations were produced with AI assistance. All of this content is pre-generated and ships as fixed files. The game does not generate any content with AI while you play.
Some AI-generated content is used as placeholder during development and will be replaced before release.
Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services.
Generative AI tools were used during development to create certain content included with the game: Visual Art: Store/capsule art, character portraits, icons, UI illustrations, map visuals, and textures. Audio: Narrator voiceovers generated using text-to-speech (TTS) tools, and select ambient sounds. Music: A portion of the in-game music was generated using AI music tools.
Generative AI tools were used during development to create some artwork, background music, and monster vocal effects. AI tools also assisted with the writing and translation of store-page text. These materials were prepared in advance. The game does not generate AI content or connect to third-party AI services during gameplay.
Generative AI tools were used during development to assist with some UI artwork. The game does not generate new content using generative AI during gameplay.
Disclosure regarding Generative AI This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on the store page, as well as certain in-game visual assets.
Some artwork, voices, audio, translations and promotional materials were created with generative AI tools. No AI content is generated during gameplay.
The title logo was generated with an AI image tool and then cropped and resized by the developer. The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer. The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers. Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model. The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review. The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI.
Pre-generated: the game's art (character portraits, battle poses, map sprites, painted battlefields and towns, cutscene stills, icons) and music were created with generative AI tools under the developer's direction, then reviewed, edited and assembled by the developer. Live-generated: none. No AI content is generated while you play.
Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay.
Gurafikku no kiso o jibun de sakusei shita ato, komakai seisho, ryōsan ni AI o shiyō shite imasu. Saundo ni kanshite wa, shōyō riyōna AI seisei no saito nite seisei shita mono o shiyō shite imasu. 81 I create the basic graphics myself, then use AI for detailed refinement and mass production. For sound, I use assets generated on AI platforms that permit commercial use.
Our team uses AI tools to assist in developing some in-game content.
During the development of FOOTBALL EXECUTIVE 27, generative AI tools were used to assist with parts of the program code, localization, and the editorial review of user interface and in-game text. All AI-assisted content was manually reviewed and revised before being included in the game. No content is generated by generative AI during gameplay, and no player input is transmitted to any external AI service.
Three non-playable characters, the Celestial narrator and the antagonists Vexaroth and Valdris, are voiced with AI-generated voices. All playable characters are voiced by human actors. A small number of sound effects were also created with AI tools. No content is generated by AI while you play.
Generative AI tools were used during production to create character artwork, portraits, and some of the game's illustrations and visual assets. AI tools also assisted with the story, dialogue, and store-page copy, including its English version. These are pre-generated materials; the game does not use generative AI to create new content during gameplay.
Generative AI is used throughout the development of PenRogue, including code, character artwork, backgrounds, UI assets, music, sound effects, and text. AI-generated content is reviewed, selected, and integrated by the developer.
Some in-game visual assets were generated or modified with generative AI tools during development. The game also includes pre-recorded AI-generated combat voice lines. The developer selected and integrated these as fixed game assets before release.
AI was used as a support tool during development (code assistance and initial image generation). All artwork was individually reworked by hand, and no content is generated live during gameplay.
Generative AI tools were used during the development of this game to help create some store artwork, user interface (UI) concepts, and cover designs. All AI-generated content was reviewed, edited, and finalized by humans. The game does not generate any AI content dynamically or in real time during gameplay.
Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime.
AI tools were utilized for translation assistance, and Suno was used for generating background music.
some pictures
AI used for help with coding support and analysing the balancing.
Generative AI tools were used during development to assist with the localization of in-game text into multiple languages. All AI-assisted translations were reviewed, edited and integrated manually by the developer. No generative AI is used during gameplay. Visual and audio assets were not generated using AI.
Black Banner Company is made by one person. What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten. What is AI-assisted: — the illustrations and part of the interface art; — the entire English translation; No AI runs while you play. All content is fixed at build time. No data is sent anywhere. The English may read awkwardly in places. Tell me where and I'll fix it. If these tools are a problem for you, I would rather you knew before buying than after.
This game includes content created with the assistance of generative AI tools. Some character and UI artwork was produced using AI image generation (ChatGPT) and then edited by the developer, and the background music was generated using Suno. All AI-assisted assets were reviewed by the developer to ensure they do not infringe the intellectual property of third parties. No AI is used at runtime—all generation occurred during development (pre-generated).
AI was used for code, art, and text translation.
本游戏有借助AI生成部分图片,比如游戏加载页,部分人物素材,其余游戏内容均为原创。
Assisted with all aspects of development
The Sounds and some Assets are AI-Generated
Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people.
浣熊的設計與建模過程中有使用AI生成輔助,加快製作速度與溝通效率,後續調整了許多使其適配我們的遊戲本身。
As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system! I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there. While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic!
Tamagong uses generative AI in three places during development: Translation: the game's eight languages were translated with AI assistance. Audio: some sound effects and ambient tracks were produced with AI assisted tools. Art & Visuals: some art work began from AI generated output, which was then edited by hand for style consistency. Concept images were also generated as reference while designing monsters and locations.
Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay.
Art assets were initially generated using AI image-generation tools, then reviewed, manually edited, and refined by human artists.
AI tools were used in the creation of some of the game's artwork. All AI-generated assets were subsequently reviewed, edited, and refined by me or a family member before being incorporated into the game. No AI-generated content was added to the game without prior human review and editing.
Some of the in-game text was drafted with the help of an AI language model and then reviewed and edited by the developer.
During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers.
Translation was assisted and reviewed by AI, and background music (BGM) was generated using AI.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription… Generated assets are never the first seed nor the last product of any content in my games.
The content of Dark Dice Dungeon was produced with the help of generative AI tools: the illustrations, the music and sound effects, the in-game writing, and the English and Spanish translations. All of it was then selected, edited and assembled by hand by the developer. Nothing is generated while you play: the game ships with fixed assets and never connects to any service.
Voice lines and sound effects were produced with AI voice synthesis (ElevenLabs) during development. Some character portraits and UI/VFX textures were created with AI-assisted tools. All assets were reviewed, edited and integrated by the developer. No generative AI runs at runtime — the game ships only pre-generated, fixed assets.
Only the character images are AI generated.
Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Roll Call: Hero League Manager In-game content artaudio | All visuals, SFX, and music were created using AI. The imaginative aspect comes from humans. | Arada Games | - | Oct 12, 2026 | |
Arcana Autonoma: Fourteen Races In-game content artaudiotext | This game was made using generative AI. Generative AI was used for card illustrations, backgrounds, character videos, music, the story and other text, translations, and promotional materials such as the store page and trailer. All of this content was created in advance; no content is generated by AI during gameplay. | ShadeLurk | - | Oct 12, 2026 | |
Cao Cao the Legend In-game content artaudio | This game uses generative AI in the creation of some visual elements, including character illustrations and backgrounds; all results were reviewed and retouched by hand. Voice audio is based on dubbing and recordings by real people, which were then converted or refined using generative AI. | MaengLab | - | Oct 12, 2026 | |
Geargrave Outlands In-game content artaudiotext | All artwork, music, and sound effects in Geargrave Outlands were created with generative AI tools (images: OpenAI image models; music: Suno; sound effects: ElevenLabs) and then selected, edited, and integrated by the developer. Story text was written with AI assistance and edited by the developer. All translations were produced with AI assistance. All of this content is pre-generated and ships as fixed files. The game does not generate any content with AI while you play. | e-ntegration | - | Oct 12, 2026 | |
Empty Throne general | Some AI-generated content is used as placeholder during development and will be replaced before release. | Man All In Studios | - | Oct 12, 2026 | |
建造防线 In-game content artaudio | Some visual assets in this game, including certain 3D models, textures, UI elements, icons, and character portraits, as well as background music and some sound effects, were created in advance with the help of generative AI tools. The developer reviewed and integrated the AI-generated assets. Some music and UI, victory, and defeat sound effects were generated with Google Gemini; other sound effects use third-party recordings or procedural synthesis. The game does not use generative AI at runtime, generate content while you play, or connect to AI services. | MagicalConch | - | Oct 11, 2026 | |
Halaskargazi In-game content artaudiotext | Generative AI tools were used during development to create certain content included with the game:
Visual Art: Store/capsule art, character portraits, icons, UI illustrations, map visuals, and textures.
Audio: Narrator voiceovers generated using text-to-speech (TTS) tools, and select ambient sounds.
Music: A portion of the in-game music was generated using AI music tools. | Sinan Soyalıç | - | Oct 10, 2026 | |
Tactics to the devil dungeon In-game content artaudiotext | Generative AI tools were used during development to create some artwork, background music, and monster vocal effects. AI tools also assisted with the writing and translation of store-page text. These materials were prepared in advance. The game does not generate AI content or connect to third-party AI services during gameplay. | SLOWRAIN GAMES | - | Oct 10, 2026 | |
Warcamp Rivals In-game content art | Generative AI tools were used during development to assist with some UI artwork. The game does not generate new content using generative AI during gameplay. | Gergely Osbath | - | Oct 10, 2026 | |
Demonfall Continent In-game content art | Disclosure regarding Generative AI
This game utilizes artificial intelligence (AI) tools to assist in generating some of the promotional materials on the store page, as well as certain in-game visual assets. | Nanjing Shangxiangyujiu Network Technology Co., Ltd. | - | Oct 10, 2026 | |
Arena Medieval In-game content artaudiotext | Some artwork, voices, audio, translations and promotional materials were created with generative AI tools. No AI content is generated during gameplay. | Fier Labs | - | Oct 10, 2026 | |
MMO Guild Manager In-game content arttextcode | The title logo was generated with an AI image tool and then cropped and resized by the developer.
The store capsule artwork (the key art behind the logo) was generated with an AI image tool from text prompts only, then cropped and resized by the developer.
The in-game text in every language except English and Japanese is machine-translated with an AI language model from the developer's English and Japanese text, and has not yet been reviewed by native speakers.
Some English and Japanese interface text and the English and Japanese store description were drafted with an AI writing assistant and then reviewed and edited by the developer. The store description in the other languages is translated with an AI language model.
The majority of the code and the design was written by AI coding agents (Claude and Codex) under the developer's direction and review.
The in-game characters, items, maps, effects, music, sound effects and fonts are mostly purchased or licensed assets. The exceptions are 8 equipment icons, the slash and healing effects, the spectators in the stands, the crowd cheers and the app icon, which were drawn or synthesized by programs written by AI coding agents (no image or audio generation model was used). The cutting out, combining, recoloring and touching up of the purchased assets, and the shapes and light effects the game draws on screen during matches, are also done by programs written by AI. | iida-lab | - | Oct 9, 2026 | |
Shattersong In-game content artaudio | Pre-generated: the game's art (character portraits, battle poses, map sprites, painted battlefields and towns, cutscene stills, icons) and music were created with generative AI tools under the developer's direction, then reviewed, edited and assembled by the developer. Live-generated: none. No AI content is generated while you play. | Matt Lionheart | - | Oct 9, 2026 | |
Fleet Forge In-game content art | Generative AI tools were used during development to create and refine visual artwork, including spacecraft images, environments, story illustrations, and promotional graphics. This content was prepared during development and is included as fixed assets. Fleet Forge does not generate AI artwork, dialogue, or other content during gameplay. | Richard Stake | - | Oct 9, 2026 | |
みならい王子のみならい防衛 In-game content artaudio | Gurafikku no kiso o jibun de sakusei shita ato, komakai seisho, ryōsan ni AI o shiyō shite imasu. Saundo ni kanshite wa, shōyō riyōna AI seisei no saito nite seisei shita mono o shiyō shite imasu.
81
I create the basic graphics myself, then use AI for detailed refinement and mass production.
For sound, I use assets generated on AI platforms that permit commercial use. | FoZon | - | Oct 9, 2026 | |
Abilill: Persistent Fantasy Extraction MMO Unclear | Our team uses AI tools to assist in developing some in-game content. | Abilill Inc. | - | Oct 9, 2026 | |
FOOTBALL EXECUTIVE 27 In-game content codetext | During the development of FOOTBALL EXECUTIVE 27, generative AI tools were used to assist with parts of the program code, localization, and the editorial review of user interface and in-game text. All AI-assisted content was manually reviewed and revised before being included in the game. No content is generated by generative AI during gameplay, and no player input is transmitted to any external AI service. | ZERE STUDIOS | - | Oct 7, 2026 | |
Eternally In-game content audio | Three non-playable characters, the Celestial narrator and the antagonists Vexaroth and Valdris, are voiced with AI-generated voices. All playable characters are voiced by human actors. A small number of sound effects were also created with AI tools. No content is generated by AI while you play. | Astral Kranium Ltd | - | Oct 7, 2026 | |
LLamas & Alpacas In-game content arttext | Generative AI tools were used during production to create character artwork, portraits, and some of the game's illustrations and visual assets. AI tools also assisted with the story, dialogue, and store-page copy, including its English version. These are pre-generated materials; the game does not use generative AI to create new content during gameplay. | Dream Factory Solutions | - | Oct 6, 2026 | |
PenRogue In-game content artaudiotextcode | Generative AI is used throughout the development of PenRogue, including code, character artwork, backgrounds, UI assets, music, sound effects, and text. AI-generated content is reviewed, selected, and integrated by the developer. | Magnos Games | - | Oct 4, 2026 | |
搶孤 In-game content artaudio | Some in-game visual assets were generated or modified with generative AI tools during development. The game also includes pre-recorded AI-generated combat voice lines. The developer selected and integrated these as fixed game assets before release. | LILIWEI | - | Oct 4, 2026 | |
Heartreave In-game content artcode | AI was used as a support tool during development (code assistance and initial image generation). All artwork was individually reworked by hand, and no content is generated live during gameplay. | Ebon Anvil | - | Oct 4, 2026 | |
M.A.S.K. Store/marketing art | Generative AI tools were used during the development of this game to help create some store artwork, user interface (UI) concepts, and cover designs. All AI-generated content was reviewed, edited, and finalized by humans. The game does not generate any AI content dynamically or in real time during gameplay. | FUNFORCAN GAMES | - | Oct 4, 2026 | |
FGD - Forever Grind Dungeon In-game content art | Character, monster, and item artwork in this game was pre-generated using AI image generation tools (FLUX.1). No AI-generated content is created live during gameplay, and the game does not connect to any third-party AI service at runtime. | Tresette | - | Oct 3, 2026 | |
Guild Manager In-game content textaudio | AI tools were utilized for translation assistance, and Suno was used for generating background music. | Team Rounding | - | Oct 3, 2026 | |
奇点 Unclear art | some pictures | xzx | - | Oct 2, 2026 | |
Roll In Dev only code | AI used for help with coding support and analysing the balancing. | AceBuffer | - | Oct 1, 2026 | |
BITS OVERLOAD In-game content text | Generative AI tools were used during development to assist with the localization of in-game text into multiple languages. All AI-assisted translations were reviewed, edited and integrated manually by the developer. No generative AI is used during gameplay. Visual and audio assets were not generated using AI. | SRADRAVEN | - | Oct 1, 2026 | |
Black Banner Company In-game content arttext | Black Banner Company is made by one person.
What is mine: the design, the rules, the balance, the world, and every decision of tone. Nothing ships that I have not read, corrected or rewritten.
What is AI-assisted:
— the illustrations and part of the interface art;
— the entire English translation;
No AI runs while you play. All content is fixed at build time. No data is sent anywhere.
The English may read awkwardly in places. Tell me where and I'll fix it.
If these tools are a problem for you, I would rather you knew before buying than after. | Dark Tomato Studio | - | Oct 1, 2026 | |
Kingdom Chronicle: Ancient Saga In-game content artaudio | This game includes content created with the assistance of generative AI tools. Some character and UI artwork was produced using AI image generation (ChatGPT) and then edited by the developer, and the background music was generated using Suno. All AI-assisted assets were reviewed by the developer to ensure they do not infringe the intellectual property of third parties. No AI is used at runtime—all generation occurred during development (pre-generated). | スタジオ白猫斎 / Studio Hakubyousai | - | Oct 1, 2026 | |
Warring Kingdoms: Chronicles of War In-game content codearttext | AI was used for code, art, and text translation. | Absolute Power Game Studio | - | Oct 1, 2026 | |
仙帝神兵 In-game content art | 本游戏有借助AI生成部分图片,比如游戏加载页,部分人物素材,其余游戏内容均为原创。 | 仙帝神兵工作室 | - | Oct 1, 2026 | |
War Of The Worlds Trilogy Unclear | Assisted with all aspects of development | Invirtu Labs | - | Oct 1, 2026 | |
Tiny RTS In-game content audioart | The Sounds and some Assets are AI-Generated | DiaP | - | Sep 30, 2026 | |
Madame Cheng - Pirate Queen of Hong Kong In-game content art | Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people. | Hong Kong XR Museum, Inc | - | Sep 30, 2026 | |
惡搞浣熊 In-game content art | 浣熊的設計與建模過程中有使用AI生成輔助,加快製作速度與溝通效率,後續調整了許多使其適配我們的遊戲本身。 | 惡搞浣熊 | - | Sep 28, 2026 | |
Phroller Dev only text | As with most VTT systems, users are welcome to import assets made anywhere. Phroller makes it easier than ever. You can just drag the image or model files into the VTT directly from your browser or file system!
I want to encourage supporting real artists where we can though. As such I do my best to collaborate with real creatives on the vast Phroller libraries. Each one of the assets in the library has a field showing the artist behind it. If you like their work, please consider checking them out. Many of them are open for commissions as well! However, I cannot guarantee that assets or part of those assets were created with no AI use at all. A large amount of the assets are made before 2022 though, so we should be safe there.
While I do my best to make Phroller as user friendly as possible, it does still require a ton of instructions and manuals. Frontier models are used to keep some of the text up to date across rapid early access development. Sorry if it sounds robotic! | Phroller.com | - | Sep 28, 2026 | |
Tamagong In-game content textaudioart | Tamagong uses generative AI in three places during development:
Translation: the game's eight languages were translated with AI assistance.
Audio: some sound effects and ambient tracks were produced with AI assisted tools.
Art & Visuals: some art work began from AI generated output, which was then edited by hand for style consistency. Concept images were also generated as reference while designing monsters and locations. | rigelriv | - | Sep 27, 2026 | |
Detonator Squad In-game content arttextcodeaudio | Detonator Squad was developed almost entirely using AI tools, under extensive human direction, ongoing refinement and review. The game is built on my own custom 3D engine that I have been working on for a while, using AI coding tools. AI was also used to create interface and promotional artwork and to author or assist with code, 3D assets, level layouts, game text, music and sound effects. The original core game logic was handwritten for an earlier project, then ported and adapted using AI. All content is supplied with the game; no content is generated by an AI service during gameplay. | Stephen Pryde | - | Sep 27, 2026 | |
The Rotting Corridor In-game content art | Art assets were initially generated using AI image-generation tools, then reviewed, manually edited, and refined by human artists. | NimbusCode Studio | - | Sep 27, 2026 | |
IWA Fighting Adventure In-game content art | AI tools were used in the creation of some of the game's artwork. All AI-generated assets were subsequently reviewed, edited, and refined by me or a family member before being incorporated into the game.
No AI-generated content was added to the game without prior human review and editing. | vito74m (A100N) | - | Sep 25, 2026 | |
Cubeshire In-game content text | Some of the in-game text was drafted with the help of an AI language model and then reviewed and edited by the developer. | Richard Hawkesford | - | Sep 25, 2026 | |
Knights Of The Four Kingdoms In-game content artcode | During the development of this game, AI tools were used to assist in creating some game assets and promotional materials for the store, as well as to assist in writing and optimizing some program codes. All the AI-assisted content was manually screened, adjusted, integrated, tested, and finally reviewed by the developers. | 二十五 | - | Sep 24, 2026 | |
Crown of Light and Time : The Saint's Reunion In-game content audiotext | Translation was assisted and reviewed by AI, and background music (BGM) was generated using AI. | Crown of Light and Time | - | Sep 24, 2026 | |
Fortrezo Desaparanta Dev only textart | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 24, 2026 | |
Javelin Dev only arttext | I use generative technologies strictly in a supporting role, including: brain-storming; editing text; altering images; research; transcription…
Generated assets are never the first seed nor the last product of any content in my games. | Alex Henry | - | Sep 24, 2026 | |
Dark Dice Dungeon In-game content artaudiotext | The content of Dark Dice Dungeon was produced with the help of generative AI tools: the illustrations, the music and sound effects, the in-game writing, and the English and Spanish translations. All of it was then selected, edited and assembled by hand by the developer. Nothing is generated while you play: the game ships with fixed assets and never connects to any service. | Lolo's Game Studio | - | Sep 24, 2026 | |
TASK: GOLIATH — The Last Organics In-game content audioart | Voice lines and sound effects were produced with AI voice synthesis
(ElevenLabs) during development. Some character portraits and UI/VFX
textures were created with AI-assisted tools. All assets were reviewed,
edited and integrated by the developer.
No generative AI runs at runtime — the game ships only pre-generated,
fixed assets. | Taskoft | - | Sep 24, 2026 | |
Illyrium: Chronicles In-game content art | Only the character images are AI generated. | The Kingdom | - | Sep 22, 2026 | |
NEBELHEIM In-game content artaudio | Generative AI tools were used during development to assist in creating some visual assets, music, sound effects, and voice-over content. All AI-generated content was created and reviewed prior to its inclusion in the game. The game does not generate AI content during gameplay. | Kararsız Studio | - | Sep 22, 2026 |