review some code and some ideation
- Creator
- KabreetGames
- Reviews
- -
- Added
- May 23, 2026
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review some code and some ideation
Generative AI tools are used as part of our development workflow to support concept exploration, character design, visual development, marketing media, video production, 3D modeling workflows, and code assistance. All AI-assisted content is reviewed, edited, and integrated by our development team before being included in the game or store materials. The game does not generate AI content live during gameplay.
MidJourney, NVidia CANVAS, ChatGPT used in development and may or may not appear in final product.
AI assisted with programming. AI assisted with translation.
Generative AI was used during development to assist with programming, debugging, localization, and text drafting. Some small UI/icon assets included in the game were also created with generative AI and reviewed by the developer before use. The main visual content of the game uses licensed or manually prepared assets.
User for developer tooling, programming and code.
As an assistive measure, AI has been implemented into our code practices throughout early development. This includes the use of specialist AI models to assist with code reviews, optimisation and minor troubleshooting and bug fixes. Whilst AI has been used in this way, this in no way compromises or risks the quality of any features, content or security, and all code is ultimately reviewed by a human.
Throughout our development, we may leverage AI-based tools to assist our team in programming logic and audio production. Please rest assured that the final gameplay and soundscapes reflect the creativity and hard work of our team. Examples include code optimization and musical composition aids.
Generative AI is used solely during development for supplemental, non-essential purposes, including design ideation, code production support, or localization assistance. These AI-generated outputs are limited in scope, reviewed by our development team, and never substitute human creative or technical decision-making. All final core assets and game content are created by Wargaming’s artists and developers.
We want to be transparent about our use of AI: AI is used for: assisting with code development (debugging, refactoring, technical guidance during programming sessions). AI is NOT used for: the story, the dialogue, the music, the illustrations, the character designs, or any creative content. A Piano Tale is a deeply personal project, and its soul comes entirely from human hands.
Generative AI tools were used during the development process in the following areas: 3D Assets & Texturing: We utilized tools such as ChatGPT and Grok to generate visual references and base textures. These references were then used in conjunction with Meshy.ai to assist in the creation of 3D models and their corresponding textures. Code & Programming: An AI-based coding assistant was used to help write, refactor, and optimize the game's GDScript logic, including character movement, interaction systems, and UI components. All AI-generated elements have been reviewed, integrated, and refined by the development team to ensure a high-quality experience for players.
We use generative AI to assist writing the code for this game.
Some multilingual localized text content is AI-generated; parts of the code and art assets also contain AI-generated content.
The development of War Lab is aided by AI as a tool. This is, as of now, a single dev project, no jobs are being taken by AI. -Coding: script templates, help refactoring, commenting, and optimizing human-written code. It also helps solve problems, errors/warnings and find more optimized ways of doing human-designed functionality. -Sound effects: some computer interactions with fictional devices, and voices (NOT MUSIC) -Textures: some textures have been upscaled using AI or edited to better depict the desired effects we were aiming for. -No decisions are taken by AI -No lore/story elements are written or decided by AI -No 3D models have been made using AI Last updated: March 22 2026 (5th game anniversary) Possible changes in the future: -Realtime AI NPC actions -AI-driven text-to-speech for NPCs -Player mimics (takes in player voices and movements to create player "doppelgangers")
How we use artificial intelligence: Some creative assets in Slash The Tower were created with the help of generative AI. Art and music were produced using Google Gemini (AI-assisted generation). Those assets are pre-made and shipped with the game—they are not generated live while you play. Game code and parts of the user interface were developed with assistance from Cursor (an AI-enabled editor) together with Unity. That means design and implementation were guided by us as developers, with AI helping draft or refine code and UI-related work—not replacing human creative direction for the whole game. We do not use generative AI to create personalized or real-time content for each player session beyond what is described above. If we add AI-generated material to the Steam store page, community hubs, or marketing, we will treat it the same way: clearly labeled and consistent with this approach.
AI Tools have been used during the development in both artwork and code.
Some store page images and portions of the code were assisted by AI tools during development. All gameplay, design decisions, and creative direction were made by the developer.
Some narrative content, artwork, and code were created with the assistance of AI tools and reviewed, tested, and edited by a human.
Some code snippets and store page images were edited or generated using artificial intelligence.
AI was used in the production of this game: • Programming — Anthropic Claude AI Code • Music and some sound effects — Suno AI v5, Elevenlabs, Google Gemini (prompting support) • Many graphic assets — Nano Banana Pro with Google Flow, Google Gemini (prompting support) • Some graphic assets — Krea AI
2D Visual Assets: All in-game card illustrations—including the retro pixel art items, weapons, and relics and any images, as well as the main "Divide TCG" promotional logo art, were pre-generated using AI image generation tools. Code and UI Assistance: AI text models were used as a collaborative programming assistant to help write, structure, and troubleshoot the game's HTML and CSS user interface, including the card binder layouts, responsive grids, and visual effects. Marketing Copy: AI text models were utilized to help draft and refine portions of the text and descriptions found on this Steam store page.
As a solo indie developer, I have utilized AI-generated content to assist in the creation of certain assets within the game, including images, audio, and code. Thank you for your understanding and support.
I use it for programs, scenarios, and graphic assets.
BFM 26 uses AI-assisted tools during development, including AI-generated imagery for certain visual assets and AI code auditing during the development process. No generative AI is used to produce live or dynamic in-game content during gameplay. All AI-generated assets have been reviewed and approved by the developer before inclusion in the game.
Some visual assets, music, voice-related assets, code assistance, and promotional materials for this game were created with the assistance of generative AI tools, then reviewed, edited, and integrated by the developer before release.
This game has used AI as a coding assistant and to help build tooling and interconnections (think API development and unit-testing). I've not used AI to make the premise of any function, utilize it for pure vibe-coding or anything beyond additional tooling for the asset and behaviors.
This game was developed using AI-assisted tools in multiple areas of development, including programming, writing, music, and visual assets. AI tools were used during the creation process to help generate and prototype content, which was then reviewed, edited, and integrated into the game by the developer.
I love Xianxia/Wuxia light novels and I've looked everywhere for a good cultivation idler. When I couldn't find out, I decided to make one, but since I'm not a coder/videographer/digital animator etc I used AI for the artwork creation and used my background in IT to get AI to create the backend code.
Gen AI was used to help write code. Everything else was made by humans!
Generative AI was used to assist in the development of source code, music composition, and text translation.
I used AI to help me code the game, and make some of the artwork. It is a blend.
This game was created with the use of Cursor for coding almost exclusively. Storefront uses AI images, all else is created by the developer.
由AI图片,AI代码,AI音乐组成的3A大作,AI占比20%~25%左右,主要集中于图像,包括商店封面。
本作の制作工程の一部で生成型AIを使用しています。 使用範囲:コード作成の補助、画像生成、セリフ(テキスト)の作成。
I have used Claude Code to create the game itself code and assets.
Some of the images are generated using AI and then edited and processed. Some of the scripts were also created in consultation with the AI.
Some of the images are generated using AI and then edited and processed. Some of the scripts were also created in consultation with the AI.
Claude code was used to generate code.
This game used generative AI tools during development: some art assets were generated with generative AI and then reviewed/curated (and adjusted when needed) by the developer; coding and refactoring were assisted by GPT-5.2, with all changes reviewed and finalized by the developer. The game does not include any in-game generative AI features for players at runtime.
I used AI for coding, and asset polish.
I use AI tools to assist with code generation, brainstorming, and text proofreading during development. Additionally, generative AI is used to create some of the texture assets used in the game.
Some non-core gameplay code and development assistance were generated with the help of generative AI tools during development. All gameplay design, final implementation, and creative decisions were reviewed and integrated by the developer.
During development, some portions of the game's code were created, corrected, or refined with the assistance of AI tools. Aside from this limited development support, the game itself does not contain AI-generated content and does not include any runtime AI features. Players do not interact with AI systems during gameplay, and no player input is sent to AI for processing or generation.
Some of the game's art, audio, video and code logic were developed with the assistance of AI tools. All AI-assisted content has been manually reviewed and modified by the developer to ensure quality and creative integrity.
This game uses generative AI in parts of the development process. Claude was used for programming assistance, ChatGPT Images for creating and refining some visual assets, and Suno for producing some music. All AI-assisted content was reviewed, selected, and modified as necessary by the developer before being included in the game. The game does not generate content or code with AI during gameplay and does not connect to external AI services.
本游戏开发过程中使用了生成式人工智能工具: • 代码编写:使用AI辅助生成部分代码逻辑 • 美术资产:部分图像资源使用AI辅助创作 所有AI生成内容均经过人工审核和修改,确保符合游戏品质要求。
AI-assisted tools were used during development to help create certain store assets and to assist with portions of the program’s source code. The shipped game does not generate AI content during gameplay and does not connect to external AI services. Visual effects and imagery in the game are generated deterministically by the program’s code using mathematical and procedural rendering techniques (ASCII graphics and SDL-based visual effects). These systems do not use generative AI.
AI coding assistants were used during development to help write and debug game code. All game content — visuals, audio, color palettes, recipes, and gameplay mechanics — is procedurally generated by the game's own algorithms, not by generative AI.
Used AI to assist with coding and used to assist editing store page assets/imagery.
I was the archaic and fragmented DNA in the amber bound insect. AI was the frog DNA. Original Card Game: All card art is original, hand painted on canvas and physically printed on real cards (5,000 in total). The face images are scans of those pained canvas prints/ cards. AI was used to generate the card's backs and some of the playing surfaces/backgrounds. Coding: While I on and off experience in JavaScript since 2002, AI was used to help generate and debug portions of the code. I especially used AI when predicting potential conflicts and integration problems (especially Steam integration) before implementing new code. I found it very helpful when changing long sets of repetitive blocks of code. The volume of human error that was cut down was tremendous. Localization: Localization will be finalized in Beta. Initial translations were done with AI. Corrections and finalization will be done after input from the community (new game, some new terms). Music: We are Streamer first. Streamer need background music that won't affect their monetization. From the beginning, music that was all original, was critical to me. I wanted Streamers to have no worries when letting our background music play for hours. Musicians want astronomical payments and deals that will leave me perpetually paying them. I generated all of our music in Suno and own it all. I plan on releasing more, in two hour blocks, that will be available as free DLC's. All AI I used was after human talent quoted cost ineffective numbers or outright turned me down. This is a simple card game. A vehicle for a game and art I have made. I set out to make an affordable, sturdy, reliable, user focused game. AI helped me make the best product I could.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Laila Dev only code | review some code and some ideation | KabreetGames | - | May 23, 2026 | |
Trivals In-game content artcode | Generative AI tools are used as part of our development workflow to support concept exploration, character design, visual development, marketing media, video production, 3D modeling workflows, and code assistance. All AI-assisted content is reviewed, edited, and integrated by our development team before being included in the game or store materials. The game does not generate AI content live during gameplay. | Living on Ro Entertainment | - | May 23, 2026 | |
Frisson Unclear arttextcode | MidJourney, NVidia CANVAS, ChatGPT used in development and may or may not appear in final product. | Neon Pomegranate | - | May 23, 2026 | |
Solitaire - Complete Collection Unclear codetext | AI assisted with programming.
AI assisted with translation. | Grey Sky Interactive | - | May 23, 2026 | |
Sicham Universe : Let's Sicham Today! In-game content artcodetext | Generative AI was used during development to assist with programming, debugging, localization, and text drafting. Some small UI/icon assets included in the game were also created with generative AI and reviewed by the developer before use.
The main visual content of the game uses licensed or manually prepared assets. | Array's Devbook | - | May 23, 2026 | |
Tug of War Dev only code | User for developer tooling, programming and code. | Daha | - | May 23, 2026 | |
Main Event: Wrestling Manager Dev only code | As an assistive measure, AI has been implemented into our code practices throughout early development. This includes the use of specialist AI models to assist with code reviews, optimisation and minor troubleshooting and bug fixes. Whilst AI has been used in this way, this in no way compromises or risks the quality of any features, content or security, and all code is ultimately reviewed by a human. | Chartist Games | - | May 23, 2026 | |
Kasasaburo's Secret Fishing Spot In-game content codeaudio | Throughout our development, we may leverage AI-based tools to assist our team in programming logic and audio production. Please rest assured that the final gameplay and soundscapes reflect the creativity and hard work of our team. Examples include code optimization and musical composition aids. | 蜃界屋 MIRAGEHOUSE | - | May 23, 2026 | |
World of Tanks: HEAT In-game content codetext | Generative AI is used solely during development for supplemental, non-essential purposes, including design ideation, code production support, or localization assistance. These AI-generated outputs are limited in scope, reviewed by our development team, and never substitute human creative or technical decision-making. All final core assets and game content are created by Wargaming’s artists and developers. | Wargaming Group Limited | 2k | May 23, 2026 | |
A Piano Tale Dev only code | We want to be transparent about our use of AI:
AI is used for: assisting with code development (debugging, refactoring, technical guidance during programming sessions).
AI is NOT used for: the story, the dialogue, the music, the illustrations, the character designs, or any creative content. A Piano Tale is a deeply personal project, and its soul comes entirely from human hands. | Pianogo Studio | - | May 23, 2026 | |
Unmotivated Heroes In-game content artcode | Generative AI tools were used during the development process in the following areas:
3D Assets & Texturing: We utilized tools such as ChatGPT and Grok to generate visual references and base textures. These references were then used in conjunction with Meshy.ai to assist in the creation of 3D models and their corresponding textures.
Code & Programming: An AI-based coding assistant was used to help write, refactor, and optimize the game's GDScript logic, including character movement, interaction systems, and UI components.
All AI-generated elements have been reviewed, integrated, and refined by the development team to ensure a high-quality experience for players. | Ward№6 | - | May 23, 2026 | |
Slimeception Dev only code | We use generative AI to assist writing the code for this game. | Kyjor | - | May 23, 2026 | |
Mandate Order In-game content textartcode | Some multilingual localized text content is AI-generated; parts of the code and art assets also contain AI-generated content. | Digital Sky | 796 | May 23, 2026 | |
WAR LAB In-game content artaudiocode | The development of War Lab is aided by AI as a tool. This is, as of now, a single dev project, no jobs are being taken by AI.
-Coding: script templates, help refactoring, commenting, and optimizing human-written code. It also helps solve problems, errors/warnings and find more optimized ways of doing human-designed functionality.
-Sound effects: some computer interactions with fictional devices, and voices (NOT MUSIC)
-Textures: some textures have been upscaled using AI or edited to better depict the desired effects we were aiming for.
-No decisions are taken by AI
-No lore/story elements are written or decided by AI
-No 3D models have been made using AI
Last updated: March 22 2026 (5th game anniversary)
Possible changes in the future:
-Realtime AI NPC actions
-AI-driven text-to-speech for NPCs
-Player mimics (takes in player voices and movements to create player "doppelgangers") | NestorVG | - | May 23, 2026 | |
Slash The Tower In-game content artaudiocode | How we use artificial intelligence:
Some creative assets in Slash The Tower were created with the help of generative AI.
Art and music were produced using Google Gemini (AI-assisted generation). Those assets are pre-made and shipped with the game—they are not generated live while you play.
Game code and parts of the user interface were developed with assistance from Cursor (an AI-enabled editor) together with Unity. That means design and implementation were guided by us as developers, with AI helping draft or refine code and UI-related work—not replacing human creative direction for the whole game.
We do not use generative AI to create personalized or real-time content for each player session beyond what is described above. If we add AI-generated material to the Steam store page, community hubs, or marketing, we will treat it the same way: clearly labeled and consistent with this approach. | Just Crumbs Games | - | May 23, 2026 | |
Rune Rally Dev only artcode | AI Tools have been used during the development in both artwork and code. | Octagon Interactive LLC | - | May 23, 2026 | |
SpellCarved In-game content codeart | Some store page images and portions of the code were assisted by AI tools during development. All gameplay, design decisions, and creative direction were made by the developer. | Spooked Interactive | - | Mar 18, 2026 | |
Lil Planet Explorer In-game content textartcode | Some narrative content, artwork, and code were created with the assistance of AI tools and reviewed, tested, and edited by a human. | Glowing Pillar Games | - | Mar 18, 2026 | |
ShardSpace Store/marketing codeart | Some code snippets and store page images were edited or generated using artificial intelligence. | SmartMita | - | Mar 18, 2026 | |
Space Salvage Simulator In-game content artaudiocode | AI was used in the production of this game:
• Programming — Anthropic Claude AI Code
• Music and some sound effects — Suno AI v5, Elevenlabs, Google Gemini (prompting support)
• Many graphic assets — Nano Banana Pro with Google Flow, Google Gemini (prompting support)
• Some graphic assets — Krea AI | Surgical | - | Mar 18, 2026 | |
Divide TCG In-game content arttextcode | 2D Visual Assets: All in-game card illustrations—including the retro pixel art items, weapons, and relics and any images, as well as the main "Divide TCG" promotional logo art, were pre-generated using AI image generation tools.
Code and UI Assistance: AI text models were used as a collaborative programming assistant to help write, structure, and troubleshoot the game's HTML and CSS user interface, including the card binder layouts, responsive grids, and visual effects.
Marketing Copy: AI text models were utilized to help draft and refine portions of the text and descriptions found on this Steam store page. | Jukeys Garage | - | Mar 18, 2026 | |
BOP&POP In-game content artaudiocode | As a solo indie developer, I have utilized AI-generated content to assist in the creation of certain assets within the game, including images, audio, and code. Thank you for your understanding and support. | Moumoubin Design | - | Mar 18, 2026 | |
こちら株式会社魔王軍接待課 Unclear codetextart | I use it for programs, scenarios, and graphic assets. | PLM GAMES | - | Mar 18, 2026 | |
BFM 26 In-game content artcode | BFM 26 uses AI-assisted tools during development, including AI-generated imagery for certain visual assets and AI code auditing during the development process. No generative AI is used to produce live or dynamic in-game content during gameplay. All AI-generated assets have been reviewed and approved by the developer before inclusion in the game. | Believr Games | - | Mar 18, 2026 | |
澄心大学 In-game content artaudiocode | Some visual assets, music, voice-related assets, code assistance, and promotional materials for this game were created with the assistance of generative AI tools, then reviewed, edited, and integrated by the developer before release. | 陈政 | - | Mar 18, 2026 | |
Dope Wars - The Dopest Dev only code | This game has used AI as a coding assistant and to help build tooling and interconnections (think API development and unit-testing).
I've not used AI to make the premise of any function, utilize it for pure vibe-coding or anything beyond additional tooling for the asset and behaviors. | JohnDou | - | Mar 18, 2026 | |
Keepers of Umbrasil In-game content artaudiotextcode | This game was developed using AI-assisted tools in multiple areas of development, including programming, writing, music, and visual assets. AI tools were used during the creation process to help generate and prototype content, which was then reviewed, edited, and integrated into the game by the developer. | LostLynx | - | Mar 18, 2026 | |
Immortal Dao Idle In-game content artcode | I love Xianxia/Wuxia light novels and I've looked everywhere for a good cultivation idler. When I couldn't find out, I decided to make one, but since I'm not a coder/videographer/digital animator etc I used AI for the artwork creation and used my background in IT to get AI to create the backend code. | Hyro | - | Mar 18, 2026 | |
Click Flip Dev only code | Gen AI was used to help write code. Everything else was made by humans! | Post Jaded Games | - | Mar 18, 2026 | |
Tile Tale In-game content codeaudiotext | Generative AI was used to assist in the development of source code, music composition, and text translation. | Zifa Productions | - | Mar 18, 2026 | |
Dark Fantasy Tower Defense In-game content artcode | I used AI to help me code the game, and make some of the artwork. It is a blend. | CinderVision | 13 | Mar 18, 2026 | |
:RECODED Store/marketing codeart | This game was created with the use of Cursor for coding almost exclusively. Storefront uses AI images, all else is created by the developer. | Joshua Gibson | - | Mar 18, 2026 | |
高祖の世界 In-game content artaudiocode | 由AI图片,AI代码,AI音乐组成的3A大作,AI占比20%~25%左右,主要集中于图像,包括商店封面。 | 超巨大战喵 | - | Mar 18, 2026 | |
雀神 -infinity- In-game content arttextcode | 本作の制作工程の一部で生成型AIを使用しています。
使用範囲:コード作成の補助、画像生成、セリフ(テキスト)の作成。 | OwlGameStudio | - | Mar 18, 2026 | |
Chess Kingdom In-game content codeart | I have used Claude Code to create the game itself code and assets. | Pinch Games | 27 | Mar 18, 2026 | |
Operation Moon Walker In-game content artcode | Some of the images are generated using AI and then edited and processed.
Some of the scripts were also created in consultation with the AI. | DreamerMoon | - | Mar 18, 2026 | |
Terminal Lucidity Era In-game content artcode | Some of the images are generated using AI and then edited and processed.
Some of the scripts were also created in consultation with the AI. | DreamerMoon | - | Mar 18, 2026 | |
A Game About Day Trading Dev only code | Claude code was used to generate code. | We Are the Dolphins | - | Mar 18, 2026 | |
Link It In-game content artcode | This game used generative AI tools during development: some art assets were generated with generative AI and then reviewed/curated (and adjusted when needed) by the developer; coding and refactoring were assisted by GPT-5.2, with all changes reviewed and finalized by the developer. The game does not include any in-game generative AI features for players at runtime. | XT | - | Mar 18, 2026 | |
EchoLink: Recursion Dev only codeart | I used AI for coding, and asset polish. | Detonation Zone Interactive | - | Mar 18, 2026 | |
UpUpApple In-game content arttextcode | I use AI tools to assist with code generation, brainstorming, and text proofreading during development. Additionally, generative AI is used to create some of the texture assets used in the game. | Guralab | - | Mar 18, 2026 | |
Super Battle Royale Dev only code | Some non-core gameplay code and development assistance were generated with the help of generative AI tools during development. All gameplay design, final implementation, and creative decisions were reviewed and integrated by the developer. | Yile Studio | - | Mar 18, 2026 | |
你的小鸡鸡 Dev only code | During development, some portions of the game's code were created, corrected, or refined with the assistance of AI tools. Aside from this limited development support, the game itself does not contain AI-generated content and does not include any runtime AI features. Players do not interact with AI systems during gameplay, and no player input is sent to AI for processing or generation. | hUoFaN | - | Mar 18, 2026 | |
Desolation Arcanist In-game content artaudiotextcode | Some of the game's art, audio, video and code logic were developed with the assistance of AI tools. All AI-assisted content has been manually reviewed and modified by the developer to ensure quality and creative integrity. | MipodasGame | - | Mar 18, 2026 | |
Dice Ark In-game content artaudiocode | This game uses generative AI in parts of the development process. Claude was used for programming assistance, ChatGPT Images for creating and refining some visual assets, and Suno for producing some music.
All AI-assisted content was reviewed, selected, and modified as necessary by the developer before being included in the game.
The game does not generate content or code with AI during gameplay and does not connect to external AI services. | Yoigoshi Studio | - | Mar 18, 2026 | |
白蛇之子 | The Son of White Snake: Roguelike Deckbuilder In-game content artcode | 本游戏开发过程中使用了生成式人工智能工具:
• 代码编写:使用AI辅助生成部分代码逻辑
• 美术资产:部分图像资源使用AI辅助创作
所有AI生成内容均经过人工审核和修改,确保符合游戏品质要求。 | Shanghai Watchman Network Technology Co., Ltd | - | Mar 18, 2026 | |
Feryl Store/marketing codeart | AI-assisted tools were used during development to help create certain store assets and to assist with portions of the program’s source code.
The shipped game does not generate AI content during gameplay and does not connect to external AI services.
Visual effects and imagery in the game are generated deterministically by the program’s code using mathematical and procedural rendering techniques (ASCII graphics and SDL-based visual effects). These systems do not use generative AI. | Double Star Games, LLC | - | Mar 18, 2026 | |
Huebound In-game content artaudiocode | AI coding assistants were used during development to help write and debug game code. All game content — visuals, audio, color palettes, recipes, and gameplay mechanics — is procedurally generated by the game's own algorithms, not by generative AI. | Dan Hicks | - | Mar 18, 2026 | |
Wardens of Wen Store/marketing codeart | Used AI to assist with coding and used to assist editing store page assets/imagery. | Zachary Kaiser | 13 | Mar 18, 2026 | |
Godisnje In-game content artcodetextaudio | I was the archaic and fragmented DNA in the amber bound insect. AI was the frog DNA.
Original Card Game: All card art is original, hand painted on canvas and physically printed on real cards (5,000 in total). The face images are scans of those pained canvas prints/ cards. AI was used to generate the card's backs and some of the playing surfaces/backgrounds.
Coding: While I on and off experience in JavaScript since 2002, AI was used to help generate and debug portions of the code. I especially used AI when predicting potential conflicts and integration problems (especially Steam integration) before implementing new code. I found it very helpful when changing long sets of repetitive blocks of code. The volume of human error that was cut down was tremendous.
Localization: Localization will be finalized in Beta. Initial translations were done with AI. Corrections and finalization will be done after input from the community (new game, some new terms).
Music: We are Streamer first. Streamer need background music that won't affect their monetization. From the beginning, music that was all original, was critical to me. I wanted Streamers to have no worries when letting our background music play for hours. Musicians want astronomical payments and deals that will leave me perpetually paying them. I generated all of our music in Suno and own it all. I plan on releasing more, in two hour blocks, that will be available as free DLC's.
All AI I used was after human talent quoted cost ineffective numbers or outright turned me down. This is a simple card game. A vehicle for a game and art I have made. I set out to make an affordable, sturdy, reliable, user focused game. AI helped me make the best product I could. | New Zadar Studios LLC | - | Mar 18, 2026 |