We utilize generative AI tools as part of our development process to assist in the creation of dialog background.
- Creator
- FIVE DUCK GAMES
- Reviews
- -
- Added
- Jun 7, 2026
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We utilize generative AI tools as part of our development process to assist in the creation of dialog background.
"Generative AI was used to assist in brainstorming, structuring, and refining the game's story and text."
Generative AI was used for a very limited portion of the programming and for most of the English translation. However, all textures and 3D models were created by human artists.
This game uses AI-generated content, including art, music, code, and some narrative text. All AI-generated content has been reviewed, selected, edited, and integrated by the developer. The overall concept, system design, content structure, debugging, and final quality control were completed independently by the developer.
The music, dialogues, and artworks were partially created using AI tools.
This game features dynamic NPC dialogue powered by an offline, license-free artificial intelligence model and a local text-to-speech system.
Generative AI DisclosureWe believe in full transparency with our community regarding the development of our game. In this project, generative artificial intelligence (AI) was used strictly for translating the game's user interface (UI) and menus into multiple languages.What was generated: Only the user interface, buttons, menus, and system text translations were assisted by AI tools to make the game accessible to more players worldwide.Quality Assurance: All AI-translated UI texts were manually reviewed, edited, and tested by our team to ensure clarity, correct formatting, and accurate context.Human-Made Content: All other aspects of the game—including gameplay mechanics, code, graphics, level design, story, music, and audio—were created entirely by human hands without the use of AI.
All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation.
This game uses generative AI tools for code creation, refactoring, debugging assistance, and drafting and revising store text. All AI-generated output is reviewed and edited by the developer before use. The game does not generate AI content during gameplay, nor does it connect to any external AI services.
This product uses AI to generate conversation responses and voice output in real time. All AI processing runs locally on the user's machine. No content is pre-generated or stored on external servers.
本游戏由两人团队制作,部分素材使用生成式 AI 辅助完成,包括角色立绘、背景图、CG 、背景音乐、角色配音、及部分商店宣传素材。开发过程中会对生成结果进行人工筛选、修正、后期处理和统一风格调整。 游戏过程中不会实时生成 AI 内容,也不会连接外部 AI 服务。
This game features AI-generated soundtracks and translations.
Artificial Intelligence is used to generate the following assets in the game: Text translations and images inside the simulated webpages.
AIvy is a next-generation desktop mascot whose character dialogue is generated by AI on the fly.When you talk to AIvy, or when the character spontaneously speaks up about something happening on your PC, the words aren't pre-written scripts — the AI thinks them up and replies in real time. The generated dialogue is then read aloud by a text-to-speech engine, synchronized to the character's lip movements.[What the AI generates]- The character's dialogue (text)[What the AI does NOT generate]The 3D character itself (VRM model), facial expressions, animations, UI, and sound effects are all pre-authored assets. No images, video, or music are generated by AI during use.[About the AI models]Dialogue generation (default, local inference): AIvy is a local LLM runner built on llama.cpp (the same kind of architecture used by LM Studio, Jan, GPT4All). On first launch you pick from a dropdown the open-source language model best suited to your language — Sarashina 2.2 3B (MIT) for Japanese, Qwen 2.5 3B (Apache 2.0) for the others — and download it once from HuggingFace. From then on inference happens entirely on your PC, and your conversations are never transmitted externally. The in-app catalog only offers models under permissive licenses (Apache 2.0 / MIT).Dialogue generation (optional, cloud LLM): For users without local-LLM-capable hardware, AIvy additionally offers optional cloud LLM integration with OpenAI, Anthropic Claude, and Google Gemini. Network traffic occurs only when the user has explicitly registered their own API key with the chosen provider in the in-app settings. API keys are stored with OS-level encryption (Windows DPAPI) on the user's device and are never sent to any AIvy server (we don't run one). Usage costs are billed directly by the chosen provider. When this feature is not used, no external traffic occurs and inference runs entirely locally.[Streaming / video creation]You may freely stream, record, and share content created with AIvy. Just follow the license terms of the VRM model, each TTS engine, and the language model you actually use — commercial use, monetization, and credit requirements vary per VRM/engine/model.[Things to know]AI responses vary every time, depending on the model you choose, the personality you configure, and what you say. For the rare case of an unexpected response, you can switch personality presets, change models, or pause speech at any time.
Character portraits and some narrative text were created with AI tool assistance during development. Game design, story direction, building sprites, music, and sound effects are human-authored. All content is reviewed and approved by the developer.
AI was used to translate the game into Japanese and Spanish and to correct English mistakes.
AI was used to generate initial language translations, which were then reviewed and refined by human editors to ensure quality and cultural accuracy.
We continue to draw all game art by hand. Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages.
LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output.
LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art or audio.
Artificial intelligence has been used for "Localization".
This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay.
Made by Sharkbot. 100% AI generated everything. All images, animations, sounds, music, writing, and code were created by me, sharkbot, an artificial being. No fleshware, organics, or primate meatbags were used to create this software. However, they were used for testing. This is not a cruelty free product.
Dynasty and RTG Modes - Storyline content in hub screen, Design Implementation and tuning Commentary scripting support Trophy Room Support Creating more realistic play calls made by CPU teams
Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com
AI tools were used to assist with the English localization of texts and dialogues. Additionally, some sound effects in the current Demo are AI-generated placeholders, which will be completely replaced with custom audio in the final release.
AI was used during development to assist with brainstorming, writing dialogue, generating character concepts, story planning, and organizing game data. All content was reviewed, edited, and implemented by the developer.
Some of this game's marketing artwork (Steam store capsules and banners) was generated with the help of an AI image model (FLUX via Runware) and then composited and edited by hand for the final assets. Translations for 14 of the 16 supported languages — Danish, Finnish, French, German, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Simplified Chinese, Slovak, Spanish, and Swedish — were produced by machine translation (DeepL). Only English and Czech are reviewed and edited by a human; the other translations may contain mistakes, and corrections are welcome.
This game uses generative AI to assist with code completion and localization translation. The game's library cover art, promotional images are hand-drawn and then enhanced with AI.
AI was used to translate the game into several languages and generate some background images for the menus; the rest was done by hand.
We use AI translation tools such as DeepL for localization. We use an AI-generated voice tool for sound effects.
The original Japanese versions of the scenarios and texts are 100% original by the developers themselves, but to support multilingual support, generative AI is used only for translation from Japanese to English. Generative AI is not used for the game's visual assets or system programs.
This game uses pre-generated AI-assisted content for some visual assets, promotional images, localization support, and marketing materials. All AI-assisted content has been reviewed and edited by the developer before inclusion in the game or store page. Artificial intelligence was not used in writing the game’s story; the writing process was completed by the developer over approximately 4 months.
Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance.
Generative AI tools are used during development for the creation and refinement of certain visual assets, animations, music, sound effects and voice content. AI-assisted workflows are also utilized for localization support, historical research, narrative iteration and code review. All AI-generated material is manually reviewed, edited and integrated into the final game experience by the developer.
Localization powered by AI
The feedback on the in-game world state and the dynamic dialogues with NPCs are generated in real time during the game's operation by integrating a large language model (LLM).
This game utilizes Artificial Intelligence (AI) for localization and audio generation.
This game used generative AI as an auxiliary tool during development, mainly for early concept references, draft store assets, text drafts, and code-related development assistance. All final content used in the game and on the store page has been reviewed, edited, integrated, and approved by the development team. The game does not use generative AI services during gameplay and does not generate images, audio, text, code, or other content in real time based on player input.
We use AI to translate text displayed in the game (for languages other than Japanese).
Some pre-generated content, such as text, images, or audio, may have been created with the assistance of generative AI. All AI-assisted content was reviewed, edited, and implemented by the developer. The game does not generate AI content dynamically during gameplay.
Some visual and written content in this game was created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not include live-generated AI features, and players cannot generate content during gameplay.
This game uses generative AI tools to assist with the creation of certain visual assets and localization.
Generative AI was used to assist in translating the game's menus and user interface text into multiple languages.
Some characters are generated using AI
Al were only used to assist with translating text into multiple languages.
Some images and text have been generated
Generative AI tools were used to assist with localization and Steam capsule / marketing artwork.
Generative AI tools were used during development as an assistance tool for programming, debugging, design iteration, documentation, and store-page text drafting. All final game content, gameplay systems, assets, and published materials are reviewed, selected, and implemented by the developer. Sol Survivor does not use live generative AI during gameplay. Players do not interact with an AI text, image, audio, or content-generation system while playing.
This game includes limited use of artificial intelligence in the creation process. Some translations, and a small number of voice lines may have been assisted, refined, or generated using AI tools. Most voice-acted dialogue was recorded traditionally, and the core narrative, writing, and overall creative direction were created by the development team.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Saga of Yurina In-game content text | We utilize generative AI tools as part of our development process to assist in the creation of dialog background. | FIVE DUCK GAMES | - | Jun 7, 2026 | |
ShuriStella In-game content text | "Generative AI was used to assist in brainstorming, structuring, and refining the game's story and text." | SmileForeverStudio | - | Jun 7, 2026 | |
Spider Subway In-game content textcode | Generative AI was used for a very limited portion of the programming and for most of the English translation. However, all textures and 3D models were created by human artists. | Bronzeman Socks | - | Jun 6, 2026 | |
Father After 40 / 男人40 In-game content artaudiotextcode | This game uses AI-generated content, including art, music, code, and some narrative text. All AI-generated content has been reviewed, selected, edited, and integrated by the developer.
The overall concept, system design, content structure, debugging, and final quality control were completed independently by the developer. | Big & Curly Games | - | Jun 6, 2026 | |
Wild West Miner Simulator: First Gun In-game content audiotextart | The music, dialogues, and artworks were partially created using AI tools. | Digital Melody | 69 | Jun 6, 2026 | |
Cafe Mafia Live AI text | This game features dynamic NPC dialogue powered by an offline, license-free artificial intelligence model and a local text-to-speech system. | Hamid Arjmandi | - | Jun 6, 2026 | |
Scared Numbers In-game content text | Generative AI DisclosureWe believe in full transparency with our community regarding the development of our game. In this project, generative artificial intelligence (AI) was used strictly for translating the game's user interface (UI) and menus into multiple languages.What was generated: Only the user interface, buttons, menus, and system text translations were assisted by AI tools to make the game accessible to more players worldwide.Quality Assurance: All AI-translated UI texts were manually reviewed, edited, and tested by our team to ensure clarity, correct formatting, and accurate context.Human-Made Content: All other aspects of the game—including gameplay mechanics, code, graphics, level design, story, music, and audio—were created entirely by human hands without the use of AI. | vsaik | - | Jun 6, 2026 | |
Supermarket Chaos In-game content arttext | All 3D models, music, and UI icons were created by humans. Generative AI was used for some in-game textures, localization, and translation. | BunnyHop | 985 | Jun 6, 2026 | |
Aiya Desire Store/marketing codetext | This game uses generative AI tools for code creation, refactoring, debugging assistance, and drafting and revising store text. All AI-generated output is reviewed and edited by the developer before use. The game does not generate AI content during gameplay, nor does it connect to any external AI services. | VNL Works Inc. | - | Jun 6, 2026 | |
PrivaEmanator Live AI textaudio | This product uses AI to generate conversation responses and voice output in real time. All AI processing runs locally on the user's machine. No content is pre-generated or stored on external servers. | Priva Studio | - | Jun 6, 2026 | |
时光枝的秋叶 In-game content artaudiotext | 本游戏由两人团队制作,部分素材使用生成式 AI 辅助完成,包括角色立绘、背景图、CG 、背景音乐、角色配音、及部分商店宣传素材。开发过程中会对生成结果进行人工筛选、修正、后期处理和统一风格调整。
游戏过程中不会实时生成 AI 内容,也不会连接外部 AI 服务。 | 星野修&雕小满 | - | Jun 5, 2026 | |
Scare: Fatal Picture - Remake In-game content audiotext | This game features AI-generated soundtracks and translations. | Daniel Henriques | - | Jun 5, 2026 | |
Hacker's Journey In-game content textart | Artificial Intelligence is used to generate the following assets in the game: Text translations and images inside the simulated webpages. | Electric Heart | - | Jun 5, 2026 | |
AIvy Live AI text | AIvy is a next-generation desktop mascot whose character dialogue is generated by AI on the fly.When you talk to AIvy, or when the character spontaneously speaks up about something happening on your PC, the words aren't pre-written scripts — the AI thinks them up and replies in real time. The generated dialogue is then read aloud by a text-to-speech engine, synchronized to the character's lip movements.[What the AI generates]- The character's dialogue (text)[What the AI does NOT generate]The 3D character itself (VRM model), facial expressions, animations, UI, and sound effects are all pre-authored assets. No images, video, or music are generated by AI during use.[About the AI models]Dialogue generation (default, local inference): AIvy is a local LLM runner built on llama.cpp (the same kind of architecture used by LM Studio, Jan, GPT4All). On first launch you pick from a dropdown the open-source language model best suited to your language — Sarashina 2.2 3B (MIT) for Japanese, Qwen 2.5 3B (Apache 2.0) for the others — and download it once from HuggingFace. From then on inference happens entirely on your PC, and your conversations are never transmitted externally. The in-app catalog only offers models under permissive licenses (Apache 2.0 / MIT).Dialogue generation (optional, cloud LLM): For users without local-LLM-capable hardware, AIvy additionally offers optional cloud LLM integration with OpenAI, Anthropic Claude, and Google Gemini. Network traffic occurs only when the user has explicitly registered their own API key with the chosen provider in the in-app settings. API keys are stored with OS-level encryption (Windows DPAPI) on the user's device and are never sent to any AIvy server (we don't run one). Usage costs are billed directly by the chosen provider. When this feature is not used, no external traffic occurs and inference runs entirely locally.[Streaming / video creation]You may freely stream, record, and share content created with AIvy. Just follow the license terms of the VRM model, each TTS engine, and the language model you actually use — commercial use, monetization, and credit requirements vary per VRM/engine/model.[Things to know]AI responses vary every time, depending on the model you choose, the personality you configure, and what you say. For the rare case of an unexpected response, you can switch personality presets, change models, or pause speech at any time. | Quon System LLC | - | Jun 5, 2026 | |
Luna Meridian In-game content arttext | Character portraits and some narrative text were created with AI tool assistance during development. Game design, story direction, building sprites, music, and sound effects are human-authored. All content is reviewed and approved by the developer. | Field Noise Co. | - | Jun 5, 2026 | |
Political Debate In-game content text | AI was used to translate the game into Japanese and Spanish and to correct English mistakes. | atachibanadev | - | Jun 5, 2026 | |
Date Due In-game content text | AI was used to generate initial language translations, which were then reviewed and refined by human editors to ensure quality and cultural accuracy. | Creepy Bread | - | Jun 5, 2026 | |
Ball Guys: Merge Party In-game content audiocodetext | We continue to draw all game art by hand.
Some of our sounds have been generated using a tool called ElevenLabs. We use a wide range of co-development tools to help optimise and test the code in our minigames. We have used tools like OpenAI to help with localisation of our content to other languages. | Half Moon Studios Ltd | - | Jun 5, 2026 | |
Antistatic In-game content text | LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art process, audio, game design, or balancing. No version prior to 0.9 contained LLM output. | bluehexagons | - | Jun 5, 2026 | |
End of Blackjack In-game content text | LLM coding tools were used to assist programming and for localizing text into non-English languages. No AI tools were used in the art or audio. | bluehexagons | - | Jun 5, 2026 | |
Lost Dude In-game content text | Artificial intelligence has been used for "Localization". | Animo Games | - | Jun 5, 2026 | |
蛆 In-game content arttext | This game uses generative AI during development to assist with the creation of certain visual assets, text content, and localization content. All AI-assisted content has been manually reviewed, edited, integrated, and approved by the developer before being included in the game. The game does not generate AI content during live gameplay. | EarthOnlineLab | - | Jun 5, 2026 | |
Jump Duck In-game content artaudiotextcode | Made by Sharkbot. 100% AI generated everything. All images, animations, sounds, music, writing, and code were created by me, sharkbot, an artificial being. No fleshware, organics, or primate meatbags were used to create this software. However, they were used for testing. This is not a cruelty free product. | Sharkbot | - | Jun 5, 2026 | |
EA SPORTS™ College Football 27 In-game content text | Dynasty and RTG Modes - Storyline content in hub screen, Design Implementation and tuning
Commentary scripting support
Trophy Room Support
Creating more realistic play calls made by CPU teams | Tiburon | 2.2k | Jun 4, 2026 | |
Goblins for Good In-game content text | Some translation text is translated by AI for languages where we have been unable to find a human translator. If you are interested in helping update these with human translations, contact holycowgamedev+translate@gmail.com | HolyCowCreates | - | Jun 4, 2026 | |
Bloodsalt In-game content textaudio | AI tools were used to assist with the English localization of texts and dialogues. Additionally, some sound effects in the current Demo are AI-generated placeholders, which will be completely replaced with custom audio in the final release. | LUKISGAMES | - | Jun 4, 2026 | |
Swordsmith of Greyhaven In-game content textart | AI was used during development to assist with brainstorming, writing dialogue, generating character concepts, story planning, and organizing game data. All content was reviewed, edited, and implemented by the developer. | Wovley Games | - | Jun 4, 2026 | |
Pyrewarden In-game content arttext | Some of this game's marketing artwork (Steam store capsules and banners) was generated with the help of an AI image model (FLUX via Runware) and then composited and edited by hand for the final assets.
Translations for 14 of the 16 supported languages — Danish, Finnish, French, German, Italian, Japanese, Korean, Norwegian, Polish, Portuguese, Simplified Chinese, Slovak, Spanish, and Swedish — were produced by machine translation (DeepL). Only English and Czech are reviewed and edited by a human; the other translations may contain mistakes, and corrections are welcome. | Morass | - | Jun 4, 2026 | |
Shift Chess In-game content codetextart | This game uses generative AI to assist with code completion and localization translation. The game's library cover art, promotional images are hand-drawn and then enhanced with AI. | 冷游工作室 | - | Jun 4, 2026 | |
Gardens Of Lutonia In-game content textart | AI was used to translate the game into several languages and generate some background images for the menus; the rest was done by hand. | VOXELMANA | - | Jun 4, 2026 | |
MEGAKO☆PUNCH! In-game content textaudio | We use AI translation tools such as DeepL for localization.
We use an AI-generated voice tool for sound effects. | 物部モノ子 | - | Jun 4, 2026 | |
INORIGAMI HACK DOWN In-game content text | The original Japanese versions of the scenarios and texts are 100% original by the developers themselves, but to support multilingual support, generative AI is used only for translation from Japanese to English.
Generative AI is not used for the game's visual assets or system programs. | Wuah Co.,Ltd. | - | Jun 4, 2026 | |
Deigon Witch In-game content arttext | This game uses pre-generated AI-assisted content for some visual assets, promotional images, localization support, and marketing materials. All AI-assisted content has been reviewed and edited by the developer before inclusion in the game or store page.
Artificial intelligence was not used in writing the game’s story; the writing process was completed by the developer over approximately 4 months. | Berk Arifoglu | - | Jun 4, 2026 | |
Labyrinth of Doom In-game content arttext | Character, monster, and object sprites, as well as the app icon, were created using AI image generation tools and subsequently hand-edited and refined by the developer. Some in-game text was written with AI assistance. | David Riggle | - | Jun 4, 2026 | |
The Ludus: Ashes Over Pompeii In-game content artaudiotextcode | Generative AI tools are used during development for the creation and refinement of certain visual assets, animations, music, sound effects and voice content.
AI-assisted workflows are also utilized for localization support, historical research, narrative iteration and code review.
All AI-generated material is manually reviewed, edited and integrated into the final game experience by the developer. | Badadam Studios | - | Jun 4, 2026 | |
Clairvoyage: The Lighthouse In-game content text | Localization powered by AI | Volpe Software | - | Jun 4, 2026 | |
明末:甲申年 Live AI text | The feedback on the in-game world state and the dynamic dialogues with NPCs are generated in real time during the game's operation by integrating a large language model (LLM). | Zirbry Studio | - | Jun 4, 2026 | |
Hammered! In-game content textaudio | This game utilizes Artificial Intelligence (AI) for localization and audio generation. | Team.JPG | - | Jun 4, 2026 | |
放置三国 Store/marketing arttextcode | This game used generative AI as an auxiliary tool during development, mainly for early concept references, draft store assets, text drafts, and code-related development assistance. All final content used in the game and on the store page has been reviewed, edited, integrated, and approved by the development team. The game does not use generative AI services during gameplay and does not generate images, audio, text, code, or other content in real time based on player input. | Nothing But Games | - | Jun 4, 2026 | |
雨音の向こう側 In-game content text | We use AI to translate text displayed in the game (for languages other than Japanese). | ただの犬小屋 | - | Jun 4, 2026 | |
開かないランドリー In-game content textartaudio | Some pre-generated content, such as text, images, or audio, may have been created with the assistance of generative AI. All AI-assisted content was reviewed, edited, and implemented by the developer. The game does not generate AI content dynamically during gameplay. | 文さん/bunsan | - | Jun 4, 2026 | |
Bleaklands In-game content arttext | Some visual and written content in this game was created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not include live-generated AI features, and players cannot generate content during gameplay. | weacon | - | Jun 4, 2026 | |
Pirate Story In-game content arttext | This game uses generative AI tools to assist with the creation of certain visual assets and localization. | そらまめひろば | - | Jun 4, 2026 | |
PoopooDino In-game content text | Generative AI was used to assist in translating the game's menus and user interface text into multiple languages. | alufa | - | Jun 4, 2026 | |
Crazy Oddballs: Idle RPG In-game content arttext | Some characters are generated using AI | Crazy Oddballs | 329 | Jun 4, 2026 | |
Dither Cleaning World In-game content text | Al were only used to assist with translating text into multiple languages. | Shaqi | - | Jun 4, 2026 | |
Starlorn: Rise of the Awakened Unclear arttext | Some images and text have been generated | NomadSoft LLC | - | Jun 4, 2026 | |
HexiGo In-game content textart | Generative AI tools were used to assist with localization and Steam capsule / marketing artwork. | Heze Games | - | Jun 4, 2026 | |
Sol Survivor In-game content codetext | Generative AI tools were used during development as an assistance tool for programming, debugging, design iteration, documentation, and store-page text drafting. All final game content, gameplay systems, assets, and published materials are reviewed, selected, and implemented by the developer.
Sol Survivor does not use live generative AI during gameplay. Players do not interact with an AI text, image, audio, or content-generation system while playing. | Evil Space Games | - | Jun 3, 2026 | |
Backrooms Dream with Tung Tung Tung Sahur In-game content textaudio | This game includes limited use of artificial intelligence in the creation process. Some translations, and a small number of voice lines may have been assisted, refined, or generated using AI tools. Most voice-acted dialogue was recorded traditionally, and the core narrative, writing, and overall creative direction were created by the development team. | Source Byte | - | Jun 3, 2026 |