Some of this game's audio was created with generative AI tools.
- Creator
- https://chillnowllc.com
- Reviews
- -
- Added
- Sep 15, 2026
Public Steam disclosure research 25,380 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.
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Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some of this game's audio was created with generative AI tools.
This game was developed solo by an independent developer. Some UI visuals and artwork used for the Steam store page were created with the help of generative AI. Original sound effects were also created with AI assistance to match the game's atmosphere. This content is fixed and built into the game. AI is not used to generate content in real time during gameplay.
This game's early development utilized local AI systems for generating initial ideas and imagery surrounding the stage layouts and the initial musical passages, then further edited manually through various pieces of software (Art software and DAWs + numerous VSTs).
AI assisted artwork is used for illustrated scenes shown between campaign levels.
In the process of creating some 2D prop assets, generative AI technology was used in an assistive capacity. Any such assets are subject to our production pipeline, where they will be reviewed and replaced by our art and development teams to ensure they meet our quality standards and creative direction.
Parts of the content that ships with Nightfall were created with the help of generative AI tools. Artwork: the main menu illustration, the six hero portraits, and the four boss portraits. Music: all five soundtrack tracks were generated with Suno. This content was reviewed and selected by us before release. All in-game sprites, tilesets, animations, visual effects and user-interface art are licensed, human-made assets. No content is generated by AI while the game is running.
Some of the content in this game was created with the help of generative AI tools. This includes parts of the visual assets (icons, textures and UI images), some audio (music and sound effects), parts of the in-game text (item descriptions, dialogue and story text), and the translations of the game's text into other languages. All of this content was generated during development, then reviewed, edited and assembled by hand before being included in the game. The game itself does not generate any content with AI while you play, and it does not send any player data to AI services.
Tools improving development efficiency together with different assets.
The visual assets in Eras Showdown were created using generative AI: the icons for units, items and materials, the background images, and the user-interface graphics. Every result was selected, reworked and integrated into the game by hand. This content is pre-generated in full and ships with the installation. Eras Showdown does not generate any content via AI while playing, and it does not connect to any AI service.
AI tools assisted programming and code review, image creation, and text/localization during development. No AI content is generated during gameplay.
Localization features are AI-assisted.
I use AI tools mostly for generating code and audio clips. I also use AI at times for image-editing. I write all the dialogue for the characters - but all the voices inside the game are generated by AI.
CyberSprawl: Survivors contains pre-generated visual art, written content, sound effects, and other assets created or assisted with generative AI tools, then curated and integrated by the development team. Generative AI also assists development, including code. No AI generates content during gameplay, and the game does not connect to external AI services while you play.
coding was partly done by claude and it created some small assets (like weapon sound).
Some 3D surface and object textures were created using AI image generation tools.
Some of the music in this game was created using generative AI and is used as part of the game's soundtrack.
Generative AI tools were used during development to assist in the creation and refinement of selected visual, audio and promotional assets. All AI-assisted content is reviewed and curated by the development team before being included in the game or its marketing materials.
Some of this game's content was created with the assistance of generative AI tools during development: portions of the game's code, some text, and music tracks, and is reviewed by the developer before shipping. The game does not generate AI content at runtime.
We used AI tools during development: part of the source code was written with an AI assistant, and part of the pixel art was generated with PixelLab. Everything was reviewed, edited and tested by the developer by hand. The game generates nothing at runtime — all content is fixed in the build and identical for every player.
The game uses pre-generated AI-generated voice acting for character dialogue, narration, and promotional trailer voice-over. All AI-generated voice content is produced in advance and reviewed by the development team before being included in the game or its Steam store assets. No AI content is generated live while the game is running.
Some character, enemy, and environment sprites in this game were created with the assistance of AI image generation tools during development. All AI-generated content was reviewed and edited by the developers before inclusion.
AI was used for some code generation and as part of a technique for cleaning-up of 3D scans. 3D scans were created of real lightguns using both a laser based scanner and photogrammetry, and then both models were combined using a frontier AI model for a final clean 3D scan results with higher quality game-ready topography and polycounts.
Current music has been generated with AI with plans to replace.
Some Sprites, UI art and sound effects are AI-generated from written prompts, then hand-edited. Nothing is generated at runtime.
Some of the game's art and audio assets were generated using AI, and the promotional images on the store page are based on AI-generated content.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository. The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file. All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work. The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI was used during development to assist with in-game text and translations, under the developer’s direction. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used throughout development to create all of the game's visual art assets and program code, as well as localization and promotional materials. All outputs were directed, reviewed, edited, tested, and integrated under the developer's supervision. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI tools were used to assist in the creation or editing of certain visual assets, promotional materials, cinematic elements, draft copy, and audio elements. All final outputs were reviewed and selected by the development team, and were revised where necessary before being incorporated into the game and related materials. Generative AI is not used during gameplay, and the game does not connect to any generative AI services.
AI was used for translation
The illustrations in this game (Battle Card art, faction emblems, Commander portraits and board imagery) were generated with Midjourney, working from the designer's own concept art and art direction. Each image was then selected, tone-matched to the card stock, fitted and composited into the game's frames. Card names, card text and the written rules were drafted with the assistance of a large language model, working from the designer's original hand-written rules and card designs, then edited and finalized by hand. The music and sound effects were generated with Suno. Voice recordings were performed by the creator. The game itself is a person's work: the rules, the mechanics, the economy and the balance decisions were designed by hand over many revisions, with AI used as a collaborator rather than an author. The physical board game came first. No content is generated by AI while you play. The computer opponents are conventional rule-based code, not a generative model.
You used ChatGPT-generated images for the logo, menu backgrounds, hangar art and store capsules.
Generative AI was used during development to create and refine some 2D visual assets, Steam store artwork, trailer imagery, and localization drafts. All output was reviewed and edited by the developer before inclusion. The game does not generate AI content during play and does not connect to external AI services.
Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay.
Used to speed up coding and improve performance.
Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date.
AI helped me to solve complex math problem and manage the game save. some hints/tips
I use generative AI for some of the game’s visual assets, mainly things like ability icons, and for some of the promotional images on the Steam store page. I review and choose what actually gets used in the game. Nothing is generated by AI while the game is running.
Images, and some sounds are generated via ai.
AI image generation tools were used to create store page artwork (capsule images, banners).
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
Most of battle sounds come are authored but some voiceover is AI. I will provide option to disable all AI voices. If game budged grows i will reinvest it to get it replaced and sounds recorded by actual people.
Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Slightly Random Dungeons prioritises human generated assets. Player-facing prose is constructed from bespoke human composed words (writer’s block pending). We have engaged a human artist for our bestiary, portraits and scenery art, and use human developed icons and inventory assets, UI elements, music and effects made in house or under licence with a minority of AI generated pieces filling gaps until the alternative arrives. Any AI agent use has been supervised by humans, these agents have not yet unionised.
The store page header and the asteroids in game used the AI generated arts.
Generative AI was used to assist in the creation of some visual assets used in the game. AI-assisted assets were reviewed and prepared by the development team for use in the game.
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team.
Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play. What was made with the help of AI: - Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand. - Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer. - Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community. Game design, gameplay systems and balancing are the developer's own work.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Treaty Ground: Corridor 2032 In-game content audio | Some of this game's audio was created with generative AI tools. | https://chillnowllc.com | - | Sep 15, 2026 | |
Hell Ascension In-game content artaudio | This game was developed solo by an independent developer. Some UI visuals and artwork used for the Steam store page were created with the help of generative AI. Original sound effects were also created with AI assistance to match the game's atmosphere. This content is fixed and built into the game.
AI is not used to generate content in real time during gameplay. | JehemStudio | - | Sep 15, 2026 | |
Wheelie Bin Bash Dev only artaudio | This game's early development utilized local AI systems for generating initial ideas and imagery surrounding the stage layouts and the initial musical passages, then further edited manually through various pieces of software (Art software and DAWs + numerous VSTs). | Aubriline SoftWorks | - | Sep 15, 2026 | |
TRENCHWORMS In-game content art | AI assisted artwork is used for illustrated scenes shown between campaign levels. | Walus Game Studio | - | Sep 15, 2026 | |
灵韵牌:清浊之间 Dev only art | In the process of creating some 2D prop assets, generative AI technology was used in an assistive capacity. Any such assets are subject to our production pipeline, where they will be reviewed and replaced by our art and development teams to ensure they meet our quality standards and creative direction. | WU BAIZHAO | - | Sep 15, 2026 | |
Nightfall In-game content artaudio | Parts of the content that ships with Nightfall were created with the help of generative AI tools. Artwork: the main menu illustration, the six hero portraits, and the four boss portraits. Music: all five soundtrack tracks were generated with Suno. This content was reviewed and selected by us before release. All in-game sprites, tilesets, animations, visual effects and user-interface art are licensed, human-made assets. No content is generated by AI while the game is running. | Percifali | - | Sep 15, 2026 | |
Warpscape In-game content artaudiotext | Some of the content in this game was created with the help of generative AI tools.
This includes parts of the visual assets (icons, textures and UI images), some audio
(music and sound effects), parts of the in-game text (item descriptions, dialogue and
story text), and the translations of the game's text into other languages.
All of this content was generated during development, then reviewed, edited and
assembled by hand before being included in the game. The game itself does not generate
any content with AI while you play, and it does not send any player data to AI services. | Yevhenii Mykhailichenko | - | Sep 15, 2026 | |
King Alone Unclear | Tools improving development efficiency together with different assets. | root gang | - | Sep 15, 2026 | |
Eras Showdown In-game content art | The visual assets in Eras Showdown were created using generative AI: the icons for units, items and materials, the background images, and the user-interface graphics. Every result was selected, reworked and integrated into the game by hand.
This content is pre-generated in full and ships with the installation. Eras Showdown does not generate any content via AI while playing, and it does not connect to any AI service. | Marc Kausmann | - | Sep 14, 2026 | |
My Zombies Are Hungry Dev only arttextcode | AI tools assisted programming and code review, image creation, and text/localization during development. No AI content is generated during gameplay. | GiantIce | - | Sep 13, 2026 | |
Towers & Tentacles In-game content text | Localization features are AI-assisted. | Graauw | - | Sep 13, 2026 | |
Grimlife In-game content audioarttext | I use AI tools mostly for generating code and audio clips. I also use AI at times for image-editing. I write all the dialogue for the characters - but all the voices inside the game are generated by AI. | Arkitech | - | Sep 13, 2026 | |
CyberSprawl: Survivors In-game content arttextaudiocode | CyberSprawl: Survivors contains pre-generated visual art, written content, sound effects, and other assets created or assisted with generative AI tools, then curated and integrated by the development team. Generative AI also assists development, including code. No AI generates content during gameplay, and the game does not connect to external AI services while you play. | CyberSprawl Studios | - | Sep 13, 2026 | |
Fuel Burn In-game content codeaudio | coding was partly done by claude and it created some small assets (like weapon sound). | The Insane Banana UG | - | Sep 13, 2026 | |
Society Ciphers: The Invisible Man In-game content art | Some 3D surface and object textures were created using AI image generation tools. | Nando Works | - | Sep 13, 2026 | |
Zero Castle In-game content audio | Some of the music in this game was created using generative AI and is used as part of the game's soundtrack. | Solodevdo | - | Sep 13, 2026 | |
Tajang In-game content artaudio | Generative AI tools were used during development to assist in the creation and refinement of selected visual, audio and promotional assets.
All AI-assisted content is reviewed and curated by the development team before being included in the game or its marketing materials. | Algoin Tech Sdn. Bhd. | - | Sep 13, 2026 | |
ONE FLEET In-game content arttextaudio | Some of this game's content was created with the assistance of generative AI tools during development: portions of the game's code, some text, and music tracks, and is reviewed by the developer before shipping. The game does not generate AI content at runtime. | LuckyLion | - | Sep 13, 2026 | |
Don't duck with me Dev only codeart | We used AI tools during development: part of the source code was written with an AI
assistant, and part of the pixel art was generated with PixelLab. Everything was
reviewed, edited and tested by the developer by hand. The game generates nothing at
runtime — all content is fixed in the build and identical for every player. | catana games | - | Sep 13, 2026 | |
DARK PGT 2 In-game content audio | The game uses pre-generated AI-generated voice acting for character dialogue, narration, and promotional trailer voice-over.
All AI-generated voice content is produced in advance and reviewed by the development team before being included in the game or its Steam store assets. No AI content is generated live while the game is running. | ZERO5GAMES | - | Sep 13, 2026 | |
Rift Crashers In-game content art | Some character, enemy, and environment sprites in this game were created with the assistance of AI image generation tools during development. All AI-generated content was reviewed and edited by the developers before inclusion. | Tethered Rifts Studio, LLC | - | Sep 13, 2026 | |
VRLF - Virtual Reality Lightgun Framework Dev only artcode | AI was used for some code generation and as part of a technique for cleaning-up of 3D scans. 3D scans were created of real lightguns using both a laser based scanner and photogrammetry, and then both models were combined using a frontier AI model for a final clean 3D scan results with higher quality game-ready topography and polycounts. | Barrettone Ltd | - | Sep 13, 2026 | |
Everything Invades In-game content audio | Current music has been generated with AI with plans to replace. | CapCat | - | Sep 13, 2026 | |
PLEASE STOP THE RAIN In-game content artaudio | Some Sprites, UI art and sound effects are AI-generated from written prompts, then hand-edited. Nothing is generated at runtime. | Missroot | - | Sep 12, 2026 | |
言葉遠征 ~~日语学习RPG~~ In-game content artaudio | Some of the game's art and audio assets were generated using AI, and the promotional images on the store page are based on AI-generated content. | KonaGames | - | Sep 12, 2026 | |
TROPHY FLEET In-game content artaudio | Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline. | Windvix Games | - | Sep 12, 2026 | |
Fable Gear In-game content text | Generative AI was used during development to assist with in-game text and translations, under the developer’s direction. The game does not generate AI content during gameplay or connect to external AI services. | Milasuke | - | Sep 12, 2026 | |
Ember Crown In-game content artcodetext | Generative AI tools were used throughout development to create all of the game's visual art assets and program code, as well as localization and promotional materials. All outputs were directed, reviewed, edited, tested, and integrated under the developer's supervision. The game does not generate AI content during gameplay or connect to external AI services. | PrismDiscus Studio | - | Sep 12, 2026 | |
Vector Quake In-game content arttextaudio | Generative AI tools were used to assist in the creation or editing of certain visual assets, promotional materials, cinematic elements, draft copy, and audio elements.
All final outputs were reviewed and selected by the development team, and were revised where necessary before being incorporated into the game and related materials.
Generative AI is not used during gameplay, and the game does not connect to any generative AI services. | J2M | - | Sep 12, 2026 | |
doodle towers In-game content text | AI was used for translation | yummypotato | - | Sep 12, 2026 | |
100 Years Atop Mount Ellumbee In-game content arttextaudio | The illustrations in this game (Battle Card art, faction emblems, Commander portraits and board imagery) were generated with Midjourney, working from the designer's own concept art and art direction. Each image was then selected, tone-matched to the card stock, fitted and composited into the game's frames.
Card names, card text and the written rules were drafted with the assistance of a large language model, working from the designer's original hand-written rules and card designs, then edited and finalized by hand. The music and sound effects were generated with Suno. Voice recordings were performed by the creator.
The game itself is a person's work: the rules, the mechanics, the economy and the balance decisions were designed by hand over many revisions, with AI used as a collaborator rather than an author. The physical board game came first.
No content is generated by AI while you play. The computer opponents are conventional rule-based code, not a generative model. | Sweet Puppy Media | - | Sep 12, 2026 | |
No Fly Zone In-game content art | You used ChatGPT-generated images for the logo, menu backgrounds, hangar art and store capsules. | Softlookup | - | Sep 12, 2026 | |
Lead the Charge Store/marketing arttext | Generative AI was used during development to create and refine some 2D visual assets, Steam store artwork, trailer imagery, and localization drafts. All output was reviewed and edited by the developer before inclusion. The game does not generate AI content during play and does not connect to external AI services. | BT Studio | - | Sep 12, 2026 | |
Neon Bastion In-game content arttext | Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay. | Kasperzack Games | - | Sep 12, 2026 | |
Fortryv Dev only code | Used to speed up coding and improve performance. | RIck Voker | - | Sep 12, 2026 | |
The Last Ranger In-game content art | Generative AI tools were used to assist with some store marketing assets including capsule artwork, as well as a small number of in-game item icons and a loading screen. All AI-assisted assets were reviewed, edited and polished by hand before use and will be replaced at a later date. | NoRestForTheBest | - | Sep 12, 2026 | |
GEOMETRY NEXUS Dev only | AI helped me to solve complex math problem and manage the game save.
some hints/tips | SergioK | - | Sep 12, 2026 | |
WaveSurvivor In-game content art | I use generative AI for some of the game’s visual assets, mainly things like ability icons, and for some of the promotional images on the Steam store page. I review and choose what actually gets used in the game. Nothing is generated by AI while the game is running. | JadHaider | - | Sep 12, 2026 | |
UFO Survival In-game content artaudio | Images, and some sounds are generated via ai. | Coppolo Studios | - | Sep 12, 2026 | |
Oreia Store/marketing art | AI image generation tools were used to create store page artwork (capsule images, banners). | CRT Glow Studios | - | Sep 12, 2026 | |
Neon Endstate In-game content arttext | Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references. | Kasperzack Games | - | Sep 12, 2026 | |
NULL VECTOR In-game content textart | Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services. | I9 | - | Sep 12, 2026 | |
pennants of glory: condottiere In-game content audio | Most of battle sounds come are authored but some voiceover is AI. I will provide option to disable all AI voices.
If game budged grows i will reinvest it to get it replaced and sounds recorded by actual people. | Confus Games | - | Sep 12, 2026 | |
The Turbo Crown In-game content arttext | Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services. | Codemane | - | Sep 12, 2026 | |
Slightly Random Dungeons In-game content artaudiotext | Slightly Random Dungeons prioritises human generated assets. Player-facing prose is constructed from bespoke human composed words (writer’s block pending).
We have engaged a human artist for our bestiary, portraits and scenery art, and use human developed icons and inventory assets, UI elements, music and effects made in house or under licence with a minority of AI generated pieces filling gaps until the alternative arrives.
Any AI agent use has been supervised by humans, these agents have not yet unionised. | Slightly Random Studios | - | Sep 12, 2026 | |
StellaCore: Mining Odyssey In-game content art | The store page header and the asteroids in game used the AI generated arts. | Gonga Games | - | Sep 12, 2026 | |
WW2: Commanders In-game content art | Generative AI was used to assist in the creation of some visual assets used in the game. AI-assisted assets were reviewed and prepared by the development team for use in the game. | Don'tSayGame | - | Sep 12, 2026 | |
Tug-O-War Wrestling Live AI | Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created. | Immersive Softworks | - | Sep 12, 2026 | |
RISE99 In-game content art | Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team. | Springplay Studio | - | Sep 12, 2026 | |
Koruxa- IDLE RPG In-game content arttextcode | Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play.
What was made with the help of AI:
- Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand.
- Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer.
- Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community.
Game design, gameplay systems and balancing are the developer's own work. | NM Customs | - | Sep 11, 2026 |