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Some artwork, text drafts, and development materials were assisted by generative AI tools and then reviewed or edited by the developer. Core gameplay rules, player progress, purchases, and account-related decisions are not generated by AI during play.
As the sole developer of Veridium: Final Pulse, I utilize generative AI tools as development assistants to create pre-rendered assets. AI technologies were used to generate 2D artwork, animations, music, sound effects, coding workflows, and promotional store texts. Crucially, all AI-generated elements have been thoroughly reviewed and curated, and were manually edited, modified, or refined wherever necessary to ensure high quality and artistic cohesion. The game contains no real-time or dynamically generated AI content during gameplay, and all tools are used under valid commercial licenses.
This game uses generative artificial intelligence to create portions of its GDScript code, Steam store promotional graphics, character designs, skills, in‑game items, environment maps, sound effects, background audio, and various dynamic content. All AI‑generated content is manually reviewed and adjusted before release to ensure quality, consistency, and safety, and many AI outputs undergo significant hand‑editing.
During game development, some NPC dialogue was first refined and translated using generative AI, after which filtering and moderation mechanisms were applied to ensure the dialogue remained safe, appropriate, and consistent with the game’s world. No unreviewed real‑time AI output is used in the game.
This game uses generative AI to produce certain content, and all AI outputs are subject to human review and filtering to ensure compliance with Steam’s guidelines and the game’s content standards. No unauthorized copyrighted material is included.
During the development of Plunder Bay, AI-powered tools were used to assist in the creation of the following content:
- Store Page Graphics: Promotional images and capsule art were created with AI image generation tools (Leonardo AI) and edited manually.
- Sound Effects: Some sound effects were generated using AI audio tools (ElevenLabs) for specific game events.
- Menu Background: The main menu background visual was created with AI video generation tools (Runway).
All AI-generated content was reviewed, edited, and curated by the developer to ensure quality and consistency. AI was used as a creative tool to assist a solo developer, not as a replacement for game design decisions.
Generative AI tools were used during the development of certain visual and promotional assets for this game. All final content was reviewed and curated by the developer.
Character art, card illustrations, and store marketing images in this game were initially generated using AI tools during development, then manually edited, reviewed, and finalized before being packaged into the build. There is no live AI-generated content triggered by players during gameplay; all AI-related content is pre-generated static material.
We use generative AI as part of our development workflow to accelerate our production pipeline. Our artists use generative AI to quickly produce concept artwork. They then manually rework the selected pieces in Photoshop and other tools as needed, refining the work and adding or removing elements to reach the quality we require. Our Art Director gives final approval on all artwork. All AI-assisted content is generated during development and reworked by our team before it ships; no content is generated by AI at runtime. We have taken care to ensure this content does not include illegal or infringing material.
Some optional in-game beta localizations were created with the assistance of generative AI during development.
The original game text was written in Italian. English, Russian, Simplified Chinese, Traditional Chinese and Japanese were professionally localized.
The additional beta languages include French, Spanish, German, Brazilian Portuguese, Polish, Turkish and Latin. These translations are pre-generated text assets included in the game build, not AI-generated during gameplay.
These beta localizations may contain mistakes, awkward phrasing or jokes that do not work as intended. They are being opened for community review and improvement.
I use AI tools in limited parts of the development process, including:
• Assisting with certain steps of creating game assets.
• Supporting debugging workflows.
• Helping with localization and translation.
Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art.
This game does not contain any real-time generative AI features. Some game assets, including but not limited to animation effects, videos, card effects, and similar materials, were created with the assistance of AI.
AI-generated content is used only during the concept art and asset planning phase to generate initial creative ideas. No AI-generated content is present in the final game.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
Generative AI is used during development to assist with some character portraits, 3D environment assets, UI elements, narrative polish, and initial localization drafts.
AI-assisted visual content is based on concepts and art direction created by our team and is reviewed, edited, and refined before use. Localization will be reviewed and finalized by a professional localization provider.
Generative AI was used as part of the art production process for selected store page visuals, story illustrations, and some card artwork. All AI-assisted assets were reviewed and refined before being included in the game.
This game made extensive use of generative AI during development.
Most of the images in the game were created with the assistance of generative AI. Generative AI was also used for concept work, visual drafts, UI text, translation drafts, and promotional materials.
All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI is not used during gameplay to create real-time content or player-specific responses.
This disclosure message was also written with the assistance of generative AI.
This game is developed using the commercial engine RPG Bakin. The core game logic, systems, and all promotional videos are 100% handcrafted and created without the use of any AI tools.
To enhance the overall experience of this indie project, generative AI tools were utilized to assist in specific asset creation, video sequences, and localization:
Pre-rendered Content & Video Sequences:
The introductory cinematic video showcasing the game’s backstory was generated with the assistance of AI and manually edited.
The short animations for the item forging and dismantling systems were generated using AI and manually refined.
Some 2D character portraits, equipment icons (initial concepts), and background music (BGM) were generated with the assistance of AI and subsequently polished.
Character Voiceovers: The Japanese battle voice lines for characters were created using modern AI voice generation tools.
Language & Localization: The English translation and localization of the game's scripts and dialogues were assisted by AI translation tools.
We ensure that all AI-assisted processes and content comply with legal standards, aiming to deliver an authentic wuxia RPG experience with rich audio-visuals and smooth language accessibility for players worldwide.
We only use artificial intelligence tools to generate background music for the game (such as the background music for starting the game interface), promotional videos (CG promotional videos), and some UI background images (background images for the backpack interface), which are directly embedded into the game's assets. During the game, no artificial intelligence models were used to create or generate new content in real-time. No AI generated code was used either.
Generative AI was used to assist in the creation of some art assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI tools were used to assist in the creation of certain illustrations, backgrounds, music, and translations. All final content has been reviewed by the developer.
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.
Static art assets (store-page capsules, in-game card art, in-game icons) and audio placeholders are generated via Replicate (Google Nano Banana Pro for image, Lyria-2 / AudioGen for audio) using human-authored prompts. Outputs are reviewed by the developer before shipping. No live AI generation occurs during gameplay; all assets are baked at build time.
I would like to pay for human assets, but I am moving fast. In the same way that AI turned 12 months of dev time into 2, it also affected how I skinned the MVP. This is best for communicating intention, and I can polish it with human art if there is traction.
This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer.
Generative AI tools were used exclusively to create the main menu background illustration and the visual assets/textures for the enemy characters. No other parts of the game utilize artificial intelligence, and all other assets were created or acquired manually by the developers. The game does not contain any live-generated or real-time AI content.
Given I am a solo developer, Generative AI tools were utilized as development assistants to optimize workflows.
Also, some of the backgrounds are based on images created with AI, as well as a few items. They were only used as a basis to start from and have been heavily edited manually afterwards to make them fit with the rest of the game's pixel art artstyle.
Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers.
Ten Rings 2 uses generative AI during development to assist with some 2D visual asset production, concept iteration, and writing drafts. Final in-game content is selected, edited, integrated, and reviewed by the developer. Generative AI is not used to create live or personalized content during gameplay.
This game contains pre-generated content created with the assistance of generative AI tools during development.
AI was used mainly for card illustrations, UI design drafts, some text creation assistance, and programming assistance.
The game does not generate new images, audio, text, or other content using AI during gameplay.
Some artwork, text drafts, and development materials were assisted by generative AI tools and then reviewed or edited by the developer. Core gameplay rules, player progress, purchases, and account-related decisions are not generated by AI during play.
As the sole developer of Veridium: Final Pulse, I utilize generative AI tools as development assistants to create pre-rendered assets. AI technologies were used to generate 2D artwork, animations, music, sound effects, coding workflows, and promotional store texts. Crucially, all AI-generated elements have been thoroughly reviewed and curated, and were manually edited, modified, or refined wherever necessary to ensure high quality and artistic cohesion. The game contains no real-time or dynamically generated AI content during gameplay, and all tools are used under valid commercial licenses.
This game uses generative artificial intelligence to create portions of its GDScript code, Steam store promotional graphics, character designs, skills, in‑game items, environment maps, sound effects, background audio, and various dynamic content. All AI‑generated content is manually reviewed and adjusted before release to ensure quality, consistency, and safety, and many AI outputs undergo significant hand‑editing.
During game development, some NPC dialogue was first refined and translated using generative AI, after which filtering and moderation mechanisms were applied to ensure the dialogue remained safe, appropriate, and consistent with the game’s world. No unreviewed real‑time AI output is used in the game.
This game uses generative AI to produce certain content, and all AI outputs are subject to human review and filtering to ensure compliance with Steam’s guidelines and the game’s content standards. No unauthorized copyrighted material is included.
During the development of Plunder Bay, AI-powered tools were used to assist in the creation of the following content:
- Store Page Graphics: Promotional images and capsule art were created with AI image generation tools (Leonardo AI) and edited manually.
- Sound Effects: Some sound effects were generated using AI audio tools (ElevenLabs) for specific game events.
- Menu Background: The main menu background visual was created with AI video generation tools (Runway).
All AI-generated content was reviewed, edited, and curated by the developer to ensure quality and consistency. AI was used as a creative tool to assist a solo developer, not as a replacement for game design decisions.
Generative AI tools were used during the development of certain visual and promotional assets for this game. All final content was reviewed and curated by the developer.
Character art, card illustrations, and store marketing images in this game were initially generated using AI tools during development, then manually edited, reviewed, and finalized before being packaged into the build. There is no live AI-generated content triggered by players during gameplay; all AI-related content is pre-generated static material.
We use generative AI as part of our development workflow to accelerate our production pipeline. Our artists use generative AI to quickly produce concept artwork. They then manually rework the selected pieces in Photoshop and other tools as needed, refining the work and adding or removing elements to reach the quality we require. Our Art Director gives final approval on all artwork. All AI-assisted content is generated during development and reworked by our team before it ships; no content is generated by AI at runtime. We have taken care to ensure this content does not include illegal or infringing material.
Some optional in-game beta localizations were created with the assistance of generative AI during development.
The original game text was written in Italian. English, Russian, Simplified Chinese, Traditional Chinese and Japanese were professionally localized.
The additional beta languages include French, Spanish, German, Brazilian Portuguese, Polish, Turkish and Latin. These translations are pre-generated text assets included in the game build, not AI-generated during gameplay.
These beta localizations may contain mistakes, awkward phrasing or jokes that do not work as intended. They are being opened for community review and improvement.
I use AI tools in limited parts of the development process, including:
• Assisting with certain steps of creating game assets.
• Supporting debugging workflows.
• Helping with localization and translation.
Some placeholder assets have been AI generated. We are actively working with human artists to replace all of the AI art in the game with human made art.
This game does not contain any real-time generative AI features. Some game assets, including but not limited to animation effects, videos, card effects, and similar materials, were created with the assistance of AI.
AI-generated content is used only during the concept art and asset planning phase to generate initial creative ideas. No AI-generated content is present in the final game.
Some visual and audio assets in this game were created with the assistance of generative AI tools
and then reviewed, edited, and curated by the developer. The game does not use live generative AI
during gameplay and does not generate content from player input.
Generative AI is used during development to assist with some character portraits, 3D environment assets, UI elements, narrative polish, and initial localization drafts.
AI-assisted visual content is based on concepts and art direction created by our team and is reviewed, edited, and refined before use. Localization will be reviewed and finalized by a professional localization provider.
Generative AI was used as part of the art production process for selected store page visuals, story illustrations, and some card artwork. All AI-assisted assets were reviewed and refined before being included in the game.
This game made extensive use of generative AI during development.
Most of the images in the game were created with the assistance of generative AI. Generative AI was also used for concept work, visual drafts, UI text, translation drafts, and promotional materials.
All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI is not used during gameplay to create real-time content or player-specific responses.
This disclosure message was also written with the assistance of generative AI.
This game is developed using the commercial engine RPG Bakin. The core game logic, systems, and all promotional videos are 100% handcrafted and created without the use of any AI tools.
To enhance the overall experience of this indie project, generative AI tools were utilized to assist in specific asset creation, video sequences, and localization:
Pre-rendered Content & Video Sequences:
The introductory cinematic video showcasing the game’s backstory was generated with the assistance of AI and manually edited.
The short animations for the item forging and dismantling systems were generated using AI and manually refined.
Some 2D character portraits, equipment icons (initial concepts), and background music (BGM) were generated with the assistance of AI and subsequently polished.
Character Voiceovers: The Japanese battle voice lines for characters were created using modern AI voice generation tools.
Language & Localization: The English translation and localization of the game's scripts and dialogues were assisted by AI translation tools.
We ensure that all AI-assisted processes and content comply with legal standards, aiming to deliver an authentic wuxia RPG experience with rich audio-visuals and smooth language accessibility for players worldwide.
We only use artificial intelligence tools to generate background music for the game (such as the background music for starting the game interface), promotional videos (CG promotional videos), and some UI background images (background images for the backpack interface), which are directly embedded into the game's assets. During the game, no artificial intelligence models were used to create or generate new content in real-time. No AI generated code was used either.
Generative AI was used to assist in the creation of some art assets. All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI tools were used to assist in the creation of certain illustrations, backgrounds, music, and translations. All final content has been reviewed by the developer.
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.
Static art assets (store-page capsules, in-game card art, in-game icons) and audio placeholders are generated via Replicate (Google Nano Banana Pro for image, Lyria-2 / AudioGen for audio) using human-authored prompts. Outputs are reviewed by the developer before shipping. No live AI generation occurs during gameplay; all assets are baked at build time.
I would like to pay for human assets, but I am moving fast. In the same way that AI turned 12 months of dev time into 2, it also affected how I skinned the MVP. This is best for communicating intention, and I can polish it with human art if there is traction.
This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer.
Generative AI tools were used exclusively to create the main menu background illustration and the visual assets/textures for the enemy characters. No other parts of the game utilize artificial intelligence, and all other assets were created or acquired manually by the developers. The game does not contain any live-generated or real-time AI content.
Given I am a solo developer, Generative AI tools were utilized as development assistants to optimize workflows.
Also, some of the backgrounds are based on images created with AI, as well as a few items. They were only used as a basis to start from and have been heavily edited manually afterwards to make them fit with the rest of the game's pixel art artstyle.
Master of the Ages is a grand strategy game engineered by a solo developer with 15+ years of senior software engineering and programming competition experience. To achieve grand-strategy scale as a single creator, a generative AI workflow was utilized to co-design the code architecture and write the codebase under the developer's supervision, backed by a rigorous framework of over 2,500 automated tests to catch edge-case bugs and prevent regressions during development. Generative AI was also used to produce all player-facing graphics (including all unit, building, and technology assets) and generate the historical text layers.
Ten Rings 2 uses generative AI during development to assist with some 2D visual asset production, concept iteration, and writing drafts. Final in-game content is selected, edited, integrated, and reviewed by the developer. Generative AI is not used to create live or personalized content during gameplay.
This game contains pre-generated content created with the assistance of generative AI tools during development.
AI was used mainly for card illustrations, UI design drafts, some text creation assistance, and programming assistance.
The game does not generate new images, audio, text, or other content using AI during gameplay.