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Memory House is based on our original concept, characters, storylines, gameplay, and creative direction. During development, we used generative AI as a tool to help produce illustrations, visual assets, and written narrative content based on those ideas. We selected and refined the resulting content for the game and some promotional materials. No AI content is generated during gameplay.
The character art, idle animations, icons and store images were created with locally run AI image tools, then selected and retouched by hand. Nothing is generated by AI while the game runs.
AI Generated Content Disclosure
AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime.
Some sound effects and music were created with AI audio tools.
AI tools assisted in writing the game's code and some of its text (descriptions, hints and story notes), all reviewed and edited by the developer. The artwork is drawn procedurally by the game itself, not AI-generated, and no AI content is generated during gameplay.
Void Runners was developed with the help of AI coding tools. The game's art, music and sound effects are generated procedurally by code written with those tools; no AI model runs in the game, and no content is generated live while you play.
Pre-Generated AI Content:
During development, generative AI tools were used to create certain 3D character assets. These assets were subsequently integrated and adapted by the development team for use in the game.
The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author.
Artificial Intelligence tools were used strictly as an auxiliary production aid for:
Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape.
All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work.
開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。
対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。
ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。
対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。
Some pre-generated promotional artwork and the game icon were created with generative AI. Gameplay screenshots and trailer footage are captured directly from the game. The game does not generate content during play.
Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay.
Generative AI tools were used during development to create images and music. These are pre-generated assets included in the game and/or its store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services while playing.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content.
Generative AI is used throughout the development of PenRogue, including code, character artwork, backgrounds, UI assets, music, sound effects, and text. AI-generated content is reviewed, selected, and integrated by the developer.
Use of Generative AI & AI Credits
This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits.
You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed.
AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time.
Shift32 is being developed by a solo developer. Generative AI tools were used selectively during development to create and iterate on some in-game assets, including certain 3D models and textures, as well as some promotional and Steam store artwork. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI.
AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime.
AI tools were used to assist with programming and to generate some promotional artwork and marketing materials. The game does not generate AI content during gameplay or connect to external AI services.
AI tools assisted with a small number of icon images and most text localization. Localized text may be replaced in future updates with higher-quality, human-translated versions.
Steam store and library artwork, including capsule images, the logo and icons, was created using generative AI. Gameplay screenshots were captured directly from the game.
Bloodloader was made by one developer with generative AI tools in the pipeline. Character, enemy and item sprites, tiles, icons and the store key art began as AI generations (PixelLab) and were selected, cleaned up, recoloured and assembled by the developer. Sound effects and music were generated with ElevenLabs and edited into final effects and seamless loops. Some in-game text was drafted with AI assistance and edited by the developer. Nothing is generated while you play.
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
Generative AI tools were used during development to assist with some visual assets and portions of the game's code. AI-assisted artwork includes the title background, dungeon environments, monsters, adventurers, and trap visuals. All such content was created before release and integrated as fixed game assets. Hearthdeep does not generate AI content during gameplay and does not connect to external AI services while the game is running.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
Some artwork, 3D models, and code in this game were created with the assistance of AI tools during development. All AI-assisted content is pre-made and included in the game files; no content or code is generated live during gameplay.
AI was used as a support tool during development (code assistance and initial image generation). All artwork was individually reworked by hand, and no content is generated live during gameplay.
This game uses generative AI to help create pre-rendered store artwork, chapter illustrations, background music, and the official trailer. Game logic was drafted with AI assistance and reviewed by the developer.
All level design, gameplay mechanics, and in-game text are hand-authored. No copyrighted third-party material was used in any AI output.
Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development.
Kana Cross uses generative AI in the following ways, all reviewed by a person before release:
• Music: the game's background music was created using generative AI music tools.
• Localization: some of the Visual Novel and game's dictionary word meanings and translations.
The store capsule artwork (and the app/shortcut icons cropped from it) was created with AI image generation tools. All in-game content — art, models, audio, writing — was not AI generated.
HOW THIS GAME WAS MADE
Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls.
Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine.
Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full.
And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service.
Generative AI was used during the development of this game. It was used for some assets, coding, and translation. Any content created with generative AI was reviewed and, where necessary, modified or adjusted before being included in the game.
AI-assisted tools are used throughout the development of Idle Frontier, including design, programming, content creation and marketing. Generative AI is used to generate or assist with player-facing artwork and illustrations, backgrounds, promotional images and logos, narrative and dialogue, encyclopedia text, localization and store-page copy. The developer selects and integrates the material into the released game. This is pre-generated content: the game does not generate content or code with AI during play and does not connect to external AI services.
We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play.
- 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result.
- Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text.
- Studio logo: Built from basic shapes as code written with the same assistant.
All sound effects and music are recorded and made by the developer.
Memory House is based on our original concept, characters, storylines, gameplay, and creative direction. During development, we used generative AI as a tool to help produce illustrations, visual assets, and written narrative content based on those ideas. We selected and refined the resulting content for the game and some promotional materials. No AI content is generated during gameplay.
The character art, idle animations, icons and store images were created with locally run AI image tools, then selected and retouched by hand. Nothing is generated by AI while the game runs.
AI Generated Content Disclosure
AI tools were used to assist in drafting the written text of this game (in-game explanations, codex entries, the four language versions of the interface, and store page descriptions); all such text was reviewed and edited by the developer. All artwork is procedurally rendered by shaders written by the developer, the store capsule artwork was commissioned from a human artist, and all sound is synthesised by the developer's own code. The game does not use AI to generate any content at runtime.
Some sound effects and music were created with AI audio tools.
AI tools assisted in writing the game's code and some of its text (descriptions, hints and story notes), all reviewed and edited by the developer. The artwork is drawn procedurally by the game itself, not AI-generated, and no AI content is generated during gameplay.
Void Runners was developed with the help of AI coding tools. The game's art, music and sound effects are generated procedurally by code written with those tools; no AI model runs in the game, and no content is generated live while you play.
Pre-Generated AI Content:
During development, generative AI tools were used to create certain 3D character assets. These assets were subsequently integrated and adapted by the development team for use in the game.
The vast majority of this game—including original game design, programming, character creation, dialogue, custom audio, and overall creative direction—was fully developed and crafted by the author.
Artificial Intelligence tools were used strictly as an auxiliary production aid for:
Audio & Sound: Selective background music tracks and specific ambient sound effects to complement the game's soundscape.
All core gameplay, visual assets, character designs, and mechanics are 100% original, hand-crafted work.
開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。
対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。
ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。
対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。
Some pre-generated promotional artwork and the game icon were created with generative AI. Gameplay screenshots and trailer footage are captured directly from the game. The game does not generate content during play.
Generative AI tools were used extensively throughout development. Most of the game's visual content, user interface, written text, audio, narrative and localization, and program code were created with the assistance of generative AI, then selected, edited, integrated, and refined by the developer. Generative AI is used only during development. The game does not connect to AI services or generate content in real time during gameplay.
Generative AI tools were used during development to create images and music. These are pre-generated assets included in the game and/or its store and promotional materials. The game does not generate AI content during gameplay or connect to external AI services while playing.
Generative AI tools were used during development to assist with the creation and iteration of some game assets and development code. AI-assisted content included in the final game is pre-generated and reviewed by the developer. The game does not generate AI content during gameplay.
This game was made by a solo developer with the help of generative AI tools. AI was used to create the store page images and videos, the in-game audio and visual assets, language translations, and the majority of the code. The game concept, design, and every gameplay decision are my own, and I reviewed and refined all AI-generated content.
Generative AI is used throughout the development of PenRogue, including code, character artwork, backgrounds, UI assets, music, sound effects, and text. AI-generated content is reviewed, selected, and integrated by the developer.
Use of Generative AI & AI Credits
This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits.
You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed.
AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time.
Shift32 is being developed by a solo developer. Generative AI tools were used selectively during development to create and iterate on some in-game assets, including certain 3D models and textures, as well as some promotional and Steam store artwork. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
AI helped with grammatical corrections for in-game text, which were then carefully reviewed and adjusted by hand.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
Glyphtrip is made by a studio of three: one human and two silicon genius-toddlers. The soundtrack stems were generated with AI and mixed and mastered by hand. The translations and custom font were made with AI.
AI was used to generate the art, music, sound effects, the captains' short vocal reactions, the game text and the translations, all curated and reviewed by hand. Nothing is generated at runtime.
AI tools were used to assist with programming and to generate some promotional artwork and marketing materials. The game does not generate AI content during gameplay or connect to external AI services.
AI tools assisted with a small number of icon images and most text localization. Localized text may be replaced in future updates with higher-quality, human-translated versions.
Steam store and library artwork, including capsule images, the logo and icons, was created using generative AI. Gameplay screenshots were captured directly from the game.
Bloodloader was made by one developer with generative AI tools in the pipeline. Character, enemy and item sprites, tiles, icons and the store key art began as AI generations (PixelLab) and were selected, cleaned up, recoloured and assembled by the developer. Sound effects and music were generated with ElevenLabs and edited into final effects and seamless loops. Some in-game text was drafted with AI assistance and edited by the developer. Nothing is generated while you play.
The text you read in Crystalysis is written in English and Spanish, then machine-translated into the other eleven languages.
The visuals are drawn procedurally in code, the audio is synthesized while you play. The interface icons were designed with an AI design tool and edited by the developer, and the remaining small bitmaps come from the open Twemoji and Kenney sets..
The game's code and the text on this store page were written with the help of an AI assistant and edited by the developer.
Generative AI tools were used during development to assist with some visual assets and portions of the game's code. AI-assisted artwork includes the title background, dungeon environments, monsters, adventurers, and trap visuals. All such content was created before release and integrated as fixed game assets. Hearthdeep does not generate AI content during gameplay and does not connect to external AI services while the game is running.
The core art direction and a portion of the artwork were hand-drawn by the developer, and AI was used to produce additional assets in a matching style, which were then reviewed, edited and integrated by hand. The game's music was generated with AI tools. No AI content is generated live while the game is running.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
Some artwork, 3D models, and code in this game were created with the assistance of AI tools during development. All AI-assisted content is pre-made and included in the game files; no content or code is generated live during gameplay.
AI was used as a support tool during development (code assistance and initial image generation). All artwork was individually reworked by hand, and no content is generated live during gameplay.
This game uses generative AI to help create pre-rendered store artwork, chapter illustrations, background music, and the official trailer. Game logic was drafted with AI assistance and reviewed by the developer.
All level design, gameplay mechanics, and in-game text are hand-authored. No copyrighted third-party material was used in any AI output.
Pre-generated content: Parts of the pixel art in this game were created with the AI tool PixelLab – including enemy characters and their animations, the modified boss creatures (based on licensed CC BY 4.0 dinosaur sprites), world backgrounds, story cutscene images, item and skill icons, and the logo emblem. In-game text and the English translation were written with the help of an AI language model and reviewed by hand. All music and sound effects are licensed and not AI-generated. The game does not generate any content with AI while you play. Some characters and their animation frames were subsequently redrawn or refined using OpenAI ImageGen during development.
Kana Cross uses generative AI in the following ways, all reviewed by a person before release:
• Music: the game's background music was created using generative AI music tools.
• Localization: some of the Visual Novel and game's dictionary word meanings and translations.
The store capsule artwork (and the app/shortcut icons cropped from it) was created with AI image generation tools. All in-game content — art, models, audio, writing — was not AI generated.
HOW THIS GAME WAS MADE
Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls.
Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine.
Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full.
And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service.
Generative AI was used during the development of this game. It was used for some assets, coding, and translation. Any content created with generative AI was reviewed and, where necessary, modified or adjusted before being included in the game.
AI-assisted tools are used throughout the development of Idle Frontier, including design, programming, content creation and marketing. Generative AI is used to generate or assist with player-facing artwork and illustrations, backgrounds, promotional images and logos, narrative and dialogue, encyclopedia text, localization and store-page copy. The developer selects and integrates the material into the released game. This is pre-generated content: the game does not generate content or code with AI during play and does not connect to external AI services.
We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play.
- 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result.
- Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text.
- Studio logo: Built from basic shapes as code written with the same assistant.
All sound effects and music are recorded and made by the developer.