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Hold My Cargo is made by a three-person team at Favera Studio. Like many small studios, we use AI-assisted tools as part of our production pipeline — for exploring concepts and marketing artwork, speeding up parts of 3D asset, animation and texture work, drafting text and running automated testing. Every asset, animation and line of text that ships in the game is directed, reviewed, edited and approved by the team; nothing goes in unseen. The game does not generate any content at runtime — there is no live AI in Hold My Cargo, and no player data is sent to AI services.
Portions of this game's code and dialogue were written with the assistance of AI tools and then reviewed and edited by the developer. All art, 3D models, music and sound effects are human-made assets (Quaternius, Kay Lousberg, Kenney, omfgdude and SubspaceAudio, all CC0). Nothing is generated by AI while you play.
Generative AI was used to create the background artwork in the Steam store and library images, and the Drift Quest logo, which also appears in the game. AI tools were also used during development: AI coding assistants helped write the game's code, the store description was written with AI assistance, and the game and store texts were translated into 29 languages and reviewed with AI. AI also helped write some of the game's English text, such as quest, item and spell names. The in-game interface and icon art comes from licensed asset packs, and the music is licensed from Phat Phrog Studios. No content is generated by AI while you play.
Our logo and key art were created with the help of AI image generation tools and edited by us. All gameplay, 3D models, and audio were made by our team.
We use generative AI tools during development to create some concept art and supporting images, as well as certain materials for the store page. All in-game content, including final assets, models, and text, is created and reviewed by hand.
Generative AI tools were used to assist in creating a limited number of pre-generated visual assets and localization text used in the game and its store materials. As an independent developer working with a limited production budget, I used these tools where commissioning additional original artwork was not financially feasible. All AI-assisted content was carefully selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay.
Some artwork for the game or its store materials includes minor AI-assisted edits. This content is pre-generated. The game does not generate AI content during gameplay and does not connect to external AI services.
Some sprites, event card illustrations, background music and sound effects were created with locally-run generative AI models (Stable Diffusion XL, ACE-Step, Stable Audio Open) and then edited by the developer. No generative AI is used while the game is running.
An AI assistant (Claude) was used during development. It wrote the in-game text translations, the store page text, and the scripts that build many of the game's 3D models, animations and textures, all under the developer's direction and review. Nothing is generated by AI while you play. All sounds are real recordings from CC0 libraries.
A small language model (Google's Gemma 3 270M) runs entirely on the player's computer, with no network connection. It writes short lines of villager small talk, the ritual oracle's one- or two-sentence hint after a failed ritual, and routine filler records in the in-game archive, and it chooses which of our pre-written dialogue lines fits the moment.
Guardrails: the player never types to the model — there is no text input anywhere in the game. Every prompt is a fixed template we wrote, filled in from game state such as a character's name, the time of day and the current quest. Output is short by construction (hard token caps, and lines over a few words are cut or discarded); lines that read as narration, stage directions or an assistant speaking are rejected; dialogue choices are constrained to our own authored lines. Any failure falls back to written lines. Players can turn the model off in Settings, and the game plays identically on written lines alone.
Generative AI tools were used during development to assist in creating select background visuals, sound effects, music tracks, and promotional graphics.
Some of the game's artwork was created with the help of AI image tools, and was then chosen, edited and placed by the developer. AI tools were also used to help translate the game's text into French, German, Spanish, Portuguese and Chinese. Nothing is generated while you play.
Generative AI was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay.
AI tools assisted the creation or processing of some backgrounds, title illustrations, upgrade-card artwork and localized text during development. These assets are prepared in advance. The game does not call generative AI services at runtime.
Pre-generated AI artwork and audio were used during development. The developer selected and edited these assets for the game and its marketing materials. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
Generative AI tools were used during development to create or assist with some pre-generated visual assets, such as ability icons. All AI-assisted content is reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
Generative AI was used during development to create some promotional artwork, including Steam store capsule images and logo variations. Generative AI is not used during gameplay, and no AI-generated content is created in real time.
Illustrations and store art were created with Google Nano Banana 2 AI image generation, then selected, edited and assembled by the developer. Background music was created with Stable Audio 2.5. No AI content is generated during gameplay.
Part of the game's text, including the German, French and Spanish translations, and the store page descriptions were written with the help of AI tools. The paintings are public-domain works by real artists.
Generative AI was used to create artwork for the truck, cargo, environments, route illustrations, and store materials. AI tools also assisted with writing and localization. All such content was created before release. The game does not generate AI content or connect to AI services during gameplay.
Character art, backgrounds, interface graphics and store artwork were created with the help of generative image tools and then selected, edited and assembled by the developer. Game design, code and writing are our own work. The game does not generate any content while you play.
Parts of this game were made with the help of generative AI during development.
- Artwork (item illustrations, backgrounds and interface graphics) was generated with AI tools and then edited and adjusted by hand.
- Music and sound effects were created with AI tools.
- The source code and the in-game text translations were written with AI assistance.
All of it was reviewed by the developer before release.
This game does not use generative AI while you play. No content is generated at runtime, and no player data is sent to any AI service.
Generative AI was used to create the illustrations, as well as a small portion of the character artwork and dialogue. This content was created during development. The game does not generate AI content during gameplay.
AI-generated artwork includes the MMA menu image, Steam capsules, library art and store background. No live AI generation or external AI service is used during gameplay.
Hold My Cargo is made by a three-person team at Favera Studio. Like many small studios, we use AI-assisted tools as part of our production pipeline — for exploring concepts and marketing artwork, speeding up parts of 3D asset, animation and texture work, drafting text and running automated testing. Every asset, animation and line of text that ships in the game is directed, reviewed, edited and approved by the team; nothing goes in unseen. The game does not generate any content at runtime — there is no live AI in Hold My Cargo, and no player data is sent to AI services.
Portions of this game's code and dialogue were written with the assistance of AI tools and then reviewed and edited by the developer. All art, 3D models, music and sound effects are human-made assets (Quaternius, Kay Lousberg, Kenney, omfgdude and SubspaceAudio, all CC0). Nothing is generated by AI while you play.
Generative AI was used to create the background artwork in the Steam store and library images, and the Drift Quest logo, which also appears in the game. AI tools were also used during development: AI coding assistants helped write the game's code, the store description was written with AI assistance, and the game and store texts were translated into 29 languages and reviewed with AI. AI also helped write some of the game's English text, such as quest, item and spell names. The in-game interface and icon art comes from licensed asset packs, and the music is licensed from Phat Phrog Studios. No content is generated by AI while you play.
Our logo and key art were created with the help of AI image generation tools and edited by us. All gameplay, 3D models, and audio were made by our team.
We use generative AI tools during development to create some concept art and supporting images, as well as certain materials for the store page. All in-game content, including final assets, models, and text, is created and reviewed by hand.
Generative AI tools were used to assist in creating a limited number of pre-generated visual assets and localization text used in the game and its store materials. As an independent developer working with a limited production budget, I used these tools where commissioning additional original artwork was not financially feasible. All AI-assisted content was carefully selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay.
Some artwork for the game or its store materials includes minor AI-assisted edits. This content is pre-generated. The game does not generate AI content during gameplay and does not connect to external AI services.
Some sprites, event card illustrations, background music and sound effects were created with locally-run generative AI models (Stable Diffusion XL, ACE-Step, Stable Audio Open) and then edited by the developer. No generative AI is used while the game is running.
An AI assistant (Claude) was used during development. It wrote the in-game text translations, the store page text, and the scripts that build many of the game's 3D models, animations and textures, all under the developer's direction and review. Nothing is generated by AI while you play. All sounds are real recordings from CC0 libraries.
A small language model (Google's Gemma 3 270M) runs entirely on the player's computer, with no network connection. It writes short lines of villager small talk, the ritual oracle's one- or two-sentence hint after a failed ritual, and routine filler records in the in-game archive, and it chooses which of our pre-written dialogue lines fits the moment.
Guardrails: the player never types to the model — there is no text input anywhere in the game. Every prompt is a fixed template we wrote, filled in from game state such as a character's name, the time of day and the current quest. Output is short by construction (hard token caps, and lines over a few words are cut or discarded); lines that read as narration, stage directions or an assistant speaking are rejected; dialogue choices are constrained to our own authored lines. Any failure falls back to written lines. Players can turn the model off in Settings, and the game plays identically on written lines alone.
Generative AI tools were used during development to assist in creating select background visuals, sound effects, music tracks, and promotional graphics.
Some of the game's artwork was created with the help of AI image tools, and was then chosen, edited and placed by the developer. AI tools were also used to help translate the game's text into French, German, Spanish, Portuguese and Chinese. Nothing is generated while you play.
Generative AI was used to assist in drafting store-page descriptions and promotional text. The game does not generate content using generative AI during gameplay.
AI tools assisted the creation or processing of some backgrounds, title illustrations, upgrade-card artwork and localized text during development. These assets are prepared in advance. The game does not call generative AI services at runtime.
Pre-generated AI artwork and audio were used during development. The developer selected and edited these assets for the game and its marketing materials. No content is generated by AI during gameplay, and the game does not connect to an external AI service.
Generative AI tools were used during development to create or assist with some pre-generated visual assets, such as ability icons. All AI-assisted content is reviewed and edited by the developer before being included in the game. The game does not generate AI content during gameplay.
Generative AI was used during development to create some promotional artwork, including Steam store capsule images and logo variations. Generative AI is not used during gameplay, and no AI-generated content is created in real time.
Illustrations and store art were created with Google Nano Banana 2 AI image generation, then selected, edited and assembled by the developer. Background music was created with Stable Audio 2.5. No AI content is generated during gameplay.
Part of the game's text, including the German, French and Spanish translations, and the store page descriptions were written with the help of AI tools. The paintings are public-domain works by real artists.
Generative AI was used to create artwork for the truck, cargo, environments, route illustrations, and store materials. AI tools also assisted with writing and localization. All such content was created before release. The game does not generate AI content or connect to AI services during gameplay.
Character art, backgrounds, interface graphics and store artwork were created with the help of generative image tools and then selected, edited and assembled by the developer. Game design, code and writing are our own work. The game does not generate any content while you play.
Parts of this game were made with the help of generative AI during development.
- Artwork (item illustrations, backgrounds and interface graphics) was generated with AI tools and then edited and adjusted by hand.
- Music and sound effects were created with AI tools.
- The source code and the in-game text translations were written with AI assistance.
All of it was reviewed by the developer before release.
This game does not use generative AI while you play. No content is generated at runtime, and no player data is sent to any AI service.
Generative AI was used to create the illustrations, as well as a small portion of the character artwork and dialogue. This content was created during development. The game does not generate AI content during gameplay.
AI-generated artwork includes the MMA menu image, Steam capsules, library art and store background. No live AI generation or external AI service is used during gameplay.