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Some visual game assets were created with the assistance of generative AI during development, including background images and artwork for the rocket and enemies. These assets were selected, adapted, and reviewed by the developer for use in the game. The game does not use generative AI to generate content during gameplay.
AI-based coding assistants were used to help write this game's source code during development. The game contains no generative AI at runtime: the entire simulated world is created by deterministic, hand-authored procedural generation from a seed, not by AI.
Some visual and audio assets were created with generative AI tools and then reviewed and edited by the developer: the city background scenes, the store trailers (including the animated cinematic and its character), the music tracks and ambient loops, and store/marketing images such as capsules and the icon. All gameplay, game design, code, UI, and text were written by the developer. No AI-generated content is created at runtime.
Generative AI was used during development to create officer portraits, illustrations, backgrounds and other graphical assets, translations, and background music. This content was generated in advance; no AI content is generated during gameplay.
Diplomacy, or Else! was built with AI-assisted development. Generative AI was used, under the developer's direction and review, for game code and for writing text: interface strings, the in-game diplomacy word tables, achievement names and descriptions, and this store page, including their German, Spanish, Brazilian Portuguese and Ukrainian translations. The soundtrack was produced with an AI music tool and edited by the developer. Artwork, icons, the trailer and sound effects were made without generative AI. The game does not generate content during play and does not connect to any AI service.
Generative AI tools were used during development to create and revise pre-generated illustrations, narrative text, localization and promotional artwork. Content is prepared before play; the game does not generate AI content at runtime or connect to an external AI service during play.
Generative AI tools were used during development to assist in creating some visual assets, audio, and other game content. All AI-assisted content included in the final game was reviewed and selected by the developer.
Some art in Bonefall was made with generative AI tools and then cut, edited and fitted into the game by hand: the opening cinematic, the title-screen key art, the store and marketing art, and parts of the environment (the graveyard floor and scenery, the boss pillars). The Russian, Korean and Simplified Chinese translations were drafted with AI assistance. The heroes and monsters are human-made open-licensed pixel art (the Liberated Pixel Cup collection, credited in the game), and the sound effects are CC0 recordings. Nothing is generated while you play.
Generative AI tools were used to create illustrations, brief pre-rendered animated sequences, and some store and promotional artwork under the author's direction, selection, and editing. AI tools were also used to assist with translation and language editing. The original novel and its story were written by Takahiro Yonemura. No content is generated by AI while the application is running.
This game uses generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, marketing/community materials, and localization. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
Visual assets and translations were created with the assistance of generative AI tools.
All assets and translations were reviewed, edited, and incorporated by the developer to align with the game’s established art direction.
Generative AI tools were used during development to assist with programming, debugging, and development iteration. No generative AI is used during gameplay, no live AI-generated content is produced, and the game does not connect to external AI services during play.
Shiny Gen ships over thirty original games and scenes. Their art, animation frames, music and sound effects were produced with the same AI generation tools the product offers to players, using the third party services listed in our Live-Generated answer. All of it was directed, reviewed and assembled by us before it shipped, and the game code itself is authored and hand edited by our team. No pre generated content in the shipping build is produced from a player's input, and none of it is generated at runtime from our side.
Shiny Gen is a game creation tool, so live generation is the product rather than a feature of it. When a player asks for something, we call third party AI services to generate game code, images, animation frames, music, sound effects and 3D models from the text they type. Generation always happens at the player's explicit request, never in the background, and always requires a free Shiny Gen account and an internet connection.
Every request goes to an established commercial AI provider: Anthropic, OpenAI, Google, OpenRouter, Cloudflare Workers AI, Runware, Retro Diffusion, Replicate and ElevenLabs. Each request is governed by that provider's usage policy and runs under the provider's own built-in safety systems at their default settings. We never disable, weaken or opt out of a provider's safety system anywhere in our product. OpenAI image generation runs under OpenAI's default moderation, and Google image generation carries Google's SynthID provenance watermarking.
Guardrails on our side:
- Our Community Rules, which are binding under our Terms of Service and published on our website, set out what may not be generated or shared. They prohibit, among other things, any sexual content involving a minor and sexual imagery of a real person without their consent, and they treat a prompt asking for prohibited content as a breach whether or not the model produces it.
- Generation requires a signed in Shiny Gen account. There is no anonymous generation, so every request is attributable to an account.
- Generation is rate limited per account and per address, and it is metered against a paid credit balance, so volume abuse is bounded rather than free.
- The prompt and the resulting asset are retained against the account that made them, which is what lets us act on a report.
- Anyone can report content to support@shinygen.ai. A person on our team reviews each report and can remove the content and close the account responsible.
- The in app feed cannot receive player made content. It is served from our own catalogue and is enforced in code: the publish endpoint refuses any caller that is not our own account. Nothing a player generates can appear in another player's feed.
- Multiplayer contains no free text channel of any kind. Communication is a closed set of eight fixed emotes, so there is no user to user text surface to moderate.
- Player made games are never separate programs. They run as interpreted scripts inside our own sandbox, which is an allowlist: it has no filesystem, network, process or operating system access, and no reflection or dynamic dispatch. A generated game cannot execute native code, start a process, reach the network or read the player's files.
We do not permit and do not support the generation of Adult Only sexual content, and we will act on reports received through Steam's in game reporting system and at support@shinygen.ai.
Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content.
Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development.
Break Even was built with an AI coding assistant working under the developer's direction and review. That includes the game's code and, with it, the pixel maps its sprites are drawn from, its synthesized sound, its dialogue and ending text, the scripts that draw the store images, and drafts of this store page. The game ships no image or audio files of its own — every picture is drawn and every sound synthesized by its own code while you play — and the one bundled file is an open-licence pixel font. No AI runs during play, and the game contacts no AI service.
Salvage Inc. was designed, developed, and assembled by a human developer. Generative AI tools were used to assist in the creation of some game assets, including certain visual and audio elements.
Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay.
Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where:
- Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review.
- Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer.
- Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer.
- Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs.
- Sound effects were sourced from Freesound and Kenney's sound packs.
- Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself.
No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service.
Development of this game used AI assistance for writing source code, and for creating some of the in-game art assets such as objects and enemies. All AI-generated content was produced during development and reviewed by the developer; the game does not generate any content with AI at runtime.
During the development of this game, generative AI was used to assist in the creation of some 2D art assets and pre-generated sound effects. All AI-assisted content underwent manual review, modification, and integration by the developers. No content will be generated by generative AI during gameplay.
Generative AI was used during development to assist with game text, narrative, and localization. Store artwork was also created using generative AI. Gameplay screenshots and trailer footage were captured from the game. The game does not generate AI content during play or connect to external AI services.
Generative AI tools were used during the development process to assist in the conceptualization and creation of character sprites and visual assets. All AI-generated content was pre-rendered and manually refined to fit the game's art style
本作在开发过程中使用生成式 AI 辅助制作部分视觉素材,主要用于部分背景图像的生成、构图参考及初步素材制作。相关素材均经过制作组人工筛选、修改、修正或进一步加工后用于游戏。
游戏的主要剧本、角色设定、原创音乐、程序及核心美术设计均由制作组成员完成。游戏运行过程中不会调用生成式 AI,也不存在由玩家输入内容后实时生成文本、图像、音频或其他内容的功能。
Generative AI was used during development to assist in the creation of some of the game's pre-generated illustrations and visual assets. No generative AI is used to create content during gameplay.
Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer.
Some pre-rendered visual assets and music were created with generative AI tools, then curated, edited, and integrated by the developer. No AI content is generated during gameplay, and the game does not connect to external AI services.
Parts of the soundtrack were created with AI-assisted music generation, then edited, mixed and mastered by hand. Some of the game's code and store text were also written with AI assistance. All art, level design and gameplay are hand-made. No content is generated while you play.
This game features AI-assisted artwork and language translation. All assets were [reviewed or edited or approved] by the developer to ensure quality and consistency with the game's vision.
This game's art and some of its text content were created with AI-assisted tools during development and reviewed by the developer before shipping. Nothing is created live during gameplay by GenAI, and the game makes no AI-related network calls.
Some questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets.
No generative AI is used during live gameplay. During our development process we use generative AI for some algorithms, pixel art, some marketing content and where appropriate to improve code quality.
Some of the image and audio assets were created with the help of generative AI.
All final design adjustments and processing were done by hand by the developer.
Some of the assets in this game were created using generative AI tools. Generated assets were reviewed by the developer and edited where necessary before use. The game itself does not use AI to generate content or code while it is running, and it does not connect to any external AI service.
Feltfall uses pre-generated AI content. The felt-style illustrations (characters, animals, cards, backgrounds and key visuals), enemy sprite animations, the logo and parts of the promotional videos were generated with generative AI image and video tools, then selected, retouched and composited by the developer. Some of the source code was written with the help of AI coding assistants and reviewed by the developer. No content is generated by AI while you play, and the game does not connect to any external AI service.
This game uses generative AI tools during development to assist with art assets, soundtrack production, code drafting and text localization. All in-game content is pre-generated, manually reviewed, refined and finalized by the development team. No content is generated in real time during gameplay.
Generative AI was used only to create pre-generated background artwork for the Steam store and library images. The official logo, text, user interface, and gameplay screenshots were created separately. The game does not generate content during gameplay and does not connect to any third-party AI service.
Some visual game assets were created with the assistance of generative AI during development, including background images and artwork for the rocket and enemies. These assets were selected, adapted, and reviewed by the developer for use in the game. The game does not use generative AI to generate content during gameplay.
AI-based coding assistants were used to help write this game's source code during development. The game contains no generative AI at runtime: the entire simulated world is created by deterministic, hand-authored procedural generation from a seed, not by AI.
Some visual and audio assets were created with generative AI tools and then reviewed and edited by the developer: the city background scenes, the store trailers (including the animated cinematic and its character), the music tracks and ambient loops, and store/marketing images such as capsules and the icon. All gameplay, game design, code, UI, and text were written by the developer. No AI-generated content is created at runtime.
Generative AI was used during development to create officer portraits, illustrations, backgrounds and other graphical assets, translations, and background music. This content was generated in advance; no AI content is generated during gameplay.
Diplomacy, or Else! was built with AI-assisted development. Generative AI was used, under the developer's direction and review, for game code and for writing text: interface strings, the in-game diplomacy word tables, achievement names and descriptions, and this store page, including their German, Spanish, Brazilian Portuguese and Ukrainian translations. The soundtrack was produced with an AI music tool and edited by the developer. Artwork, icons, the trailer and sound effects were made without generative AI. The game does not generate content during play and does not connect to any AI service.
Generative AI tools were used during development to create and revise pre-generated illustrations, narrative text, localization and promotional artwork. Content is prepared before play; the game does not generate AI content at runtime or connect to an external AI service during play.
Generative AI tools were used during development to assist in creating some visual assets, audio, and other game content. All AI-assisted content included in the final game was reviewed and selected by the developer.
Some art in Bonefall was made with generative AI tools and then cut, edited and fitted into the game by hand: the opening cinematic, the title-screen key art, the store and marketing art, and parts of the environment (the graveyard floor and scenery, the boss pillars). The Russian, Korean and Simplified Chinese translations were drafted with AI assistance. The heroes and monsters are human-made open-licensed pixel art (the Liberated Pixel Cup collection, credited in the game), and the sound effects are CC0 recordings. Nothing is generated while you play.
Generative AI tools were used to create illustrations, brief pre-rendered animated sequences, and some store and promotional artwork under the author's direction, selection, and editing. AI tools were also used to assist with translation and language editing. The original novel and its story were written by Takahiro Yonemura. No content is generated by AI while the application is running.
This game uses generative AI-assisted content in some pre-rendered assets, such as visual effects, UI elements, background or promotional artwork, marketing/community materials, and localization. No live generative AI system is used during gameplay, and the game does not generate new player-facing content dynamically while the player is playing.
Visual assets and translations were created with the assistance of generative AI tools.
All assets and translations were reviewed, edited, and incorporated by the developer to align with the game’s established art direction.
Generative AI tools were used during development to assist with programming, debugging, and development iteration. No generative AI is used during gameplay, no live AI-generated content is produced, and the game does not connect to external AI services during play.
Shiny Gen ships over thirty original games and scenes. Their art, animation frames, music and sound effects were produced with the same AI generation tools the product offers to players, using the third party services listed in our Live-Generated answer. All of it was directed, reviewed and assembled by us before it shipped, and the game code itself is authored and hand edited by our team. No pre generated content in the shipping build is produced from a player's input, and none of it is generated at runtime from our side.
Shiny Gen is a game creation tool, so live generation is the product rather than a feature of it. When a player asks for something, we call third party AI services to generate game code, images, animation frames, music, sound effects and 3D models from the text they type. Generation always happens at the player's explicit request, never in the background, and always requires a free Shiny Gen account and an internet connection.
Every request goes to an established commercial AI provider: Anthropic, OpenAI, Google, OpenRouter, Cloudflare Workers AI, Runware, Retro Diffusion, Replicate and ElevenLabs. Each request is governed by that provider's usage policy and runs under the provider's own built-in safety systems at their default settings. We never disable, weaken or opt out of a provider's safety system anywhere in our product. OpenAI image generation runs under OpenAI's default moderation, and Google image generation carries Google's SynthID provenance watermarking.
Guardrails on our side:
- Our Community Rules, which are binding under our Terms of Service and published on our website, set out what may not be generated or shared. They prohibit, among other things, any sexual content involving a minor and sexual imagery of a real person without their consent, and they treat a prompt asking for prohibited content as a breach whether or not the model produces it.
- Generation requires a signed in Shiny Gen account. There is no anonymous generation, so every request is attributable to an account.
- Generation is rate limited per account and per address, and it is metered against a paid credit balance, so volume abuse is bounded rather than free.
- The prompt and the resulting asset are retained against the account that made them, which is what lets us act on a report.
- Anyone can report content to support@shinygen.ai. A person on our team reviews each report and can remove the content and close the account responsible.
- The in app feed cannot receive player made content. It is served from our own catalogue and is enforced in code: the publish endpoint refuses any caller that is not our own account. Nothing a player generates can appear in another player's feed.
- Multiplayer contains no free text channel of any kind. Communication is a closed set of eight fixed emotes, so there is no user to user text surface to moderate.
- Player made games are never separate programs. They run as interpreted scripts inside our own sandbox, which is an allowlist: it has no filesystem, network, process or operating system access, and no reflection or dynamic dispatch. A generated game cannot execute native code, start a process, reach the network or read the player's files.
We do not permit and do not support the generation of Adult Only sexual content, and we will act on reports received through Steam's in game reporting system and at support@shinygen.ai.
Some environment prop artwork was created with an image-generation model from written briefs, then hand-reviewed, cropped and integrated. Sprites, tilesets, audio, UI, achievement icons and all code are authored procedurally or by hand. No AI-generated text, narrative or live-generated content.
Generative AI was used as part of the development process for Sand Horde to help create select environmental artwork, backgrounds, visual assets, and promotional materials, as well as to assist with prototyping and development. All AI-assisted content is reviewed and integrated by the developer as part of the game's overall design and development.
Break Even was built with an AI coding assistant working under the developer's direction and review. That includes the game's code and, with it, the pixel maps its sprites are drawn from, its synthesized sound, its dialogue and ending text, the scripts that draw the store images, and drafts of this store page. The game ships no image or audio files of its own — every picture is drawn and every sound synthesized by its own code while you play — and the one bundled file is an open-licence pixel font. No AI runs during play, and the game contacts no AI service.
Salvage Inc. was designed, developed, and assembled by a human developer. Generative AI tools were used to assist in the creation of some game assets, including certain visual and audio elements.
Generative AI was used during development to assist in creating some pre-generated game assets, such as sound effects and visual content. No AI-generated content is created during gameplay.
Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where:
- Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review.
- Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer.
- Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer.
- Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs.
- Sound effects were sourced from Freesound and Kenney's sound packs.
- Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself.
No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service.
Development of this game used AI assistance for writing source code, and for creating some of the in-game art assets such as objects and enemies. All AI-generated content was produced during development and reviewed by the developer; the game does not generate any content with AI at runtime.
During the development of this game, generative AI was used to assist in the creation of some 2D art assets and pre-generated sound effects. All AI-assisted content underwent manual review, modification, and integration by the developers. No content will be generated by generative AI during gameplay.
Generative AI was used during development to assist with game text, narrative, and localization. Store artwork was also created using generative AI. Gameplay screenshots and trailer footage were captured from the game. The game does not generate AI content during play or connect to external AI services.
Generative AI tools were used during the development process to assist in the conceptualization and creation of character sprites and visual assets. All AI-generated content was pre-rendered and manually refined to fit the game's art style
本作在开发过程中使用生成式 AI 辅助制作部分视觉素材,主要用于部分背景图像的生成、构图参考及初步素材制作。相关素材均经过制作组人工筛选、修改、修正或进一步加工后用于游戏。
游戏的主要剧本、角色设定、原创音乐、程序及核心美术设计均由制作组成员完成。游戏运行过程中不会调用生成式 AI,也不存在由玩家输入内容后实时生成文本、图像、音频或其他内容的功能。
Generative AI was used during development to assist in the creation of some of the game's pre-generated illustrations and visual assets. No generative AI is used to create content during gameplay.
Some AI tools were used during development to assist with code, artwork, and audio production. All content was reviewed, edited and assembled by the developer.
Some pre-rendered visual assets and music were created with generative AI tools, then curated, edited, and integrated by the developer. No AI content is generated during gameplay, and the game does not connect to external AI services.
Parts of the soundtrack were created with AI-assisted music generation, then edited, mixed and mastered by hand. Some of the game's code and store text were also written with AI assistance. All art, level design and gameplay are hand-made. No content is generated while you play.
This game features AI-assisted artwork and language translation. All assets were [reviewed or edited or approved] by the developer to ensure quality and consistency with the game's vision.
This game's art and some of its text content were created with AI-assisted tools during development and reviewed by the developer before shipping. Nothing is created live during gameplay by GenAI, and the game makes no AI-related network calls.
Some questions and answers in our quiz game are generated using AI. Additionally, we utilized pre-generated AI images included in the capsules and for in-game assets.
No generative AI is used during live gameplay. During our development process we use generative AI for some algorithms, pixel art, some marketing content and where appropriate to improve code quality.
Some of the image and audio assets were created with the help of generative AI.
All final design adjustments and processing were done by hand by the developer.
Some of the assets in this game were created using generative AI tools. Generated assets were reviewed by the developer and edited where necessary before use. The game itself does not use AI to generate content or code while it is running, and it does not connect to any external AI service.
Feltfall uses pre-generated AI content. The felt-style illustrations (characters, animals, cards, backgrounds and key visuals), enemy sprite animations, the logo and parts of the promotional videos were generated with generative AI image and video tools, then selected, retouched and composited by the developer. Some of the source code was written with the help of AI coding assistants and reviewed by the developer. No content is generated by AI while you play, and the game does not connect to any external AI service.
This game uses generative AI tools during development to assist with art assets, soundtrack production, code drafting and text localization. All in-game content is pre-generated, manually reviewed, refined and finalized by the development team. No content is generated in real time during gameplay.
Generative AI was used only to create pre-generated background artwork for the Steam store and library images. The official logo, text, user interface, and gameplay screenshots were created separately. The game does not generate content during gameplay and does not connect to any third-party AI service.