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Ludus Magna uses pre-generated, AI-assisted content created during development. This includes parts of the game's visual content such as character portraits, backgrounds and other illustrations, as well as AI-assisted text and localization. All content is selected, edited and reviewed by the developer before being included in the game. No generative AI content is created while the game is running.
The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay.
Character animations are generated with an AI motion model (Kimodo) and then cleaned up and retargeted by our team. Character voice-overs are created with AI text-to-speech and directed and edited by our team. All 3D models, buildings, textures and writing are made by us. No AI content is generated live during gameplay.
AI tools assisted in creating and revising the ending illustrations, narrative and explanatory text, English localization, and some visuals and sound effects produced through code. AI tools also assisted with store descriptions and promotional artwork. The game contains fixed, completed content and does not generate new content or connect to external AI services during play.
Generative AI was used for some background and crystal artwork, and assisted with interface and store text localization. These assets are prepared before release. The game does not generate content or connect to AI services during play.
Generative AI tools were used during development to assist with pre-generated text, localization, and some promotional/store-page materials. No generative AI is used during gameplay, no content is generated live for users, and CMPNN does not connect to external AI services during gameplay.
The built-in starter question packs were drafted with AI assistance, then fact-checked and edited by the developer. Store page and interface text were also drafted with AI help and reviewed. No content is generated by AI while you play.
This game was made using generative AI. Generative AI was used for card illustrations, backgrounds, character videos, music, the story and other text, translations, and promotional materials such as the store page and trailer. All of this content was created in advance; no content is generated by AI during gameplay.
The store artwork and some store page text were created with the help of generative AI tools and reviewed and edited by the developer. ShelfSpace itself does not generate any content with AI while it runs.
AI was used in assisiting to create the VFX, trailer music, localisation and concept art.
All generated material was reviewed, refined and integrated by the developers before use.
Generative AI tools assisted with pre-generated game content, including text and localization, and with store artwork and marketing text. The game uses prepared content. It does not generate content with AI during gameplay or connect to external AI services.
Generative AI tools were used during development to help create code, 2D art and text, including draft translations. The developer directed, selected and assembled all of it into the game.
No generative AI runs while you play. Meridian, your companion, is scripted rather than a chatbot, and the game sends nothing to AI services. Planets come from the game's own procedural generator, not an AI model.
This game uses AI as a writing assistant during development. The story, characters, world, game systems, and overall creative direction are original work by the developer, drawn from personal experience and extensive planning. AI was used to help draft, translate, edit, and refine dialogue based on the developer's outlines, ideas, and direction, with the developer reviewing, revising, and making final creative decisions on all text that appears in the game. AI was not used to generate any art, music, or audio assets.
Some pre-generated content was made with AI tools: the store key art and capsule images, the localization into 19 languages, and parts of the in-game and store text. 3D models, sound effects and achievement icons are built procedurally by code written with AI assistance. No AI-generated content is created live while you play.
Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers.
Generative AI was used during development to create artwork, UI and promotional assets, as well as audio content, including character voices. AI tools also assisted with writing and refining the game’s code. All AI-generated content is pre-generated; HEARTRIFT does not generate content or code with AI during gameplay or connect to an external AI service.
The game's code, in-game text (item names, objectives, story) and synthesized sound effects were created with the help of an AI coding assistant and reviewed by the developer. Store and library art is composed from in-game screenshots. 3D models, textures, music and recorded sound effects are human-made CC0 assets (Kenney, Poly Haven, OpenGameArt).
This game uses generative AI in the creation of some visual elements, including character illustrations and backgrounds; all results were reviewed and retouched by hand. Voice audio is based on dubbing and recordings by real people, which were then converted or refined using generative AI.
AI Disclosure:
This game was made with the help of Artificial Intelligence LLM Models. The studio takes transparency seriously, so if the community would like to ask questions, get clarity, or voice concerns over this, please reach out to the development team on our Discord or launch website.
All artwork, music, and sound effects in Geargrave Outlands were created with generative AI tools (images: OpenAI image models; music: Suno; sound effects: ElevenLabs) and then selected, edited, and integrated by the developer. Story text was written with AI assistance and edited by the developer. All translations were produced with AI assistance. All of this content is pre-generated and ships as fixed files. The game does not generate any content with AI while you play.
AI was used to create a handful of static images within the game as the developer had no other options at the time. All of this will be replaced as soon as possible.
Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play.
Generative AI assisted with some story illustrations and narrative text, as well as store artwork and icons. These materials were reviewed, edited and arranged during development. All content is pre-generated; the game does not connect to AI services or generate content during gameplay.
The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play.
Halmweit is a one-person project, and I've had a little help from some tools along the way. AI helped with writing and translating the texts and with programming. What goes into the game is my decision. The music was written by hand by a composer. While you play, the game doesn't generate anything with AI.
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI.
This game contains pre-generated AI content, all reviewed and edited by the developer:
- Voice acting: every radio and PA line, in English and Turkish, is text-to-speech generated with ElevenLabs.
- Audio: most sound effects and the three music beds were generated with ElevenLabs.
- 3D art: some organic growth props were shaped with an image-to-3D pipeline (SDXL + Hunyuan3D), then UV-unwrapped, baked and finished by hand in Blender.
- 2D art: the still images in the narrated opening were made with an image model.
The game generates nothing with AI while it runs. The trailer, screenshots and capsule art on this page are in-game footage and in-engine captures.
Portions of this game's art assets (2D sprites and background illustrations) were created with the assistance of generative AI tools, then manually reviewed and edited by our team. All game code, gameplay systems, game design and sound effects were made by humans. No AI-generated content is produced at runtime.
Sound effects, some character voices and music in the game were made with generative AI tools (ElevenLabs). Everything is pre-generated during development; nothing is generated while you play.
AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages.
Generative AI tools are used during the development of MASSVEIL to assist with the creation and refinement of certain pre-generated materials, including selected visual elements, sound effects, voice lines, and text content.
All AI-assisted content is reviewed and, where necessary, edited by the developer before being included in the game.
Generative AI is not used to create new content during gameplay, and the game does not connect to third-party AI services while running.
Generative AI was used to help write the text in the game and on the store page, including their translations. The game does not generate any AI content during play.
Includes prerecorded AI-generated enemy voices, AI-generated promotional artwork in the Steam assets and trailer, and AI-assisted store-page translations awaiting native review. No AI content is generated during gameplay.
Generative AI was used during development to assist with the creation and refinement of some visual assets, marketing materials and localizations. No content is generated by AI during gameplay.
This game was made by a solo developer with the help of AI tools. Some of the pixel art was drawn by hand by the developer and then revised with AI tools. Other art (including the logo, interface icons, menu backgrounds and some terrain tiles) was created with an AI pixel-art tool and then edited by the developer. The music and sound effects are synthesized in code, and were composed and designed with the help of an AI assistant. Some in-game text, such as the Field Guide and tutorial tips, was drafted with AI assistance and edited by the developer. No AI is used while you play: nothing is generated live, and the game never connects to an AI service.
Ludus Magna uses pre-generated, AI-assisted content created during development. This includes parts of the game's visual content such as character portraits, backgrounds and other illustrations, as well as AI-assisted text and localization. All content is selected, edited and reviewed by the developer before being included in the game. No generative AI content is created while the game is running.
The capsule and logo artwork was created with an AI image generator. Some of the game's code and parts of the written dialogue were produced with the help of an AI assistant, then reviewed and edited by the developer. No content is generated by AI while the game is running.
Some of the images on our store page were created by artificial intelligence and edits were made on the images. and some images in the game were made by artificial intelligence.
Generative AI tools were used during development to create visual assets, including character artwork, environments, and visual effects, as well as in-game music. AI tools also assisted with promotional artwork and the translation of store descriptions. These contents were generated during development. The game does not generate content using AI during gameplay.
Character animations are generated with an AI motion model (Kimodo) and then cleaned up and retargeted by our team. Character voice-overs are created with AI text-to-speech and directed and edited by our team. All 3D models, buildings, textures and writing are made by us. No AI content is generated live during gameplay.
AI tools assisted in creating and revising the ending illustrations, narrative and explanatory text, English localization, and some visuals and sound effects produced through code. AI tools also assisted with store descriptions and promotional artwork. The game contains fixed, completed content and does not generate new content or connect to external AI services during play.
Generative AI was used for some background and crystal artwork, and assisted with interface and store text localization. These assets are prepared before release. The game does not generate content or connect to AI services during play.
Generative AI tools were used during development to assist with pre-generated text, localization, and some promotional/store-page materials. No generative AI is used during gameplay, no content is generated live for users, and CMPNN does not connect to external AI services during gameplay.
The built-in starter question packs were drafted with AI assistance, then fact-checked and edited by the developer. Store page and interface text were also drafted with AI help and reviewed. No content is generated by AI while you play.
This game was made using generative AI. Generative AI was used for card illustrations, backgrounds, character videos, music, the story and other text, translations, and promotional materials such as the store page and trailer. All of this content was created in advance; no content is generated by AI during gameplay.
The store artwork and some store page text were created with the help of generative AI tools and reviewed and edited by the developer. ShelfSpace itself does not generate any content with AI while it runs.
AI was used in assisiting to create the VFX, trailer music, localisation and concept art.
All generated material was reviewed, refined and integrated by the developers before use.
Generative AI tools assisted with pre-generated game content, including text and localization, and with store artwork and marketing text. The game uses prepared content. It does not generate content with AI during gameplay or connect to external AI services.
Generative AI tools were used during development to help create code, 2D art and text, including draft translations. The developer directed, selected and assembled all of it into the game.
No generative AI runs while you play. Meridian, your companion, is scripted rather than a chatbot, and the game sends nothing to AI services. Planets come from the game's own procedural generator, not an AI model.
This game uses AI as a writing assistant during development. The story, characters, world, game systems, and overall creative direction are original work by the developer, drawn from personal experience and extensive planning. AI was used to help draft, translate, edit, and refine dialogue based on the developer's outlines, ideas, and direction, with the developer reviewing, revising, and making final creative decisions on all text that appears in the game. AI was not used to generate any art, music, or audio assets.
Some pre-generated content was made with AI tools: the store key art and capsule images, the localization into 19 languages, and parts of the in-game and store text. 3D models, sound effects and achievement icons are built procedurally by code written with AI assistance. No AI-generated content is created live while you play.
Generative AI tools were used to help create some visual assets, animated effects, text and translations in the game and its store materials. These assets were prepared in advance and integrated by the developer. The game does not generate AI content during gameplay. Generative AI was also used to create some music and sound effects for the trailers.
Generative AI was used during development to create artwork, UI and promotional assets, as well as audio content, including character voices. AI tools also assisted with writing and refining the game’s code. All AI-generated content is pre-generated; HEARTRIFT does not generate content or code with AI during gameplay or connect to an external AI service.
The game's code, in-game text (item names, objectives, story) and synthesized sound effects were created with the help of an AI coding assistant and reviewed by the developer. Store and library art is composed from in-game screenshots. 3D models, textures, music and recorded sound effects are human-made CC0 assets (Kenney, Poly Haven, OpenGameArt).
This game uses generative AI in the creation of some visual elements, including character illustrations and backgrounds; all results were reviewed and retouched by hand. Voice audio is based on dubbing and recordings by real people, which were then converted or refined using generative AI.
AI Disclosure:
This game was made with the help of Artificial Intelligence LLM Models. The studio takes transparency seriously, so if the community would like to ask questions, get clarity, or voice concerns over this, please reach out to the development team on our Discord or launch website.
All artwork, music, and sound effects in Geargrave Outlands were created with generative AI tools (images: OpenAI image models; music: Suno; sound effects: ElevenLabs) and then selected, edited, and integrated by the developer. Story text was written with AI assistance and edited by the developer. All translations were produced with AI assistance. All of this content is pre-generated and ships as fixed files. The game does not generate any content with AI while you play.
AI was used to create a handful of static images within the game as the developer had no other options at the time. All of this will be replaced as soon as possible.
Generative AI tools were used during development to help create pre-made content: officer portraits, map and interface artwork, music and sound effects, and drafts of in-game text and its translations. All of it was selected and edited by the developer. The game does not generate any content with AI while you play.
Generative AI assisted with some story illustrations and narrative text, as well as store artwork and icons. These materials were reviewed, edited and arranged during development. All content is pre-generated; the game does not connect to AI services or generate content during gameplay.
The voices, music and sound effects were generated with AI audio tools (ElevenLabs) and then edited and mixed by the developer. The 3D world and the game itself were built with the help of an AI coding assistant. The trailers' narration also uses AI-generated voices. Nothing is generated by AI while you play.
Halmweit is a one-person project, and I've had a little help from some tools along the way. AI helped with writing and translating the texts and with programming. What goes into the game is my decision. The music was written by hand by a composer. While you play, the game doesn't generate anything with AI.
AI tools were used to support the development of this game. Some of the audio was created with generative AI. All content was reviewed and selected by the developer.
Game contains AI generated code. Some icons. logos, marketing assets or placeholders may be AI generated. In-game screenshots and footage are displayed as-is and are unaltered by AI.
This game contains pre-generated AI content, all reviewed and edited by the developer:
- Voice acting: every radio and PA line, in English and Turkish, is text-to-speech generated with ElevenLabs.
- Audio: most sound effects and the three music beds were generated with ElevenLabs.
- 3D art: some organic growth props were shaped with an image-to-3D pipeline (SDXL + Hunyuan3D), then UV-unwrapped, baked and finished by hand in Blender.
- 2D art: the still images in the narrated opening were made with an image model.
The game generates nothing with AI while it runs. The trailer, screenshots and capsule art on this page are in-game footage and in-engine captures.
Portions of this game's art assets (2D sprites and background illustrations) were created with the assistance of generative AI tools, then manually reviewed and edited by our team. All game code, gameplay systems, game design and sound effects were made by humans. No AI-generated content is produced at runtime.
Sound effects, some character voices and music in the game were made with generative AI tools (ElevenLabs). Everything is pre-generated during development; nothing is generated while you play.
AI-powered image generation tools were used to create the game's visual elements, including character and environment images. AI tools were also used to support translations into multiple languages.
Generative AI tools are used during the development of MASSVEIL to assist with the creation and refinement of certain pre-generated materials, including selected visual elements, sound effects, voice lines, and text content.
All AI-assisted content is reviewed and, where necessary, edited by the developer before being included in the game.
Generative AI is not used to create new content during gameplay, and the game does not connect to third-party AI services while running.
Generative AI was used to help write the text in the game and on the store page, including their translations. The game does not generate any AI content during play.
Includes prerecorded AI-generated enemy voices, AI-generated promotional artwork in the Steam assets and trailer, and AI-assisted store-page translations awaiting native review. No AI content is generated during gameplay.
Generative AI was used during development to assist with the creation and refinement of some visual assets, marketing materials and localizations. No content is generated by AI during gameplay.
This game was made by a solo developer with the help of AI tools. Some of the pixel art was drawn by hand by the developer and then revised with AI tools. Other art (including the logo, interface icons, menu backgrounds and some terrain tiles) was created with an AI pixel-art tool and then edited by the developer. The music and sound effects are synthesized in code, and were composed and designed with the help of an AI assistant. Some in-game text, such as the Field Guide and tutorial tips, was drafted with AI assistance and edited by the developer. No AI is used while you play: nothing is generated live, and the game never connects to an AI service.