3D Model, Sound, Icon
- Creator
- MINTWRAITH STUDIO
- Reviews
- -
- Added
- Oct 24, 2026
Public Steam disclosure research 26,448 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
3D Model, Sound, Icon
AI tools were used during development to assist in the generation and refinement of some pre-rendered backgrounds and textures.
Generative AI tools were used during development to create portions of the game’s visual assets, character and environment models, textures, music, sound effects, voice performances, written content and translations. This content is generated in advance and included in the game. The game does not generate AI content during gameplay or connect to an external generative AI service.
This game was made with the help of AI tools. The optional Smart chatter feature (off by default) runs a small AI model on your own PC to write short in-character lines.
During the development of this game, generative AI tools were used to assist in creating character designs and environment/map concept assets. All AI-generated assets were reviewed and curated prior to inclusion in the final game. The game does not feature any real-time or live AI generation during gameplay.
Generative AI was used as an aid in writing the in-game text (exam questions, dialogue and descriptions). Images, sound effects and fonts were not generated by AI.
Some of Gotching's artwork — creature, item and environment sprites — and the translations into other languages were created using generative AI tools. All of that material was then reviewed, edited and finished by hand by the developer: cropping, transparency, palette, animation and corrections. The game's design, its code and its behavior system are entirely human work.
AI was used solely for automatically translating interface text into other languages, possibly voiceovers as well (which is still under consideration), and a couple of textures (2) that I reworked anyway.
Dungeon Stage uses AI during play to create adventure narration, character dialogue and story details. The Steam edition defaults to a local language model selected for your PC. After its initial download, this model generates text on your computer without sending your prompts or adventure context to an external AI service. Players can use choose an external AI settings instead, using their own OpenAI, Anthropic (Claude) or Google Gemini API key, a supported account sign-in, or a compatible server. With an external provider selected, the text needed for a reply - including your input, relevant character and world information, recent dialogue and remembered adventure events - is sent directly from your PC to that provider. The developer does not receive these requests, your adventure data or your credentials. Provider privacy policies and usage terms apply, and any service charges are paid through your own account. API keys remembered by the game are encrypted by Windows and stored locally. You can switch back to local AI in Options. Optional AI voices use your chosen OpenAI, ElevenLabs or compatible speech service. When enabled, dialogue text and any voice instructions go directly to that service under its terms and billing. Voice services are separate from the local text model. The Steam edition applies built-in text filters to AI responses, with fantasy adventure content in mind. Some included character art, scene artwork and promotional images were created with generative AI before release. Live image generation is disabled in the Steam edition.
This game includes content that was made with the help of AI tools during development. Nothing is generated by AI while you play. - Music: the title-screen theme was made with Suno (an AI music generator) and edited by the developer. The store trailers also use this Suno music. - Art: the game icon, the game logo and some store and library artwork were made with AI image tools and reviewed by the developer. All in-game 3D models and textures are generated procedurally in code. - Text: the translations into eight languages were made with AI tools (GPT and Claude). - Sound effects and the remaining music come from a licensed commercial sound library.
This is a free game made by a solo developer for the community. Generative AI was used to help create some of the artwork.
Generative AI tools were used during the development of Commander's Dilemma to create the game's visual assets, including character illustrations, map graphics, and other in-game artwork. AI tools were also used to assist with programming during development. All AI-generated visual content is pre-generated and included in the game. The game does not use generative AI to generate new content during gameplay.
我们使用了AI生成的代码和美术资源
AI was used to assist with the design and refinement of certain in-game scenes.
Some visual assets and localized text were created with generative AI assistance. The app does not generate AI content during use.
The game includes background music created using generative AI software.
All sprites and images were created manually using illustration software. There is no AI-generated audio. AI was used as a translation tool for the text within the game interface.
Wall Over is made by a solo developer, who designed the game, characters, levels and physics. Some content was made with AI tools: 2D art with ChatGPT, 3D models with Meshy, music with Suno, and help with code and store text from Claude. Everything was chosen, edited and put together by hand. Sound effects are not AI-made, and the game creates no AI content while you play.
Elyrion – The Secret Book is a long-running indie project developed entirely by a single developer. During development, I occasionally use artificial intelligence as a supporting tool, primarily to help create certain visual assets and to review, debug, improve, and expand the game's code.
The music and game backgrounds are generated by AI
Character and prop models, illustrations, icons, music, sound effects, narration and the unofficial translations were made with generative AI tools, then selected, edited and assembled by the developer. Nothing is generated while you play and the game contacts no AI service.
Generative AI was used during development to create background music and artwork, including icons. This content is pre-generated. No AI content is generated during gameplay, and the game does not connect to external AI services.
Some in-game assets are generated. Store assets and capsule arts contain generated parts.
Some visuals in the game and on the store page were created with the help of AI, as were the game's interface translations and parts of the store page text. No content is generated by AI during gameplay.
Some 3D models and textures of the harbour environment were generated with Tripo AI and then edited and optimised by the developer. Some card faces and UI elements were made with an image-generation model and then edited. Some in-game text and the translations into 18 languages were drafted with AI language models, then reviewed and edited. The music was composed and arranged with AI assistance, then rendered with procedural synthesis. The characters' short voice callouts and quick-chat phrases, and the trailer's narration, were generated locally with a text-to-speech model (Qwen3-TTS preset voices). Parts of the store page text were drafted the same way. All of this was created during development: the game does not generate any content while it runs.
Some of the visual assets were created with the assistance of generative AI, and were then manually selected, edited and integrated.
AI was used to make the game. Creative and system design choices were not AI-driven.
The in-game texts, role descriptions and translations (English, German, Italian, French, Spanish, Portuguese (Brazil), Polish, Russian, Turkish, Simplified Chinese, Japanese, Korean), the store page texts and the achievement texts were drafted with the help of an AI assistant and reviewed by the developer. Parts of the village (buildings, booths, props), the achievement icons and some sound effects are generated by program code that was written with the help of an AI assistant – no AI image, 3D or audio generator was used. All imported 3D models, animations, music and recorded sounds are made by people (third-party assets under CC0/CC-BY, listed in the credits). The game does not use AI while it is running. The translations are AI translations and will be proofread by native speakers before the full release.
Generative AI was used during production to create game content and descriptive text. The included content is pre-created; the game does not generate AI content during gameplay or connect to third-party AI services while playing.
Some in-game text and parts of the store page description were drafted with AI assistance and then edited by the developer. No AI-generated art, models, music or sound are used, and nothing is generated by AI while you play.
Pre-generated content: The in-game UI text and the Steam store descriptions were translated from Korean into English, Japanese, Simplified Chinese, Spanish, German, French, Portuguese and Russian with AI translation. The art, music, sound effects and 3D models are not AI-generated. Live-generated content: None. The game does not generate any content with AI while you play and does not connect to any external AI service.
Our hand-drawn 2D artwork was converted into 3D models with AI tools and then edited by hand. The main soundtrack is licensed from Epidemic Sound. Streamer Mode, an optional music set that’s safe to stream and record, uses AI-generated songs. Nothing is generated by AI while you play.
We use AI for translation and generating in-game text. Please let us know if you find any strange translations!
This game includes content created with generative AI during development: artwork and branding (including Steam promotional images), selected clothing textures, character-model assets, and Japanese synthetic voice performances. These assets are prepared in advance and included as fixed game files. No content is generated by AI during gameplay.
Generative AI tools were used during development to create some in-game and marketing artwork, prerecorded music, radio announcer and character voices, and sound effects, and to assist with translations and store descriptions. This content is prepared in advance and included as fixed assets. The game does not generate content through AI services during gameplay.
In-game localization was drafted with AI assistance and reviewed by the developer.
The store description, its English translation, and some in-game text were written and translated with the help of AI, based on content decided by the developer, and were reviewed and edited by the developer. No AI-generated material is used for graphics, 3D models, voices, or sound effects.
The game's logo and store capsule artwork were generated using AI tools.
Generative AI was used to create some images for this game. These assets were generated during development.The game does not generate content with generative AI at runtime.
AI tools used in the making of this game.
AI was used in making the code for the game.
Pre-Generated AI content disclosure: 1) A small number of background illustrations were created with diffusion-based image tools (ComfyUI), then manually edited, recolored and pixel-processed by the developer before use. 2) First-draft localization strings and store-page marketing text were produced with large-language-model assistance, then reviewed, corrected and finalized by the developer. All gameplay code, card pixel art, UI, enemies and animations are hand-made. The game contains NO live-generated AI content and no AI systems running at playtime.
[Localization] The in-game text in English, Simplified Chinese, Spanish, and Brazilian Portuguese, the Steam achievement names and descriptions, and the store page text are based on drafts translated and written with a generative AI tool (Anthropic's Claude). The game also notes that languages other than Japanese include machine translation.[Images] The store page images, achievement icons, app icon, and the card artwork in the game were rendered by drawing programs that were written with the help of generative AI (they are not outputs of an image-generation model).[Audio] Sound effects and music are synthesized in-game by a program (Web Audio). Generative AI was used to help write that program.[Live-generated] No generative AI creates content while the game is running.
This game uses generative AI for some store page artwork and some in-game shaders.
Some promotional images on the store page (capsule art) were created with the help of generative AI tools.
vibe coding
Some artwork included in the game was created using generative AI tools during development.
Monster sprites, backgrounds, sound effects, and store art were created with AI generation tools, then selected and arranged by the developer. The game does not generate any content with AI while you play, and it does not connect to any AI service.
Generative AI tools were used to create some of the game's visual assets, including character sprites, icons, and other graphical elements. All AI-generated content was reviewed, selected, and refined by the developer where necessary. The game does not use generative AI to create content in real time during gameplay.
We paid for human-made assets, models and music (free human-made sound effects aside). The game is ours, we put a lot of effort into it and we love the genre. The story, text, code, etc. belong to us. We used 'AI' tools to bridge small gaps like checking for errors, for player benefit, a placeholder logo, until a friend makes one for us, and animation smoothing, which we can hire someone to do when we have more resources. I imagine a lot of people are dishonest about this, afraid it'll be mistaken for slop. But we will follow the rules and be transparent. Thanks for understanding!
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
GAEKGWI Unclear artaudio | 3D Model, Sound, Icon | MINTWRAITH STUDIO | - | Oct 24, 2026 | |
Backmare In-game content art | AI tools were used during development to assist in the generation and refinement of some pre-rendered backgrounds and textures. | joao_acelino | - | Oct 24, 2026 | |
Conspiracy at Headquarters In-game content artaudiotext | Generative AI tools were used during development to create portions of the game’s visual assets, character and environment models, textures, music, sound effects, voice performances, written content and translations. This content is generated in advance and included in the game. The game does not generate AI content during gameplay or connect to an external generative AI service. | SIHAN | - | Oct 24, 2026 | |
AI Office Idle: Night Shift Live AI text | This game was made with the help of AI tools. The optional Smart chatter feature (off by default) runs a small AI model on your own PC to write short in-character lines. | NotNow Studios | - | Oct 24, 2026 | |
RuneGarden In-game content art | During the development of this game, generative AI tools were used to assist in creating character designs and environment/map concept assets. All AI-generated assets were reviewed and curated prior to inclusion in the final game. The game does not feature any real-time or live AI generation during gameplay. | VaenGames | - | Oct 24, 2026 | |
空想心理戦防護課程 In-game content text | Generative AI was used as an aid in writing the in-game text (exam questions, dialogue and descriptions). Images, sound effects and fonts were not generated by AI. | OntamaUdon | - | Oct 24, 2026 | |
Gotching In-game content arttext | Some of Gotching's artwork — creature, item and environment sprites — and the translations into other languages were created using generative AI tools. All of that material was then reviewed, edited and finished by hand by the developer: cropping, transparency, palette, animation and corrections. The game's design, its code and its behavior system are entirely human work. | Resources Open Doors S.A.S. | - | Oct 24, 2026 | |
System Failure: Escape In-game content textart | AI was used solely for automatically translating interface text into other languages, possibly voiceovers as well (which is still under consideration), and a couple of textures (2) that I reworked anyway. | Another Game | - | Oct 24, 2026 | |
Dungeon Stage Live AI text | Dungeon Stage uses AI during play to create adventure narration, character dialogue and story details. The Steam edition defaults to a local language model selected for your PC. After its initial download, this model generates text on your computer without sending your prompts or adventure context to an external AI service.
Players can use choose an external AI settings instead, using their own OpenAI, Anthropic (Claude) or Google Gemini API key, a supported account sign-in, or a compatible server. With an external provider selected, the text needed for a reply - including your input, relevant character and world information, recent dialogue and remembered adventure events - is sent directly from your PC to that provider. The developer does not receive these requests, your adventure data or your credentials. Provider privacy policies and usage terms apply, and any service charges are paid through your own account. API keys remembered by the game are encrypted by Windows and stored locally. You can switch back to local AI in Options.
Optional AI voices use your chosen OpenAI, ElevenLabs or compatible speech service. When enabled, dialogue text and any voice instructions go directly to that service under its terms and billing. Voice services are separate from the local text model.
The Steam edition applies built-in text filters to AI responses, with fantasy adventure content in mind. Some included character art, scene artwork and promotional images were created with generative AI before release. Live image generation is disabled in the Steam edition. | Colette | - | Oct 24, 2026 | |
MOST ARE MINE In-game content audioarttext | This game includes content that was made with the help of AI tools during development. Nothing is generated by AI while you play.
- Music: the title-screen theme was made with Suno (an AI music generator) and edited by the developer. The store trailers also use this Suno music.
- Art: the game icon, the game logo and some store and library artwork were made with AI image tools and reviewed by the developer. All in-game 3D models and textures are generated procedurally in code.
- Text: the translations into eight languages were made with AI tools (GPT and Claude).
- Sound effects and the remaining music come from a licensed commercial sound library. | caffeineZombie | - | Oct 24, 2026 | |
CLUB BOSS '94 In-game content art | This is a free game made by a solo developer for the community. Generative AI was used to help create some of the artwork. | Dev Deiff | - | Oct 24, 2026 | |
Commander's Dilemma In-game content artcode | Generative AI tools were used during the development of Commander's Dilemma to create the game's visual assets, including character illustrations, map graphics, and other in-game artwork.
AI tools were also used to assist with programming during development.
All AI-generated visual content is pre-generated and included in the game. The game does not use generative AI to generate new content during gameplay. | 冬色キツネ | - | Oct 24, 2026 | |
罪人铁匠铺 In-game content artcode | 我们使用了AI生成的代码和美术资源 | 勇者工作室 | - | Oct 24, 2026 | |
星尘拾荒手册 In-game content art | AI was used to assist with the design and refinement of certain in-game scenes. | Pocket Forge | - | Oct 24, 2026 | |
标记朋友 In-game content arttext | Some visual assets and localized text were created with generative AI assistance. The app does not generate AI content during use. | Joyolt Studio | - | Oct 24, 2026 | |
Jean's Boutique Zero In-game content audio | The game includes background music created using generative AI software. | Afeel Inc | - | Oct 24, 2026 | |
RETRO NIGHT CHASE In-game content arttext | All sprites and images were created manually using illustration software.
There is no AI-generated audio.
AI was used as a translation tool for the text within the game interface. | Feral Cat Games | - | Oct 24, 2026 | |
Wall Over In-game content artaudiotextcode | Wall Over is made by a solo developer, who designed the game, characters, levels and physics. Some content was made with AI tools: 2D art with ChatGPT, 3D models with Meshy, music with Suno, and help with code and store text from Claude. Everything was chosen, edited and put together by hand. Sound effects are not AI-made, and the game creates no AI content while you play. | Arsenyan Gagik | - | Oct 24, 2026 | |
Elyrion - The Secret Book Dev only artcode | Elyrion – The Secret Book is a long-running indie project developed entirely by a single developer. During development, I occasionally use artificial intelligence as a supporting tool, primarily to help create certain visual assets and to review, debug, improve, and expand the game's code. | Ravens Productions Hungary | - | Oct 24, 2026 | |
精神侦查β In-game content audio | The music and game backgrounds are generated by AI | 七月柒月七 | - | Oct 24, 2026 | |
Morrowvane In-game content artaudiotext | Character and prop models, illustrations, icons, music, sound effects, narration and the unofficial translations were made with generative AI tools, then selected, edited and assembled by the developer. Nothing is generated while you play and the game contacts no AI service. | Morass | - | Oct 24, 2026 | |
Portoria In-game content audioart | Generative AI was used during development to create background music and artwork, including icons. This content is pre-generated. No AI content is generated during gameplay, and the game does not connect to external AI services. | Code and DESIGN inc. | - | Oct 24, 2026 | |
Mushroom Sweeper In-game content art | Some in-game assets are generated. Store assets and capsule arts contain generated parts. | Pluvio Studio | - | Oct 24, 2026 | |
Don't Splat In-game content arttext | Some visuals in the game and on the store page were created with the help of AI, as were the game's interface translations and parts of the store page text. No content is generated by AI during gameplay. | Postante Studio | - | Oct 24, 2026 | |
No Good Friends In-game content artaudiotext | Some 3D models and textures of the harbour environment were generated with Tripo AI and then edited and optimised by the developer. Some card faces and UI elements were made with an image-generation model and then edited. Some in-game text and the translations into 18 languages were drafted with AI language models, then reviewed and edited. The music was composed and arranged with AI assistance, then rendered with procedural synthesis. The characters' short voice callouts and quick-chat phrases, and the trailer's narration, were generated locally with a text-to-speech model (Qwen3-TTS preset voices). Parts of the store page text were drafted the same way. All of this was created during development: the game does not generate any content while it runs. | antoshhh | - | Oct 24, 2026 | |
太阳骑士与邪恶试炼 In-game content art | Some of the visual assets were created with the assistance of generative AI,
and were then manually selected, edited and integrated. | XIANQIAN GAME | - | Oct 24, 2026 | |
Catch a Cheater by the Hand Unclear | AI was used to make the game. Creative and system design choices were not AI-driven. | YuJam Games | - | Oct 24, 2026 | |
Who Howls? In-game content textart | The in-game texts, role descriptions and translations (English, German, Italian, French, Spanish, Portuguese (Brazil), Polish, Russian, Turkish, Simplified Chinese, Japanese, Korean), the store page texts and the achievement texts were drafted with the help of an AI assistant and reviewed by the developer. Parts of the village (buildings, booths, props), the achievement icons and some sound effects are generated by program code that was written with the help of an AI assistant – no AI image, 3D or audio generator was used. All imported 3D models, animations, music and recorded sounds are made by people (third-party assets under CC0/CC-BY, listed in the credits). The game does not use AI while it is running. The translations are AI translations and will be proofread by native speakers before the full release. | CraftFullGames | - | Oct 24, 2026 | |
Domain Expansion In-game content arttext | Generative AI was used during production to create game content and descriptive text. The included content is pre-created; the game does not generate AI content during gameplay or connect to third-party AI services while playing. | 虚真 | - | Oct 24, 2026 | |
Sploink In-game content text | Some in-game text and parts of the store page description were drafted with AI assistance and then edited by the developer. No AI-generated art, models, music or sound are used, and nothing is generated by AI while you play. | Paths Systems | - | Oct 24, 2026 | |
덤블링 던전 (TumblingDungeon) In-game content text | Pre-generated content: The in-game UI text and the Steam store descriptions were translated from Korean into English, Japanese, Simplified Chinese, Spanish, German, French, Portuguese and Russian with AI translation. The art, music, sound effects and 3D models are not AI-generated.
Live-generated content: None. The game does not generate any content with AI while you play and does not connect to any external AI service. | NokdoCompany | - | Oct 24, 2026 | |
Hexshroom In-game content artaudio | Our hand-drawn 2D artwork was converted into 3D models with AI tools and then edited by hand. The main soundtrack is licensed from Epidemic Sound. Streamer Mode, an optional music set that’s safe to stream and record, uses AI-generated songs. Nothing is generated by AI while you play. | Conley Creative LLC | - | Oct 24, 2026 | |
Life on Planets In-game content text | We use AI for translation and generating in-game text.
Please let us know if you find any strange translations! | :)Lands | - | Oct 24, 2026 | |
Tsukuyomi's Wrath In-game content artaudio | This game includes content created with generative AI during development: artwork and branding (including Steam promotional images), selected clothing textures, character-model assets, and Japanese synthetic voice performances. These assets are prepared in advance and included as fixed game files. No content is generated by AI during gameplay. | Daniel Sinai | - | Oct 24, 2026 | |
My Dream Gym: Sandbox In-game content artaudiotext | Generative AI tools were used during development to create some in-game and marketing artwork, prerecorded music, radio announcer and character voices, and sound effects, and to assist with translations and store descriptions. This content is prepared in advance and included as fixed assets. The game does not generate content through AI services during gameplay. | Jade Wake LLC | - | Oct 24, 2026 | |
SLAP In-game content text | In-game localization was drafted with AI assistance and reviewed by the developer. | HexNode Games | - | Oct 24, 2026 | |
Suspended: The Unscheduled Stop In-game content text | The store description, its English translation, and some in-game text were written and translated with the help of AI, based on content decided by the developer, and were reviewed and edited by the developer. No AI-generated material is used for graphics, 3D models, voices, or sound effects. | Studio YUKISA | - | Oct 24, 2026 | |
Kill The Boss Store/marketing art | The game's logo and store capsule artwork were generated using AI tools. | Pixel Camel Studios | - | Oct 24, 2026 | |
《最后的紫水仙》 In-game content art | Generative AI was used to create some images for this game. These assets were generated during development.The game does not generate content with generative AI at runtime. | 鉴赏家协会-小罗 | - | Oct 24, 2026 | |
Mix & Slice: ASMR Simulator Unclear | AI tools used in the making of this game. | Levend Turgay | - | Oct 24, 2026 | |
Kitty Cat Match! Dev only code | AI was used in making the code for the game. | Large Fart | - | Oct 24, 2026 | |
Ink Card Adventure In-game content arttext | Pre-Generated AI content disclosure:
1) A small number of background illustrations were created with diffusion-based image tools (ComfyUI), then manually edited, recolored and pixel-processed by the developer before use.
2) First-draft localization strings and store-page marketing text were produced with large-language-model assistance, then reviewed, corrected and finalized by the developer.
All gameplay code, card pixel art, UI, enemies and animations are hand-made. The game contains NO live-generated AI content and no AI systems running at playtime. | Woodfun Games | - | Oct 24, 2026 | |
ゴニンカン-津軽トランプゲーム- In-game content textartcode | [Localization] The in-game text in English, Simplified Chinese, Spanish, and Brazilian Portuguese, the Steam achievement names and descriptions, and the store page text are based on drafts translated and written with a generative AI tool (Anthropic's Claude). The game also notes that languages other than Japanese include machine translation.[Images] The store page images, achievement icons, app icon, and the card artwork in the game were rendered by drawing programs that were written with the help of generative AI (they are not outputs of an image-generation model).[Audio] Sound effects and music are synthesized in-game by a program (Web Audio). Generative AI was used to help write that program.[Live-generated] No generative AI creates content while the game is running. | ABch | - | Oct 24, 2026 | |
Black Zero In-game content art | This game uses generative AI for some store page artwork and some in-game shaders. | Studio Media CO LLC | - | Oct 24, 2026 | |
Fruit Crunch Cube Store/marketing art | Some promotional images on the store page (capsule art) were created with the help of generative AI tools. | Quimera Games | - | Oct 24, 2026 | |
My Fart Adventure Unclear | vibe coding | PELAGOS | - | Oct 24, 2026 | |
Sumverse In-game content art | Some artwork included in the game was created using generative AI tools during development. | Stormlord Entertainment LLC | - | Oct 24, 2026 | |
Hatchbar In-game content artaudio | Monster sprites, backgrounds, sound effects, and store art were created with AI generation tools, then selected and arranged by the developer. The game does not generate any content with AI while you play, and it does not connect to any AI service. | Oddhatch | - | Oct 24, 2026 | |
EDGEBORN: Desktop RPG In-game content art | Generative AI tools were used to create some of the game's visual assets, including character sprites, icons, and other graphical elements. All AI-generated content was reviewed, selected, and refined by the developer where necessary. The game does not use generative AI to create content in real time during gameplay. | Emrysque | - | Oct 24, 2026 | |
Hazzard Hearth Dev only codeartaudio | We paid for human-made assets, models and music (free human-made sound effects aside). The game is ours, we put a lot of effort into it and we love the genre. The story, text, code, etc. belong to us. We used 'AI' tools to bridge small gaps like checking for errors, for player benefit, a placeholder logo, until a friend makes one for us, and animation smoothing, which we can hire someone to do when we have more resources. I imagine a lot of people are dishonest about this, afraid it'll be mistaken for slop. But we will follow the rules and be transparent. Thanks for understanding! | GodWinds Studios | - | Oct 24, 2026 |