Some text in the game and on the store page, including translations, was written with the help of AI tools.
- Creator
- TessaroApps
- Reviews
- -
- Added
- Oct 10, 2026
Public Steam disclosure research 25,376 disclosures tracked
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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.
Some text in the game and on the store page, including translations, was written with the help of AI tools.
Pre-generated AI tools were used during development to assist with the creation and refinement of selected visual assets, localization text, and marketing materials. All AI-assisted content was reviewed, edited, and integrated by the developer before inclusion in the game or store materials. The game does not generate AI content in real time during gameplay.
The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo).
Generative AI tools were used to create store artwork and portions of in-game text, customer support dialogue, and German/English localization during development. Development also used AI-assisted programming. The current build does not generate content during gameplay or connect to an external AI service.
NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life. Order of the Crystalline Tortoise was created using generative AI throughout development, including its game code, 3D models, interface art, sound and text. The models were built by AI agents writing Blender scripts, the poster is drawn by code, and the music and sound effects were synthesized by code, with gull calls from a CC0 field recording. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service. I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun. The goal should always be making something that human beings will enjoy.
This game includes pre-generated artwork, music, and text created with generative AI. The game does not generate AI content during gameplay or connect to external AI services.
Gemstroids is a solo project, designed and directed by the developer. Art, music, sound effects, the in-game and store page texts and all translations were made with AI tools, then selected, edited and brought into one style by the developer.
This game contains pre-generated content only: no AI generates content during gameplay. The game's translations (English, German, Italian, Spanish) and the store page texts were produced with the help of AI tools, then reviewed. All in-game visuals are rendered from the game's own 3D models.
This game uses generative AI tools for the creation of certain static visual assets, including background images, loading screens, character portraits, marketing materials, and depictions of aircraft.
Character, enemy and background pixel art was created with AI image tools (ChatGPT, PixelLab) from photos of our real dog and cat and our own design notes, then edited, cut and arranged by the developer. Sprite animations were generated with PixelLab from that art. Game code was written with AI coding assistance (Claude) under the developer's direction. All game text was written or approved by the developer. The music is original, written note by note as code with AI coding assistance (Claude) and rendered with the free GeneralUser GS SoundFont; no AI audio generation and nothing sampled.
I use Codex as a programming assistant to help write, debug, and optimize portions of the game’s code. Everything else like artwork and stuff were made by humans.
Generative AI was used to create some of the game's illustrations and graphical assets, as well as artwork for the Steam store page, including capsule images.
Some assets and portions of the game's localization were generated using AI tools.
MAZZIOSI is made and polished by our team. During development, AI tools help us find bugs and make the game more enjoyable. Selected illustrations, UI art, music, sound effects, and parts of the story and localization were created or refined with AI, then reviewed and finalized by us. The game has no live AI generation or connection to AI services while you play.
Generative AI tools were used during development to assist with some UI artwork. The game does not generate new content using generative AI during gameplay.
Description is assisted by AI (temporary)
-AI was used in limited capacity during development to assist with lighting effects and animation assets. These outputs were reviewed, edited, and integrated by the development team. AI is not used to generate content dynamically during gameplay, and the game does not use live AI systems to create images, audio, text, animations, or other player-facing content.
Full disclaimer - Some code, artworks have been AI generated, through a custom model trained on images that were built specifically for the game with the kind assistance of a graphic designer friend of mine. I'm a solo dev with limited budget and I'm doing this out of passion - I just wouldn't have been able to build it without these tools
Generative AI supported the creation of parts of the artwork, sound effects and particular translations, all of which were carefully selected and refined by the developers. No AI content is generated during play.
Generative AI tools were used during development to assist with the creation of some visual assets, text, audio, localization, and code. All AI-assisted content included in the game was reviewed and curated by the developer. No generative AI is used during gameplay.
Generative AI was used during the visual development of Sons of Infinite Dawn to create and refine selected 2D artwork, textures and other visual assets used in the game and its store presentation. The resulting assets are reviewed and adjusted before use. No AI content is generated during gameplay, and the game does not connect to external AI services.
Some character portraits in this game were created with the assistance of generative AI during development. All AI-assisted images were reviewed, edited, and approved by the development team before being included. The game contains no live generation features, and no AI content is generated dynamically during gameplay.
Pre-generated game artwork, including character, background, card, and interface art, was created with generative AI and edited for the game. Generative AI was also used for Steam store and library artwork, the logo, and icons. Gameplay screenshots were captured directly from the game. No AI content is generated during gameplay.
AI was used during the creation of the game and its artwork.
The store texts and parts of the game's content, such as text and some 3D models, were made with the help of generative AI and then reviewed and edited by the developer. Nothing is generated by AI while you play.
Some pre-made assets were created with the help of generative AI tools and then selected and edited by the developers: power-up card illustrations, achievement icons, store and key art, and some 3D chess piece models for cosmetic sets. The game does not generate any AI content while you play.
Generative AI tools were used during development to help create portions of the game's audio, visual assets, and written content, including background music and sound effects. AI assistance was also used for promotional artwork. These materials were selected, edited, and reviewed by the developer before inclusion. The core gameplay rules, design decisions, and final implementation were directed by the developer. The game uses pre-generated content and does not generate new content with AI during gameplay.
Generative AI was used for some visual and audio assets and text. No content is generated during play.
Some visual assets were generated using an in-house image model under our artist’s art direction (trained on open-licensed and proprietary data). Some UI elements were also created or refined using AI-assisted UI tools. We review, select, and edit assets before integrating them into the game. Some music was created using AI-assisted music tools under our creative direction. We review, select, and edit the outputs before integrating them into the game.
Character, enemy, and terrain sprites and the key art were produced with AI image tools from our own concept art and style references, then selected, corrected, and composited by hand. All game rules, code, writing, board layout, and interface art are made by the developer without generative AI at runtime. The game does not generate content with AI while you play.
ENROQUIA uses generative AI for pre-made content included in the game; nothing is generated during play and the game does not connect to any AI service. Made with AI: the voice of James, the coach (an original synthetic voice that does not imitate any real person), the music, the club entrance video, the 3D props and textures, the paintings on the club walls, the character designs (the 20 opponents and James), the in-game text and its translations into 12 languages, and the promotional material. The chess engine and its analysis are the game's own, with no AI models, and James's comments on your games are chosen during play based on that analysis.
Generative AI tools were used during development to create 2D illustrations for in-game cards, environmental backgrounds, and store capsule graphics. All generated art assets have been curated, manually edited, and adapted for the game, ensuring they contain no copyrighted or infringing material.
Some of the store capsule and key art was created with AI image generation tools and then edited by our team.
本游戏的 Steam 资源图片使用生成式人工智能制作。最终使用的图片均由开发者审核并选定。
AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items.
As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience.
Character art, UI graphics and icons were created with generative AI image tools, then selected and edited by the developer. Some in-game text, translations and store page text were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play.
This game contains no pre-generated content. Everything in the game is generated in real time by AI as you play. We want it to respond to every culinary idea a player has with something interesting and one of a kind. We use top-tier Claude models (such as Claude Fable 5.1) to deliver the best possible experience.
Made with AI tools and reviewed and edited by the developer: the character portraits of pilots and controllers, the app icon and the medal artwork (image generation); some 3D props (image-to-3D, then edited); the radio voices, which are original designed voices (not imitating real people) synthesised with text-to-speech. The voices speak only the game's own radio phrases; players cannot make them say other text.
Pre-generated content: some 3D props and models, music tracks, sound effects and some artwork were created with generative AI tools (such as Meshy and ElevenLabs) and then reviewed, edited and integrated by the developer. No content is generated in real time during gameplay.
AI was used to help generate code and as a tool to troubleshoot it. The poker chip images on the seat badges, and the achievement icons built from them, were generated with an image model from prompts written for this game, then prepared and finished by hand. Nothing is generated while the game runs.
Text has been embellished with AI and translations are also AI.
The majority of the core art assets have been purchased and used under license, however some additional art assets have been AI-generated to supplement development.
IDE Code assistant used to optimize parts of the game's code and resolve bugs. Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team.
Pre-generated content: generative AI tools were used during development to help create some of the game's 3D models, concept art and illustrations, music, voice lines and sound effects, as well as part of the store artwork and trailer footage. All of this content was selected, edited, integrated and adjusted by hand by the developer. The game's design, writing, story, code and balance are human-made. No content is generated by AI while the game is running.
We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services.
AI tools were used only to assist with code and with English, Simplified Chinese and Japanese translations. No artwork, animation or audio uses generative AI, and no AI content is generated during gameplay.
The game's UI assets, background music, and sound effects are generated using AI
Generative AI was used for a large portion of the game's visual assets, including character artwork, backgrounds, icons, and some promotional materials. These assets were not used directly without review. Most of them went through repeated generation, selection, editing, and adjustment to keep the characters and overall art style consistent. A significant amount of time was also spent integrating the assets into the game and correcting issues where necessary. The game design, gameplay systems, balancing, level design, UI design, programming, and overall direction were done by me. The game does not generate AI content during gameplay.
AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Blackstart In-game content text | Some text in the game and on the store page, including translations, was written with the help of AI tools. | TessaroApps | - | Oct 10, 2026 | |
SLUP In-game content arttext | Pre-generated AI tools were used during development to assist with the creation and refinement of selected visual assets, localization text, and marketing materials. All AI-assisted content was reviewed, edited, and integrated by the developer before inclusion in the game or store materials. The game does not generate AI content in real time during gameplay. | INECT | - | Oct 10, 2026 | |
Prison Empire In-game content audiotext | The English voice-over for story dialogue and prison PA announcements was generated with an open-source text-to-speech model (Kokoro) from scripts written for the game. Much of the game's code, dialogue text and localisation was written with AI assistance under the developer's direction. No AI generates content while you play. 3D models, textures, sound effects and music come from human-made asset libraries (CC0 sources and Mixamo). | HIS Games | - | Oct 10, 2026 | |
Connection Empire In-game content arttext | Generative AI tools were used to create store artwork and portions of in-game text, customer support dialogue, and German/English localization during development. Development also used AI-assisted programming. The current build does not generate content during gameplay or connect to an external AI service. | GFZ Games | - | Oct 10, 2026 | |
Order of the Crystalline Tortoise Dev only artaudiotextcode | NBD2 is an AI game development studio. As a solo indie dev who is unlikely to ever make a dime from any of my games, there's no other way I could bring my ideas to life.
Order of the Crystalline Tortoise was created using generative AI throughout development, including its game code, 3D models, interface art, sound and text. The models were built by AI agents writing Blender scripts, the poster is drawn by code, and the music and sound effects were synthesized by code, with gull calls from a CC0 field recording. All AI generation took place during development. The game does not generate AI content or code during play or connect to an external AI service.
I recognize AI in game development is an extremely sensitive topic and I appreciate both sides. I only hope the game is fun.
The goal should always be making something that human beings will enjoy. | NBD2 | - | Oct 10, 2026 | |
Godmantle In-game content artaudiotext | This game includes pre-generated artwork, music, and text created with generative AI. The game does not generate AI content during gameplay or connect to external AI services. | fjyaosun | - | Oct 10, 2026 | |
Gemstroids In-game content artaudiotext | Gemstroids is a solo project, designed and directed by the developer. Art, music, sound effects, the in-game and store page texts and all translations were made with AI tools, then selected, edited and brought into one style by the developer. | Cosmic Static | - | Oct 10, 2026 | |
Capital Circuit In-game content textart | This game contains pre-generated content only: no AI generates content during gameplay. The game's translations (English, German, Italian, Spanish) and the store page texts were produced with the help of AI tools, then reviewed. All in-game visuals are rendered from the game's own 3D models. | MLG Productions | - | Oct 10, 2026 | |
European Airfreight Tycoon In-game content art | This game uses generative AI tools for the creation of certain static visual assets, including background images, loading screens, character portraits, marketing materials, and depictions of aircraft. | Warnicke Gamedesign | - | Oct 10, 2026 | |
Birdie's Backyard Battle In-game content artcodetext | Character, enemy and background pixel art was created with AI image tools (ChatGPT, PixelLab) from photos of our real dog and cat and our own design notes, then edited, cut and arranged by the developer. Sprite animations were generated with PixelLab from that art. Game code was written with AI coding assistance (Claude) under the developer's direction. All game text was written or approved by the developer. The music is original, written note by note as code with AI coding assistance (Claude) and rendered with the free GeneralUser GS SoundFont; no AI audio generation and nothing sampled. | Wilhelm MFG | - | Oct 10, 2026 | |
Spirithale Dev only code | I use Codex as a programming assistant to help write, debug, and optimize portions of the game’s code. Everything else like artwork and stuff were made by humans. | Glassy Turtle | - | Oct 10, 2026 | |
Galaxy Cube: Falling Blocks In-game content art | Generative AI was used to create some of the game's illustrations and graphical assets, as well as artwork for the Steam store page, including capsule images. | SkeletGame | - | Oct 10, 2026 | |
Dungeon Architect: Idle In-game content arttext | Some assets and portions of the game's localization were generated using AI tools. | COGNIVA SL | - | Oct 10, 2026 | |
MAZZIOSI In-game content artaudiotext | MAZZIOSI is made and polished by our team. During development, AI tools help us find bugs and make the game more enjoyable. Selected illustrations, UI art, music, sound effects, and parts of the story and localization were created or refined with AI, then reviewed and finalized by us. The game has no live AI generation or connection to AI services while you play. | Linewake Studio | - | Oct 10, 2026 | |
Warcamp Rivals In-game content art | Generative AI tools were used during development to assist with some UI artwork. The game does not generate new content using generative AI during gameplay. | Gergely Osbath | - | Oct 10, 2026 | |
Interlace Unclear | Description is assisted by AI (temporary) | Flawed Games | - | Oct 10, 2026 | |
Abax Dev only art | -AI was used in limited capacity during development to assist with lighting effects and animation assets. These outputs were reviewed, edited, and integrated by the development team. AI is not used to generate content dynamically during gameplay, and the game does not use live AI systems to create images, audio, text, animations, or other player-facing content. | AtheridGames | - | Oct 10, 2026 | |
StoneWardens In-game content artcode | Full disclaimer - Some code, artworks have been AI generated, through a custom model trained on images that were built specifically for the game with the kind assistance of a graphic designer friend of mine. I'm a solo dev with limited budget and I'm doing this out of passion - I just wouldn't have been able to build it without these tools | Xatz Games | - | Oct 10, 2026 | |
Crown of Ages In-game content artaudiotext | Generative AI supported the creation of parts of the artwork, sound effects and particular translations, all of which were carefully selected and refined by the developers. No AI content is generated during play. | Lunvero Studio | - | Oct 10, 2026 | |
Another Hero, Please In-game content artaudiotextcode | Generative AI tools were used during development to assist with the creation of some visual assets, text, audio, localization, and code. All AI-assisted content included in the game was reviewed and curated by the developer. No generative AI is used during gameplay. | Mole Plays | - | Oct 10, 2026 | |
Sons of Infinite Dawn In-game content art | Generative AI was used during the visual development of Sons of Infinite Dawn to create and refine selected 2D artwork, textures and other visual assets used in the game and its store presentation. The resulting assets are reviewed and adjusted before use. No AI content is generated during gameplay, and the game does not connect to external AI services. | MDC Gaming | - | Oct 10, 2026 | |
贷款到期日 In-game content art | Some character portraits in this game were created with the assistance of generative AI during development. All AI-assisted images were reviewed, edited, and approved by the development team before being included. The game contains no live generation features, and no AI content is generated dynamically during gameplay. | PrimeBlaze Games | - | Oct 10, 2026 | |
Embersworn II: Throne of Endless Night In-game content art | Pre-generated game artwork, including character, background, card, and interface art, was created with generative AI and edited for the game. Generative AI was also used for Steam store and library artwork, the logo, and icons. Gameplay screenshots were captured directly from the game. No AI content is generated during gameplay. | Embersworn II: Throne of Endless Night Studio | - | Oct 10, 2026 | |
MMA Promoter In-game content art | AI was used during the creation of the game and its artwork. | Athletic Algorithms | - | Oct 10, 2026 | |
I'm not an Idiot In-game content textart | The store texts and parts of the game's content, such as text and some 3D models, were made with the help of generative AI and then reviewed and edited by the developer. Nothing is generated by AI while you play. | alpacaman | - | Oct 10, 2026 | |
unchess In-game content art | Some pre-made assets were created with the help of generative AI tools and then selected and edited by the developers: power-up card illustrations, achievement icons, store and key art, and some 3D chess piece models for cosmetic sets. The game does not generate any AI content while you play. | Trash Games | - | Oct 10, 2026 | |
白将 In-game content audioarttext | Generative AI tools were used during development to help create portions of the game's audio, visual assets, and written content, including background music and sound effects. AI assistance was also used for promotional artwork. These materials were selected, edited, and reviewed by the developer before inclusion. The core gameplay rules, design decisions, and final implementation were directed by the developer. The game uses pre-generated content and does not generate new content with AI during gameplay. | Laoshan | - | Oct 10, 2026 | |
Hellwake In-game content artaudiotext | Generative AI was used for some visual and audio assets and text. No content is generated during play. | Precise Media AB | - | Oct 10, 2026 | |
Queen's Pact In-game content artaudio | Some visual assets were generated using an in-house image model under our artist’s art direction (trained on open-licensed and proprietary data). Some UI elements were also created or refined using AI-assisted UI tools. We review, select, and edit assets before integrating them into the game.
Some music was created using AI-assisted music tools under our creative direction. We review, select, and edit the outputs before integrating them into the game. | Basalt Breach | - | Oct 10, 2026 | |
Die Casting Together In-game content art | Character, enemy, and terrain sprites and the key art were produced with AI image tools from our own concept art and style references, then selected, corrected, and composited by hand. All game rules, code, writing, board layout, and interface art are made by the developer without generative AI at runtime. The game does not generate content with AI while you play. | KANTH Games | - | Oct 10, 2026 | |
ENROQUIA In-game content audioarttext | ENROQUIA uses generative AI for pre-made content included in the game; nothing is generated during play and the game does not connect to any AI service. Made with AI: the voice of James, the coach (an original synthetic voice that does not imitate any real person), the music, the club entrance video, the 3D props and textures, the paintings on the club walls, the character designs (the 20 opponents and James), the in-game text and its translations into 12 languages, and the promotional material. The chess engine and its analysis are the game's own, with no AI models, and James's comments on your games are chosen during play based on that analysis. | NORBILANDIA | - | Oct 10, 2026 | |
Keep It Trolling: Fantasy Edition In-game content art | Generative AI tools were used during development to create 2D illustrations for in-game cards, environmental backgrounds, and store capsule graphics. All generated art assets have been curated, manually edited, and adapted for the game, ensuring they contain no copyrighted or infringing material. | Nicholas Pace | - | Oct 10, 2026 | |
DEFY Store/marketing art | Some of the store capsule and key art was created with AI image generation tools and then edited by our team. | The Real Z Studios | - | Oct 10, 2026 | |
地牢冒险队 Store/marketing art | 本游戏的 Steam 资源图片使用生成式人工智能制作。最终使用的图片均由开发者审核并选定。 | consai | - | Oct 10, 2026 | |
Music Empire Tycoon In-game content art | AI-generated content was used in the development of this game. AI tools were used to help create some of the game's graphics and Steam Community items. | KokoGames | - | Oct 10, 2026 | |
Carrer Manager 27 In-game content art | As a solo developer from a small town in Brazil, I used AI-assisted tools to help create some of the game’s visual assets. This allowed me to bring the project to life with limited resources while focusing my time on gameplay, systems, and the overall player experience. | Turn Games | - | Oct 10, 2026 | |
Plinko Squad In-game content arttext | Character art, UI graphics and icons were created with generative AI image tools, then selected and edited by the developer. Some in-game text, translations and store page text were drafted with AI assistance and reviewed by the developer. Nothing is generated by AI while you play. | Natural Nomad | - | Oct 10, 2026 | |
Very Tasty Story Live AI text | This game contains no pre-generated content. Everything in the game is generated in real time by AI as you play. We want it to respond to every culinary idea a player has with something interesting and one of a kind. We use top-tier Claude models (such as Claude Fable 5.1) to deliver the best possible experience. | 202b | - | Oct 10, 2026 | |
Airport Land: Air Traffic Control In-game content artaudio | Made with AI tools and reviewed and edited by the developer: the character portraits of pilots and controllers, the app icon and the medal artwork (image generation); some 3D props (image-to-3D, then edited); the radio voices, which are original designed voices (not imitating real people) synthesised with text-to-speech. The voices speak only the game's own radio phrases; players cannot make them say other text. | Safafish | - | Oct 10, 2026 | |
Eclipse Conquest In-game content artaudio | Pre-generated content: some 3D props and models, music tracks, sound effects and some artwork were created with generative AI tools (such as Meshy and ElevenLabs) and then reviewed, edited and integrated by the developer. No content is generated in real time during gameplay. | NoxFern Games | - | Oct 10, 2026 | |
Follow Suit In-game content artcode | AI was used to help generate code and as a tool to troubleshoot it. The poker chip images on the seat badges, and the achievement icons built from them, were generated with an image model from prompts written for this game, then prepared and finished by hand. Nothing is generated while the game runs. | Follow Suit | - | Oct 10, 2026 | |
Chartward In-game content text | Text has been embellished with AI and translations are also AI. | Golden Calf Games | - | Oct 10, 2026 | |
Relicbearer TD In-game content art | The majority of the core art assets have been purchased and used under license, however some additional art assets have been AI-generated to supplement development. | Coultergeistgames | - | Oct 10, 2026 | |
Conflict 2026 In-game content codeart | IDE Code assistant used to optimize parts of the game's code and resolve bugs.
Certain assets in this game were created or modified with the assistance of genAI tools, then reviewed and integrated by our team. | Tiltan Games | - | Oct 10, 2026 | |
The Long Watch In-game content artaudiotextcode | Pre-generated content: generative AI tools were used during development to help create some of the game's 3D models, concept art and illustrations, music, voice lines and sound effects, as well as part of the store artwork and trailer footage. All of this content was selected, edited, integrated and adjusted by hand by the developer. The game's design, writing, story, code and balance are human-made. No content is generated by AI while the game is running. | Lone Torch Games | - | Oct 10, 2026 | |
Gamejam In-game content arttext | We use generative AI tools during development for some game art, 3D models and text. Everything generated is selected, edited and integrated by our team. No content is generated while you play, and the app does not connect to AI services. | Sentifold | - | Oct 10, 2026 | |
Chaos Table In-game content text | AI tools were used only to assist with code and with English, Simplified Chinese and Japanese translations. No artwork, animation or audio uses generative AI, and no AI content is generated during gameplay. | Viberzix's Lab | - | Oct 10, 2026 | |
寻丹 In-game content artaudio | The game's UI assets, background music, and sound effects are generated using AI | 刚正面的红领巾 | - | Oct 10, 2026 | |
Pactmage - Chess Roster In-game content art | Generative AI was used for a large portion of the game's visual assets, including character artwork, backgrounds, icons, and some promotional materials.
These assets were not used directly without review. Most of them went through repeated generation, selection, editing, and adjustment to keep the characters and overall art style consistent. A significant amount of time was also spent integrating the assets into the game and correcting issues where necessary.
The game design, gameplay systems, balancing, level design, UI design, programming, and overall direction were done by me.
The game does not generate AI content during gameplay. | Penzai Studio | - | Oct 10, 2026 | |
AmplyVally In-game content audio | AmplyVally contains pre-generated AI content: all sound effects (about 90 short sounds for building, crowds, weather and stages) were created with ChatGPT (OpenAI), and the background music track was generated with Suno. This content was created during development and ships with the game. No AI content is generated while the game is running. Artwork, maps and game code are not AI-generated. | Northhearth Studio | - | Oct 10, 2026 |