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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.
Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine.
AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects.
No content is generated using AI whilst running the game.
Pre-generated generative AI tools were used during development to create seven player-facing UI illustrations: two unlock-card images and five portraits used in the skill tree and event UI. The images were selected, post-processed where needed, and integrated by the developer. AI-generated visual reference art also assisted the design of the Dicker Typ character presentation and the AUTOMOP 3000 robot; their production 3D models, materials, and animations were not generated by AI. Some Steam store screenshots and trailer footage show this same in-game content. The game does not use generative AI at runtime and produces no live-generated text, images, audio, 3D assets, or other content.
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 art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play
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.
Hexcavate uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made or licensed. No content is generated by AI while the game runs.
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.
Some of this game's content was created with generative AI and then reworked and adjusted by hand by the developer. This applies in particular to code, the 3D models and textures, and the music and sound effects. Animations, game rules, simulation, balance and the structure of the game come entirely from the developer.
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
Pie Paw includes pre-generated, AI-assisted artwork used in the game and on the Steam store page. All such content is created before release, then reviewed, selected, and edited by the development team. The game does not use generative AI during gameplay and does not connect to external AI services.
Generative AI tools were used during development to help create some visual and audio assets, including illustrations, textures, 3D asset sources and short character videos. This content is prepared in advance and included in the game. Hamsuri does not generate AI content during play or connect to external AI services.
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.
Generative AI was used to brainstorm some character images (but not directly used), and to render some static backgrounds. I also argued with it about coding bugs. It was helpful but not smart.
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.
This game uses AI-generated content for some background music, sound effects, and artwork/visual assets. All other content, including game design and code, was created by the developer.
This game was created with the assistance of AI tools in several areas of development.
Music: The songs were written and originally recorded by me, with AI tools used for additional processing and production.
Artwork: The visual concepts and creative direction were created by me, while AI tools were used to generate and develop some of the final artwork based on my concepts.
Programming: AI-assisted tools were used during development to help with coding and implementation.
All AI-assisted content was reviewed, selected, and integrated by me as part of the game's creative and development process.
Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials.
Generative AI was used to assist in the creation of some in-game graphical assets and to generate or process some voice audio. All AI-assisted content was created and reviewed during development. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with the creation and iteration of certain visual assets, artwork, and promotional/store materials for Magic Cursor. AI tools were also used as development assistance for portions of the code. All final content was reviewed, selected, edited where necessary, and integrated by the developer. No AI-generated content is created while the application is running.
Graphics & Concepts: Generative AI was used to design and refine initial concept art, textures, and UI elements.
Texts & Dialogues: Portions of the lore, background stories, and dialogue scripts were conceptualized using AI language models and subsequently revised manually.
Code & Optimization: AI-assisted tools were utilized to optimize programming code and assist in debugging.
Note: All final assets in the game have been thoroughly reviewed, edited, and curated by the developer.
Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review.
AI was used mainly for localization and for drafting written content, which the developer reviewed and edited.
No generative image, audio or video models were used. The game's sprites, item icons and zone backdrops are drawn procedurally by code. the sound effects and the trailer's audio bed are synthesised from waveform formulas.
There is no run-time AI in the shipped product - nothing is generated on the player's machine.
We used Generative AI tools solely to assist in creating capsule art and marketing assets for the store page. No AI content is generated live during gameplay.
Generative AI was used to create base images for some visual assets. These images were subsequently selected, edited, refined, and integrated into the game and store materials by the developer. The game does not use generative AI at runtime.
Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs.
Some background music and visual assets included with the game or used in its marketing materials were created using generative AI and selected or edited by the developer. Generative AI is not used during gameplay, and no player input is sent to an AI service.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
The pixel art in Miners Cat Revolution: the cats, the icons and the store art was generated with AI and then edited and assembled by hand. The translations into the nine languages other than Spanish were AI-assisted and reviewed afterwards.
Everything else is human-made: the code, the game design, the balance and the original Spanish text are written by one person.
Nothing is generated while you play. All of it ships with the game, finished and fixed.
Some of Tessera's assets - including monster and character artwork, background art, gem and tile art, certain UI icons, and some audio - were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Tessera does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build.
The store and library capsule images and the logo were created with AI image generation tools and edited by hand; AI also assisted with the store description and the in-game translations. The game itself contains no AI-generated content and generates nothing while you play. All screenshots and trailer footage come from the actual game.
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.
Neon Chase is solo developer game. Every environment, menu, lighting model, weapon, and enemy vehicles were built as 3D models using Blender. The game design, system mechanics, style, gameplay, bug fixing and features of the game are mine.
AI tools were used for some of the audio, this includes the sound effects, spoken dialogue and music which were edited and integrated by me but developed with the help of Suno for the music and Elevenlabs for the sound effects.
No content is generated using AI whilst running the game.
Pre-generated generative AI tools were used during development to create seven player-facing UI illustrations: two unlock-card images and five portraits used in the skill tree and event UI. The images were selected, post-processed where needed, and integrated by the developer. AI-generated visual reference art also assisted the design of the Dicker Typ character presentation and the AUTOMOP 3000 robot; their production 3D models, materials, and animations were not generated by AI. Some Steam store screenshots and trailer footage show this same in-game content. The game does not use generative AI at runtime and produces no live-generated text, images, audio, 3D assets, or other content.
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 art and audio in this game were created with generative AI tools and then edited by hand: ability and application icons and the logo (OpenAI image generation), a number of 3D props (Tripo3D), and some sound effects (ElevenLabs). All of it was generated during development and reviewed by the developer before shipping. Nothing is generated live while you play
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.
Hexcavate uses AI-assisted tools in parts of its development: some UI icons and Images were made with AI image generation. All of it was reviewed and edited by the developer. 2D art, level design, game design and codes are human made or licensed. No content is generated by AI while the game runs.
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.
Some of this game's content was created with generative AI and then reworked and adjusted by hand by the developer. This applies in particular to code, the 3D models and textures, and the music and sound effects. Animations, game rules, simulation, balance and the structure of the game come entirely from the developer.
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
Pie Paw includes pre-generated, AI-assisted artwork used in the game and on the Steam store page. All such content is created before release, then reviewed, selected, and edited by the development team. The game does not use generative AI during gameplay and does not connect to external AI services.
Generative AI tools were used during development to help create some visual and audio assets, including illustrations, textures, 3D asset sources and short character videos. This content is prepared in advance and included in the game. Hamsuri does not generate AI content during play or connect to external AI services.
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.
Generative AI was used to brainstorm some character images (but not directly used), and to render some static backgrounds. I also argued with it about coding bugs. It was helpful but not smart.
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.
This game uses AI-generated content for some background music, sound effects, and artwork/visual assets. All other content, including game design and code, was created by the developer.
This game was created with the assistance of AI tools in several areas of development.
Music: The songs were written and originally recorded by me, with AI tools used for additional processing and production.
Artwork: The visual concepts and creative direction were created by me, while AI tools were used to generate and develop some of the final artwork based on my concepts.
Programming: AI-assisted tools were used during development to help with coding and implementation.
All AI-assisted content was reviewed, selected, and integrated by me as part of the game's creative and development process.
Generative AI tools were used during PowerPitch’s development to create its code and player-facing content, including artwork, audio, text, localization, and promotional materials.
Generative AI was used to assist in the creation of some in-game graphical assets and to generate or process some voice audio. All AI-assisted content was created and reviewed during development. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with the creation and iteration of certain visual assets, artwork, and promotional/store materials for Magic Cursor. AI tools were also used as development assistance for portions of the code. All final content was reviewed, selected, edited where necessary, and integrated by the developer. No AI-generated content is created while the application is running.
Graphics & Concepts: Generative AI was used to design and refine initial concept art, textures, and UI elements.
Texts & Dialogues: Portions of the lore, background stories, and dialogue scripts were conceptualized using AI language models and subsequently revised manually.
Code & Optimization: AI-assisted tools were utilized to optimize programming code and assist in debugging.
Note: All final assets in the game have been thoroughly reviewed, edited, and curated by the developer.
Portions of the game's 2D artwork were created with the assistance of generative AI image tools, then curated, edited, and integrated by the developer. Text localization into non-English languages was produced with AI translation assistance under developer review.
AI was used mainly for localization and for drafting written content, which the developer reviewed and edited.
No generative image, audio or video models were used. The game's sprites, item icons and zone backdrops are drawn procedurally by code. the sound effects and the trailer's audio bed are synthesised from waveform formulas.
There is no run-time AI in the shipped product - nothing is generated on the player's machine.
We used Generative AI tools solely to assist in creating capsule art and marketing assets for the store page. No AI content is generated live during gameplay.
Generative AI was used to create base images for some visual assets. These images were subsequently selected, edited, refined, and integrated into the game and store materials by the developer. The game does not use generative AI at runtime.
Lost Gaijin uses generative AI during development and gameplay. Selected pre-generated visual and audio assets used in the game and its Steam materials were created or edited with generative AI tools and reviewed by the developer. During play, text-generating AI responds to player input and game state to create dynamic story content and personalized Japanese-language coaching. Live-generated text is provided through OpenRouter and may vary between playthroughs.
Some background music and visual assets included with the game or used in its marketing materials were created using generative AI and selected or edited by the developer. Generative AI is not used during gameplay, and no player input is sent to an AI service.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
The pixel art in Miners Cat Revolution: the cats, the icons and the store art was generated with AI and then edited and assembled by hand. The translations into the nine languages other than Spanish were AI-assisted and reviewed afterwards.
Everything else is human-made: the code, the game design, the balance and the original Spanish text are written by one person.
Nothing is generated while you play. All of it ships with the game, finished and fixed.
Some of Tessera's assets - including monster and character artwork, background art, gem and tile art, certain UI icons, and some audio - were created with the assistance of generative AI tools (Google Gemini) during development. These assets were reviewed, edited, curated, and integrated by the developer. Tessera does NOT generate any AI content live during gameplay; all AI-assisted content is pre-made and fixed in the build.
The store and library capsule images and the logo were created with AI image generation tools and edited by hand; AI also assisted with the store description and the in-game translations. The game itself contains no AI-generated content and generates nothing while you play. All screenshots and trailer footage come from the actual game.