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Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI.
Generative AI used for UV editing, and slight modifications to existing works. (80's arcade video game posters modified to avoid using trademarked content)
All visual artwork used in the game was created directly by the developer.
Generative AI tools were used as part of the production process for certain audio assets and for translation/localization assistance. AI-generated or AI-assisted outputs were reviewed and edited by the developer before being included in the final game.
Generative AI was used during development to assist with programming and the creation of some visual assets. AI-generated and AI-assisted content may be included in the final game.
Generative AI was used during development to assist with some pre-generated artwork, audio, music, sound effects, and written content. All AI-assisted content was reviewed and edited by the developer before being included in the game. No live-generated AI is used during gameplay.
The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images.
No AI runs while you play. All content is fixed at release.
This game utilizes Artificial Intelligence solely for text translation and localization across different languages. All translated text has been manually reviewed and proofread for quality and coherence. All other aspects of development, including game design, mechanics, and art, are original assets. The audio features a mix of original work and third-party assets used under their respective licenses.
Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services.
Generative AI assisted with selected store and library artwork and some localization text. This content was created before release; the game does not use real-time AI generation.
AI Generated Content Disclosure
Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development:
Visuals & Art: Title artwork, in-game graphic assets.
Audio: Background music (BGM) and sound effects (SFX).
Code: Generative AI was used to assist in writing parts of the code.
Generative AI was used to assist with drafting and editing store-page text and localization. All generated text was reviewed and edited by the developer before publication. No generative AI is used during gameplay.
The game contains AI generated visuals, which will be removed through further development. Replacement of AI generated contents will be announced and after full replacement the Generative Artificial Intelligence notice in the store page will be removed together.
AI-based coding assistants were used to help write this game's source code during development. The game contains no generative AI at runtime: the entire simulated world is created by deterministic, hand-authored procedural generation from a seed, not by AI.
We conducted game testing with AI bots and fine-tuned the balance.
TIC.EXE does not use AI while you play. The procedurally generated boards, runs and the chiptune soundtrack are all produced by hand-written algorithms, and no content is generated at runtime.
Break Even was built with an AI coding assistant working under the developer's direction and review. That includes the game's code and, with it, the pixel maps its sprites are drawn from, its synthesized sound, its dialogue and ending text, the scripts that draw the store images, and drafts of this store page. The game ships no image or audio files of its own — every picture is drawn and every sound synthesized by its own code while you play — and the one bundled file is an open-licence pixel font. No AI runs during play, and the game contacts no AI service.
Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where:
- Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review.
- Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer.
- Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer.
- Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs.
- Sound effects were sourced from Freesound and Kenney's sound packs.
- Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself.
No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service.
Development of this game used AI assistance for writing source code, and for creating some of the in-game art assets such as objects and enemies. All AI-generated content was produced during development and reviewed by the developer; the game does not generate any content with AI at runtime.
Parts of the soundtrack were created with AI-assisted music generation, then edited, mixed and mastered by hand. Some of the game's code and store text were also written with AI assistance. All art, level design and gameplay are hand-made. No content is generated while you play.
Some of the image and audio assets were created with the help of generative AI.
All final design adjustments and processing were done by hand by the developer.
Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
Generative AI tools were used purely in the background to assist and speed up the production workflow as a solo developer, serving only as an aid during development.
The game itself including all gameplay, story, and core content is 100 percent created by human developers, with no AI generated content produced live.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
During the development of this title, generative AI was used as an assistive tool for writing some code, as well as for text polishing and translation. Other elements—including core artwork, character and environment designs, and the overall visual presentation—were created entirely by the developers themselves.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand.
Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans.
AI tools were also used to assist with language localization.
During development, an AI coding assistant was used to help write the game's code, including the code that renders its vector graphics, and to help create the game's music.
Generative AI tools were used during development to help produce some of the game's sprite art and to assist with translations for some of the supported languages. All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI was used during the development of Pull Me Up! to create some pre-generated content, including artwork used on the Steam store page, certain UI artwork in the game, and some written store page content. All AI-generated content was reviewed and integrated by the developer as part of the final game and store presentation.
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.
Generative AI was used in two areas for this project: First, 2D character artwork hand-drawn by a human artist was converted into 3D models using AI-powered tools. Second, AI was used for the localization and translation of the game's text into multiple languages. All other game assets, including sound design, music, and the core story, were created entirely without the use of AI.
Generative AI used for UV editing, and slight modifications to existing works. (80's arcade video game posters modified to avoid using trademarked content)
All visual artwork used in the game was created directly by the developer.
Generative AI tools were used as part of the production process for certain audio assets and for translation/localization assistance. AI-generated or AI-assisted outputs were reviewed and edited by the developer before being included in the final game.
Generative AI was used during development to assist with programming and the creation of some visual assets. AI-generated and AI-assisted content may be included in the final game.
Generative AI was used during development to assist with some pre-generated artwork, audio, music, sound effects, and written content. All AI-assisted content was reviewed and edited by the developer before being included in the game. No live-generated AI is used during gameplay.
The story outline, the characters, and the five branching endings were created by hand. On that basis, the script prose, the 357 background illustrations, the soundtrack and the sound effects were generated with AI and individually reviewed by the developer before inclusion; candidates that did not pass were discarded and are not in the game. The English and Japanese translations were produced with AI and spot-checked by the developer. The store artwork and trailer also use AI-generated images.
No AI runs while you play. All content is fixed at release.
This game utilizes Artificial Intelligence solely for text translation and localization across different languages. All translated text has been manually reviewed and proofread for quality and coherence. All other aspects of development, including game design, mechanics, and art, are original assets. The audio features a mix of original work and third-party assets used under their respective licenses.
Generative AI tools were used during development to assist with some pre-generated text, localization, and promotional/store materials. All AI-assisted content was reviewed and edited by the developer. Hexed Hand does not generate AI content during gameplay and does not connect to external AI services.
Generative AI assisted with selected store and library artwork and some localization text. This content was created before release; the game does not use real-time AI generation.
AI Generated Content Disclosure
Generative AI tools were used to create some of the game's visual assets, audio elements, and code during development:
Visuals & Art: Title artwork, in-game graphic assets.
Audio: Background music (BGM) and sound effects (SFX).
Code: Generative AI was used to assist in writing parts of the code.
Generative AI was used to assist with drafting and editing store-page text and localization. All generated text was reviewed and edited by the developer before publication. No generative AI is used during gameplay.
The game contains AI generated visuals, which will be removed through further development. Replacement of AI generated contents will be announced and after full replacement the Generative Artificial Intelligence notice in the store page will be removed together.
AI-based coding assistants were used to help write this game's source code during development. The game contains no generative AI at runtime: the entire simulated world is created by deterministic, hand-authored procedural generation from a seed, not by AI.
We conducted game testing with AI bots and fine-tuned the balance.
TIC.EXE does not use AI while you play. The procedurally generated boards, runs and the chiptune soundtrack are all produced by hand-written algorithms, and no content is generated at runtime.
Break Even was built with an AI coding assistant working under the developer's direction and review. That includes the game's code and, with it, the pixel maps its sprites are drawn from, its synthesized sound, its dialogue and ending text, the scripts that draw the store images, and drafts of this store page. The game ships no image or audio files of its own — every picture is drawn and every sound synthesized by its own code while you play — and the one bundled file is an open-licence pixel font. No AI runs during play, and the game contacts no AI service.
Wickwood is made by one developer, and generative AI was used openly in its production. Here is exactly where:
- Code: the game's GDScript code, the pixel-drawing scripts and the build/test tools were written with Claude (Anthropic) under the developer's design, direction and review.
- Text: the in-game notes and place descriptions, the ending credits and the store page copy were drafted with Claude and edited and approved by the developer.
- Music: all music tracks (world, main menu, finale) were generated with Google's Lyria from prompts written by the developer.
- Artwork: tilesets, characters and creatures are hand-drawn commercial pixel-art packs (credited in-game), not AI-generated. Some landmark props (the standing stones, the cave interiors, the bunker hatch and similar pieces) were drawn or assembled pixel by pixel by scripts written with Claude, using the palettes and parts of those packs.
- Sound effects were sourced from Freesound and Kenney's sound packs.
- Store art (capsules, logo, icons) was made by hand; screenshots and video are captured from the game itself.
No AI runs during gameplay: nothing is generated live, and the game does not connect to any online AI service.
Development of this game used AI assistance for writing source code, and for creating some of the in-game art assets such as objects and enemies. All AI-generated content was produced during development and reviewed by the developer; the game does not generate any content with AI at runtime.
Parts of the soundtrack were created with AI-assisted music generation, then edited, mixed and mastered by hand. Some of the game's code and store text were also written with AI assistance. All art, level design and gameplay are hand-made. No content is generated while you play.
Some of the image and audio assets were created with the help of generative AI.
All final design adjustments and processing were done by hand by the developer.
Generative AI was used extensively during development to assist with localization, text review, and selected production/reference workflows. All code and most image assets and models were created with generative AI. All AI-assisted content included in the game was reviewed and curated by the developer. The game does not use live generative AI during gameplay.
Some of the content in Abyss Floors was created with the help of generative AI tools, always under the developer's direction and review:
Text — Portions of the game's descriptive and flavor text (item and ability descriptions, interface copy, and atmospheric lore lines) were drafted with AI assistance and edited by the developer.
Store & branding art — The store-page capsules, library images, and other branding graphics were produced with AI-assisted tools.
Abyss Floors is a text- and table-driven simulation, so there is no AI-generated illustrated art in actual gameplay, and all screenshots on this page are captured directly from the live game. The game's design, balance, systems, and code are the developer's own, with AI used as a development aid rather than to generate gameplay content.
Generative AI tools were used purely in the background to assist and speed up the production workflow as a solo developer, serving only as an aid during development.
The game itself including all gameplay, story, and core content is 100 percent created by human developers, with no AI generated content produced live.
This game uses generative AI tools to assist with the creation of some visual assets, promotional images, sound effects, and localization drafts. All AI-assisted content is reviewed, edited, and integrated by the developer before release. The game does not use generative AI to create real-time user-facing content during gameplay.
During the development of this title, generative AI was used as an assistive tool for writing some code, as well as for text polishing and translation. Other elements—including core artwork, character and environment designs, and the overall visual presentation—were created entirely by the developers themselves.
Generative AI was used during development to assist in the creation of some pre-generated visual and audio assets, as well as portions of promotional and store-page materials. All AI-assisted content is generated and reviewed during development and included as fixed content. No generative AI content is created during gameplay.
The background, as well as the mesh and base textures for the Matryoshka dolls, were created entirely by hand.
Some of the Matryoshka patterns and the fang meshes were generated using AI, then however directed and revised by humans.
AI tools were also used to assist with language localization.
During development, an AI coding assistant was used to help write the game's code, including the code that renders its vector graphics, and to help create the game's music.
Generative AI tools were used during development to help produce some of the game's sprite art and to assist with translations for some of the supported languages. All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI was used during the development of Pull Me Up! to create some pre-generated content, including artwork used on the Steam store page, certain UI artwork in the game, and some written store page content. All AI-generated content was reviewed and integrated by the developer as part of the final game and store presentation.
Pre-generated AI artwork was used for characters, enemies, bosses, environments, interface icons, and store and promotional artwork. These assets were selected, edited, and integrated during development. The game does not generate AI content during play or connect to external AI services.