AI tools assisted with creating artwork, video effects, sound effects and translations.
- Creator
- Bruno Heusi
- Reviews
- -
- Added
- Oct 7, 2026
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AI tools assisted with creating artwork, video effects, sound effects and translations.
AI-assisted tools were used during the development of some visual assets, music, and localization. All AI-assisted content has been reviewed, edited, and integrated by the development team, and is used under licenses that permit commercial use.
Localizations other than Polish and English are translated with AI tools.
AI was used to generate our event assets, player assets, market good assets, icon assets.
AI was used to translate the following languages: - English - Portuguese-BR
Generative AI tools were used during development to assist with drafting and editing some written content, lore and localization. All AI-assisted material was reviewed and revised by the developer before inclusion. DeltaV does not generate content during gameplay and does not connect to any generative AI service. Its computer-controlled opponents use conventional rule-based game logic, not generative AI.
Generative AI was used to create selected promotional artwork for the Steam store page and to assist with the localization of store text. All generated content was reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
Localization and some (not all) of the fake company logos. Most of the stuff was either created by me directly or through paid assets and services.
AI-assisted development tools (an AI coding assistant) were used during development to help write code and portions of this store page's descriptive text. No game art, music, or narrative content was generated by AI.
This game uses generative AI tools to help create some of the visual assets displayed in the game and on its store page, including select images and icons. All gameplay systems, mechanics, and code are designed and implemented by the development team. AI-generated visuals are reviewed and curated before being included in the final product.
This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay.
Translations
background music, sound effects, text, some sprites
Yes, AI helped make this game. Here's exactly how: • I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing. • The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page. • No image, music or voice generators. The art and sound are drawn and synthesized by code. • Nothing is AI-generated while you play.
AI tools were part of our process, helping with the game's art, writing and translations. Everything was shaped and reviewed by us, and nothing is generated by AI while you play.
Generative AI was used during development for code, music, UI text, icons, and store imagery. Generated output is reviewed, edited, tested, and integrated by the developer.
Some content in this game was created with the help of generative AI during development. - Drafts of in-game text such as news articles, interviews and guidance messages - Translations into languages other than Korean - Some graphic elements, such as karts and maps
Generative AI is used in the creation of some visual assets, including in-game cinematics, background images, and character illustrations. It is also used to assist with writing and translating some in-game text. This content is created during development and included in the game. The game does not generate new content using generative AI during gameplay.
Some sprite artwork was created with generative AI tools during development. SPLIT-S does not generate AI content during gameplay or connect to external AI services.
This game includes pre-generated AI-assisted artwork used in store and marketing materials and in some in-game 2D visuals. All such content was created and reviewed before release. The game does not use generative AI during gameplay and does not accept or transmit player prompts.
Generative AI tools assisted with LOADPATH’s development and the creation of game content, under the developer’s creative direction. The game was shaped through extensive iteration, selection and hands-on playtesting. The promotional trailer also uses AI-generated narration and music. All AI-generated content is prepared in advance; no generative AI runs during gameplay.
Generative AI tools were used during development to help create promotional artwork for Crazy Delivery.
As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer.
Generative AI tools were used during development to create some in-game artwork and sound effects, as well as some store and promotional visual assets. Generative AI also assisted with drafting store descriptions and translating them into English. This content is pre-generated. The game does not generate AI content or connect to external generative AI services during gameplay.
Generative AI was used as a supporting tool for some marketing assets, visual references for the game’s art, and parts of code development.
The English, Finnish and German texts on the store page and in the game are written by our team; all other languages are translated with AI.
Generative AI was used to assist with localization and to create some sprites included in this demo. We plan to replace these icons with original artwork for the full release.
Generative AI tools were used during development to create some pre-generated 2D artwork, including item icons, characters and environments, as well as store and marketing materials, including the cinematic teaser. These assets were selected, prepared and integrated by the development team. The game does not generate content using AI during gameplay or connect to external AI services.
Generative AI is used to create pre-recorded voice lines for the main character.
The store page texts and the pixel-art game logo and icon (also used in the game) were created with the help of an AI assistant and reviewed by the developer. Screenshots and capsule backgrounds are rendered directly from the game.
Some of Deadlight's artwork was created with the help of generative AI. This includes the key art, the store and library capsules, and the ten location paintings on the expedition screen. The images were generated with a locally run image model, then chosen, cleaned up and colour-graded by hand. The store page text and its translations were drafted with AI assistance and edited by the developer. No content is generated by AI while you play.
The in-game image, as well as the image on the Steam page, were generated using AI.
Some sound effects and music were created with AI audio tools. AI tools assisted in writing the game's code and some of its text (descriptions, hints and story notes), all reviewed and edited by the developer. The artwork is drawn procedurally by the game itself, not AI-generated, and no AI content is generated during gameplay.
開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。 対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。 ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。 対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。
The in-game texts and their translations into 29 languages were created with the help of generative AI.
Terafom was developed with the help of generative AI tools. Some of the artwork, 3D models, in-game text and translations, voice, music and sound effects were created with AI assistance and reviewed by the developer. During gameplay, the in-game AI helper character answers players' questions about the game using third-party AI services (Google Gemini, DeepSeek, OpenAI), and its answers are spoken with an AI-generated voice.
Shift32 is being developed by a solo developer. Generative AI tools were used selectively during development to create and iterate on some in-game assets, including certain 3D models and textures, as well as some promotional and Steam store artwork. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
Steam store and library artwork, including capsule images, the logo and icons, was created using generative AI. Gameplay screenshots were captured directly from the game.
Some of our store and marketing artwork (such as capsule images, library artwork and event banners) was created with the help of AI image-generation tools. Our art team used the game's own characters and hand-drawn art as the basis, and edited, reviewed and finalized every image before release. In the game, the high-resolution aquarium backgrounds used in the optional Zen (immersive) mode were produced by upscaling our original hand-drawn backgrounds with an AI super-resolution tool. No new artwork was generated; the upscaled images were reviewed by our team, and the standard backgrounds remain the original art. All gameplay, characters, fish designs, story text and music were created by our team or licensed from human creators.
Generative AI tools were used during development to assist with some visual assets and portions of the game's code. AI-assisted artwork includes the title background, dungeon environments, monsters, adventurers, and trap visuals. All such content was created before release and integrated as fixed game assets. Hearthdeep does not generate AI content during gameplay and does not connect to external AI services while the game is running.
Translated content and subtitle translations produced by artificial intelligence.
AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI.
Some artwork, 3D models, and code in this game were created with the assistance of AI tools during development. All AI-assisted content is pre-made and included in the game files; no content or code is generated live during gameplay.
HOW THIS GAME WAS MADE Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls. Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine. Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full. And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service.
Some icons and textures used in this game are generated by AI
AI-assisted tools are used throughout the development of Idle Frontier, including design, programming, content creation and marketing. Generative AI is used to generate or assist with player-facing artwork and illustrations, backgrounds, promotional images and logos, narrative and dialogue, encyclopedia text, localization and store-page copy. The developer selects and integrates the material into the released game. This is pre-generated content: the game does not generate content or code with AI during play and does not connect to external AI services.
We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play. - 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result. - Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text. - Studio logo: Built from basic shapes as code written with the same assistant. All sound effects and music are recorded and made by the developer.
All the characters appearing in the game were generated and refined using AI.
AI was used as a supporting tool during the development of this game. However, the original game idea and its underlying concept were created several years ago and were developed entirely independently of AI. The entire project is being created by a solo developer with a university degree in Game Design. Over the years, several hundred hours of work, experience, creativity, and personal passion have gone into the concept, development, and realization of the game. AI was used to assist with certain parts of the development process. This includes support with coding as well as some aspects of soundtrack and visual asset creation. Many of the visual assets were subsequently edited, refined, adapted, or partially recreated manually using image editing software to achieve the intended style and quality. AI was also used as a supporting tool for written content, primarily to make minor improvements to texts written by the developer and to correct grammar and wording. AI therefore serves as an additional tool within the development process. The original game concept, game design, creative decisions, final direction, and implementation of the game remain the work of the developer. Various sounds and some of the soundtracks used in the game were also created and composed by the developer.
Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Dungeons of Vellorath In-game content artaudiotext | AI tools assisted with creating artwork, video effects, sound effects and translations. | Bruno Heusi | - | Oct 7, 2026 | |
The Lostwood In-game content artaudiotext | AI-assisted tools were used during the development of some visual assets, music, and localization. All AI-assisted content has been reviewed, edited, and integrated by the development team, and is used under licenses that permit commercial use. | PolyVoxel | - | Oct 7, 2026 | |
Beelionair In-game content text | Localizations other than Polish and English are translated with AI tools. | HoneyVasp | - | Oct 7, 2026 | |
Merchants Demise In-game content art | AI was used to generate our event assets, player assets, market good assets, icon assets. | InbredJesus | - | Oct 7, 2026 | |
Hex and Hearth Unclear text | AI was used to translate the following languages:
- English
- Portuguese-BR | Caracara | - | Oct 7, 2026 | |
DeltaV Orbital Strategy In-game content text | Generative AI tools were used during development to assist with drafting and editing some written content, lore and localization. All AI-assisted material was reviewed and revised by the developer before inclusion. DeltaV does not generate content during gameplay and does not connect to any generative AI service. Its computer-controlled opponents use conventional rule-based game logic, not generative AI. | Vazkor | - | Oct 7, 2026 | |
Wood Imperium In-game content arttext | Generative AI was used to create selected promotional artwork for the Steam store page and to assist with the localization of store text. All generated content was reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services. | Braincoders | - | Oct 7, 2026 | |
CATCAR Pit Crew In-game content textart | Localization and some (not all) of the fake company logos. Most of the stuff was either created by me directly or through paid assets and services. | ESGalore | - | Oct 7, 2026 | |
Tiny Cauldron Store/marketing textcode | AI-assisted development tools (an AI coding assistant) were used during development to help write code and portions of this store page's descriptive text. No game art, music, or narrative content was generated by AI. | 3PM Game Studio | - | Oct 7, 2026 | |
Gift Stream: Sorting & Delivery Simulator In-game content art | This game uses generative AI tools to help create some of the visual assets displayed in the game and on its store page, including select images and icons. All gameplay systems, mechanics, and code are designed and implemented by the development team. AI-generated visuals are reviewed and curated before being included in the final product. | Prime Byte SRL | - | Oct 7, 2026 | |
Tales of the Southern Seas In-game content artaudiotext | This game uses generative AI for some of its assets. Character portraits and promotional illustrations were created with AI image tools (ChatGPT), 3D landmark models with Tripo3D, sound effects with ElevenLabs, and the background music and theme song with Suno. The English and Simplified Chinese localization was drafted with AI assistance. All AI-generated content was reviewed, edited and selected by the developer before shipping. Nothing is generated live during gameplay. | Lazycat Interactive | - | Oct 6, 2026 | |
That Mountain Needs to Fall Unclear text | Translations | Antonio Igor Carvalho | - | Oct 6, 2026 | |
Keep Making Games In-game content arttextaudio | background music, sound effects, text, some sprites | sshulin | - | Oct 6, 2026 | |
No Hands Yet In-game content textcode | Yes, AI helped make this game. Here's exactly how:
• I built it with an AI coding assistant. The design and direction are mine; the AI did a lot of the typing.
• The narrator's lines and item descriptions were drafted with AI and edited by me. So was this page.
• No image, music or voice generators. The art and sound are drawn and synthesized by code.
• Nothing is AI-generated while you play. | Cow Tippers | - | Oct 6, 2026 | |
Wizards Go Farming In-game content arttext | AI tools were part of our process, helping with the game's art, writing and translations. Everything was shaped and reviewed by us, and nothing is generated by AI while you play. | Pocket Pebble Games | - | Oct 6, 2026 | |
Bug Juice to Gigawatts In-game content artaudiotextcode | Generative AI was used during development for code, music, UI text, icons, and store imagery. Generated output is reviewed, edited, tested, and integrated by the developer. | Spectral Nuke | - | Oct 6, 2026 | |
Kart League Manager In-game content textart | Some content in this game was created with the help of generative AI during development.
- Drafts of in-game text such as news articles, interviews and guidance messages
- Translations into languages other than Korean
- Some graphic elements, such as karts and maps | Flowdot | - | Oct 6, 2026 | |
EDEN FRONTIER In-game content arttext | Generative AI is used in the creation of some visual assets, including in-game cinematics, background images, and character illustrations. It is also used to assist with writing and translating some in-game text. This content is created during development and included in the game. The game does not generate new content using generative AI during gameplay. | Axion Inc. | - | Oct 6, 2026 | |
SPLIT-S In-game content art | Some sprite artwork was created with generative AI tools during development. SPLIT-S does not generate AI content during gameplay or connect to external AI services. | 8it | - | Oct 6, 2026 | |
Bird Empire In-game content art | This game includes pre-generated AI-assisted artwork used in store and marketing materials and in some in-game 2D visuals. All such content was created and reviewed before release. The game does not use generative AI during gameplay and does not accept or transmit player prompts. | sadness | - | Oct 6, 2026 | |
Loadpath In-game content audiotext | Generative AI tools assisted with LOADPATH’s development and the creation of game content, under the developer’s creative direction. The game was shaped through extensive iteration, selection and hands-on playtesting. The promotional trailer also uses AI-generated narration and music. All AI-generated content is prepared in advance; no generative AI runs during gameplay. | Happy Sidequest | - | Oct 6, 2026 | |
Crazy Delivery Store/marketing art | Generative AI tools were used during development to help create promotional artwork for Crazy Delivery. | Studio Bing-Huan | - | Oct 6, 2026 | |
Pocket Pasture In-game content art | As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer. | OxygenStudio | - | Oct 6, 2026 | |
动物庄园 Animal Farm In-game content artaudiotext | Generative AI tools were used during development to create some in-game artwork and sound effects, as well as some store and promotional visual assets. Generative AI also assisted with drafting store descriptions and translating them into English. This content is pre-generated. The game does not generate AI content or connect to external generative AI services during gameplay. | 田也 | - | Oct 6, 2026 | |
Packlore Store/marketing artcode | Generative AI was used as a supporting tool for some marketing assets, visual references for the game’s art, and parts of code development. | Infinity aspect | - | Oct 6, 2026 | |
Reactor 13 In-game content text | The English, Finnish and German texts on the store page and in the game are written by our team; all other languages are translated with AI. | Vaaran Game Studio | - | Oct 5, 2026 | |
Anvilia In-game content arttext | Generative AI was used to assist with localization and to create some sprites included in this demo. We plan to replace these icons with original artwork for the full release. | DoubleLike | - | Oct 5, 2026 | |
RattyJunkIdle In-game content art | Generative AI tools were used during development to create some pre-generated 2D artwork, including item icons, characters and environments, as well as store and marketing materials, including the cinematic teaser. These assets were selected, prepared and integrated by the development team. The game does not generate content using AI during gameplay or connect to external AI services. | Jujiu Studio | - | Oct 5, 2026 | |
Frontier Tavern In-game content audio | Generative AI is used to create pre-recorded voice lines for the main character. | Dclares Dev | - | Oct 4, 2026 | |
We Are The Horde In-game content arttext | The store page texts and the pixel-art game logo and icon (also used in the game) were created with the help of an AI assistant and reviewed by the developer. Screenshots and capsule backgrounds are rendered directly from the game. | BixelTechCode | - | Oct 4, 2026 | |
Deadlight In-game content arttext | Some of Deadlight's artwork was created with the help of generative AI. This includes the key art, the store and library capsules, and the ten location paintings on the expedition screen. The images were generated with a locally run image model, then chosen, cleaned up and colour-graded by hand. The store page text and its translations were drafted with AI assistance and edited by the developer. No content is generated by AI while you play. | ZiBa Entertainment | - | Oct 4, 2026 | |
The Last Hearth In-game content art | The in-game image, as well as the image on the Steam page, were generated using AI. | Last Hearth Games | - | Oct 4, 2026 | |
Tategoi In-game content audiotextcode | Some sound effects and music were created with AI audio tools.
AI tools assisted in writing the game's code and some of its text (descriptions, hints and story notes), all reviewed and edited by the developer. The artwork is drawn procedurally by the game itself, not AI-generated, and no AI content is generated during gameplay. | Nukeborn Studio | - | Oct 4, 2026 | |
Restore the Luminous In-game content artaudiotext | 開発では生成 AI を使っています。生成 AI で作った素材を、開発チームが選んで調整し、ゲームに入れています。
対象は、カードとリーダーのイラスト、キャラクターボイス、BGM です。
ゲーム内の説明文の一部も生成 AI で下書きし、開発チームが確認して直しています。ゲームのルールとカードの効果は、開発チームが決めています。
対戦相手の AI の一部は、手を選ぶために外部の AI サービスを使っています。AI が選ぶのはルール上できる手の中からだけで、絵・文章・音声は作りません。 | EpicQuest LLC | - | Oct 4, 2026 | |
Gold Master: A Game Company Tycoon In-game content text | The in-game texts and their translations into 29 languages were created with the help of generative AI. | Flagstaff Studio | - | Oct 4, 2026 | |
Terafom Live AI artaudiotext | Terafom was developed with the help of generative AI tools. Some of the artwork, 3D models, in-game text and translations, voice, music and sound effects were created with AI assistance and reviewed by the developer. During gameplay, the in-game AI helper character answers players' questions about the game using third-party AI services (Google Gemini, DeepSeek, OpenAI), and its answers are spoken with an AI-generated voice. | WITHCENTER | - | Oct 4, 2026 | |
Shift32 In-game content art | Shift32 is being developed by a solo developer. Generative AI tools were used selectively during development to create and iterate on some in-game assets, including certain 3D models and textures, as well as some promotional and Steam store artwork. No generative AI is used during gameplay, and the game does not connect to external AI services while running. | Raushan Duisenova | - | Oct 4, 2026 | |
Pinecrest Mill In-game content art | Steam store and library artwork, including capsule images, the logo and icons, was created using generative AI. Gameplay screenshots were captured directly from the game. | Pinecrest Mill Studio | - | Oct 4, 2026 | |
水族派對 In-game content art | Some of our store and marketing artwork (such as capsule images, library artwork and event banners) was created with the help of AI image-generation tools. Our art team used the game's own characters and hand-drawn art as the basis, and edited, reviewed and finalized every image before release.
In the game, the high-resolution aquarium backgrounds used in the optional Zen (immersive) mode were produced by upscaling our original hand-drawn backgrounds with an AI super-resolution tool. No new artwork was generated; the upscaled images were reviewed by our team, and the standard backgrounds remain the original art.
All gameplay, characters, fish designs, story text and music were created by our team or licensed from human creators. | NSN GAMES | - | Oct 4, 2026 | |
Hearthdeep In-game content artcode | Generative AI tools were used during development to assist with some visual assets and portions of the game's code. AI-assisted artwork includes the title background, dungeon environments, monsters, adventurers, and trap visuals. All such content was created before release and integrated as fixed game assets. Hearthdeep does not generate AI content during gameplay and does not connect to external AI services while the game is running. | Surume Games Studio | - | Oct 4, 2026 | |
River Hallucination In-game content text | Translated content and subtitle translations produced by artificial intelligence. | Viviane dos Santos Brito | - | Oct 4, 2026 | |
EternalCircuitBoard In-game content artaudiotext | AI tools were used for the store and library images such as capsules (generated from the game's own in-game graphics), the English, Chinese and Korean translations, the background music, and the store page text. All in-game graphics were created without AI. | HS Games | - | Oct 4, 2026 | |
Gridlock TD In-game content artcode | Some artwork, 3D models, and code in this game were created with the assistance of AI tools during development. All AI-assisted content is pre-made and included in the game files; no content or code is generated live during gameplay. | Vekingen | - | Oct 4, 2026 | |
Lane Siege In-game content arttextcode | HOW THIS GAME WAS MADE
Lane Siege is a one-person project built with an AI assistant, and it seems only fair to say exactly where that line falls.
Written with AI: the game's code, the logo and store artwork, the in-game text, and the balance numbers. Every one of those was directed, reviewed and playtested by me, and the design decisions are mine.
Made by people, not AI: every 3D model, sound effect and music track in the game is the work of named human artists, used under open licences and credited in full.
And nothing is generated while you play. The opponent you fight is ordinary game AI - rules it follows and a small table of what has worked against players before. No AI model runs while the game is running, and Lane Siege never connects to an AI service. | TitaniumJoeTi.TTV | - | Oct 4, 2026 | |
Tower Survivor - Paper Invasion In-game content art | Some icons and textures used in this game are generated by AI | JE Games | - | Oct 4, 2026 | |
放置边境 In-game content arttext | AI-assisted tools are used throughout the development of Idle Frontier, including design, programming, content creation and marketing. Generative AI is used to generate or assist with player-facing artwork and illustrations, backgrounds, promotional images and logos, narrative and dialogue, encyclopedia text, localization and store-page copy. The developer selects and integrates the material into the released game. This is pre-generated content: the game does not generate content or code with AI during play and does not connect to external AI services. | Villeo Games | - | Oct 4, 2026 | |
Stonebloom In-game content arttext | We used an AI assistant (Claude) during development. No image-generating AI was used, and the game contains no AI-generated images, music, sound effects or voices. Nothing is generated by AI while you play.
- 3D shapes: The puppet parts and board objects are built from simple geometric shapes by scripts that the AI assistant helped write. The developer reviewed and adjusted every result.
- Text and translation: In-game text was drafted with the assistant, and the Japanese and English versions were translated with its help. The developer reviewed and edited all text.
- Studio logo: Built from basic shapes as code written with the same assistant.
All sound effects and music are recorded and made by the developer. | CoffeeK Studio | - | Oct 4, 2026 | |
Timopet In-game content art | All the characters appearing in the game were generated and refined using AI. | DrinkFox | - | Oct 4, 2026 | |
TowerCard: Digital Edition In-game content artaudiotext | AI was used as a supporting tool during the development of this game. However, the original game idea and its underlying concept were created several years ago and were developed entirely independently of AI.
The entire project is being created by a solo developer with a university degree in Game Design. Over the years, several hundred hours of work, experience, creativity, and personal passion have gone into the concept, development, and realization of the game.
AI was used to assist with certain parts of the development process. This includes support with coding as well as some aspects of soundtrack and visual asset creation. Many of the visual assets were subsequently edited, refined, adapted, or partially recreated manually using image editing software to achieve the intended style and quality.
AI was also used as a supporting tool for written content, primarily to make minor improvements to texts written by the developer and to correct grammar and wording.
AI therefore serves as an additional tool within the development process. The original game concept, game design, creative decisions, final direction, and implementation of the game remain the work of the developer. Various sounds and some of the soundtracks used in the game were also created and composed by the developer. | Can Simsek | - | Oct 4, 2026 | |
Electric Noosphere In-game content artaudiocode | Some pre-made content was created with the help of generative AI tools and then edited by our team: parts of the key art and logo, some 3D models, some UI/ability icons, and some character voice lines. AI coding assistants were also used during development. Gameplay design and level design were done by the developers. The game does not generate any AI content live during gameplay. | Simulated Flow UG | - | Oct 4, 2026 |