AI was used to assist with coding and to create some textures, which were later reworked by the developer. The game does not generate AI content in real time
- Creator
- Systm
- Reviews
- -
- Added
- Oct 1, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI was used to assist with coding and to create some textures, which were later reworked by the developer. The game does not generate AI content in real time
Generative AI tools were used during development to assist in creating pre-generated audio and other selected content. These assets are reviewed and integrated by the developer before being included in the game or its promotional materials. The game does not use real-time generative AI during gameplay.
AI tools were used to assist in creating selected promotional store assets and game assets. These materials were or will be later edited, refined, and finalized by human creators.
Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases. In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it.
Game text and translations were created with the help of AI tools. The public build has no AI voices; it has no voice acting yet. The art is not made with generative AI: it comes from free CC0 asset packs plus shapes and textures built in code. Sound effects are synthesized by our own scripts. Nothing is generated by AI while you play.
Some character portraits were created with generative AI. AI tools were also used to help write and translate the store page and to translate the game's text. The story and dialogue were written by our team.
The game's story, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. One song on the car radio ("Broken Hearts and Blue Moons", licensed from Pixabay) was produced by its author with generative AI. No content is generated while you play.
Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people.
Generative AI has been used to help work with coding. All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought)
Generative AI tools were used during development to create some character, environment, and object visuals, 3D assets, and promotional materials. All AI-generated content was created in advance during development. No new content is generated by AI during gameplay, and the game does not connect to any external AI services.
DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets.
Generative AI was used to assist in creating pre-generated content during development. No generative AI is used during gameplay.
Generative AI was used primarily to assist in the creation of some visual assets and images used in the game, including illustrations, UI artwork, and promotional materials. AI-generated images were manually reviewed, selected, edited, and adjusted by the developer before being integrated into the game. The game does not use generative AI to create content in real time during gameplay.
we have use ai to develop this game
Some background environment props and their textures (signage, lamps, surfaces, decals and small set-dressing objects) were generated with AI assistance, using AI written procedural code rather than an image or mesh generator. They ship with the game as scenery. Everything else is the developer's own work: all writing and in-game text, game design, game code, audio and sound design, the visual identity, and all store page art. No AI generated content is produced while the game is running.
Pre-generated AI tools were used during development to create portions of the game's static 2D artwork and music, including some environment and character images, store marketing art, and achievement icons. The outputs were selected, edited, integrated, and reviewed by the developer. No content is generated while the game is running, and the game does not send player prompts or player data to any AI service.
AI tools were used during development for programming, image creation, scenario writing, and translation. All AI-assisted or AI-generated content has been reviewed and, where necessary, edited by the developer before being included in the final release. No content is generated by AI during gameplay.
The music and much of the artwork in Rift Ward were created with generative AI tools, then chosen and edited.
Generative Fill and some generative AI editing tools were used while creating the visuals.
During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay.
Some of this game's visual assets—character portraits, backgrounds, and CG—were created using generative AI tools.
As a solo developer, I used AI text-to-speech to voice characters. Everything else, including 3D models, textures, writing, and design, was made by me.
During the development of this game, we utilized AI technologies to assist with certain visual and video production processes. Specifically: Visuals & Artwork: Some game assets and promotional images were initially generated using AI tools and have been extensively edited, refined, and integrated by our human development team. Promotional Videos: Certain camera movements and dynamic visual effects in our trailers were created by applying AI animation tools to static artwork prepared by our artists. We maintain rigorous quality control over all final assets to ensure the best possible experience for our players.
Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed.
Generative AI was used during development to assist in the creation of some 3D models and visual assets. These assets are used alongside content created manually by the developer.
Generative AI tools were used to assist with the creation and refinement of some pre-generated 3D assets and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Generative AI was used during development as an assistive tool for code prototyping and localization, and to create some pre-generated visual content, including fictional patient photographs used as environmental and narrative elements in the game. AI-generated concept art is used only as internal visual reference and is not included as game assets. All AI-generated content included in the game is pre-generated. No generative AI runs during gameplay. Final level design, asset placement, gameplay systems, narrative implementation, and asset integration are created and assembled by the developer.
Generative AI was used during development to assist with the creation and refinement of some visual assets, including character artwork, environmental artwork, icons, and promotional imagery. AI-assisted assets were reviewed, edited, and integrated by the developer to maintain a consistent visual style. Generative AI is not used during gameplay and does not generate content in real time.
Generative AI tools were used during development to assist with the creation of some 2D visual assets and development-related content. All AI-assisted content is reviewed and integrated by the development team.
This game contains AI-generated character sprites and store page images.
Some of the art assets and music in this game are generated by AI.
Some store artwork for this game was created using generative AI tools.
A small number of in-game sound effects were produced with AI assistance.
Generative AI assisted in creating some in-game art and visual-effect assets, Steam store promotional images, background music, and some localized text. The developer reviewed and selected these materials, editing them where needed before including them in the game or store page. The game does not use generative AI to create content at runtime.
The use of AI is limited to select visual assets, which were manually reviewed, repainted, and integrated to fit the art direction. The project features original artwork hand-drawn by my artistic partner alongside an original acoustic piano score, entirely composed and performed by me. This is an independent, completely free passion project with zero monetization, made out of a genuine love for game development. Thank you for playing.
some videos and images are produced by ai
Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay.
Some character art was created with the assistance of AI
The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play.
The original 1998 version of Avalon was created entirely by hand, including its graphics, music, story, gameplay, game engine and even its custom music software. Avalon: Legacy Edition retains many of these original assets. Generative AI was used to create or refine much of the updated visual, audio and written content. No content is generated live during gameplay.
Generative AI was used during development to create certain pre-generated visual assets and character textures included in the game, as well as to assist with translation into certain languages (French, German, and Spanish). These assets are created during development and are integrated into the game; there is no real-time AI content generation during gameplay.
AI tools were used internally to assist with text translation. All final text was reviewed and edited by humans. No AI-generated assets(art, audio, code) are included.
I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player.
StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress. The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only.
PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait.
Video, some textures, and 3D models
Texture, Materials, sounds
Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties.
Generative AI was used during development and in the creation of sound and some artwork.
Garden Diary uses generative AI in these places, all reviewed and edited by me: • Code - written with an AI coding assistant. • Text - the interface text, hints and the game's written lines were drafted with AI help and edited by hand. This store description was written the same way. • Interface icons- the small line glyphs are hand-authored SVG produced with the same assistant. No AI-generated 3D art, textures, voice or music. Every 3D asset comes from licensed, human-made packs; the fonts are open-licensed human work; the wind, crickets, bells and lullaby are synthesised by the game's own audio code, and the rain is a licensed recording.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
TRAPPIST-1 In-game content art | AI was used to assist with coding and to create some textures, which were later reworked by the developer.
The game does not generate AI content in real time | Systm | - | Oct 1, 2026 | |
流量依存症 In-game content audio | Generative AI tools were used during development to assist in creating pre-generated audio and other selected content. These assets are reviewed and integrated by the developer before being included in the game or its promotional materials. The game does not use real-time generative AI during gameplay. | OBINO Studio | - | Oct 1, 2026 | |
Motel 51: Papers, Keys & Aliens In-game content art | AI tools were used to assist in creating selected promotional store assets and game assets. These materials were or will be later edited, refined, and finalized by human creators. | press any key | - | Oct 1, 2026 | |
After ICEY In-game content textartcode | Our AI assistance is mainly focused on copy polishing (e.g., correcting typos and logical errors), a small amount of scene refinement and VFX for the second part of the game (the second part is a redesign of some original scenes from ICEY; after handcrafting the concept design and finishing the demo, we use AI to batch-reduce repetitive work), and some programming implementation and test cases.
In all other areas—such as concept design, character design (character illustrations), scene design and related design work, combat animation and VFX, and scene implementation (from hand-drawn 2D animation to final implementation)—there is no AI content at all. The specific iteration details are basically all in the development VLOG; if you're interested, feel free to look through it. | TAMASHI GAMING | - | Sep 30, 2026 | |
Purpose of Visit In-game content text | Game text and translations were created with the help of AI tools. The public build has no AI voices; it has no voice acting yet. The art is not made with generative AI: it comes from free CC0 asset packs plus shapes and textures built in code. Sound effects are synthesized by our own scripts. Nothing is generated by AI while you play. | Larch Games | - | Sep 30, 2026 | |
Old Yon. New thief In-game content arttext | Some character portraits were created with generative AI. AI tools were also used to help write and translate the store page and to translate the game's text. The story and dialogue were written by our team. | BoneApps | - | Sep 30, 2026 | |
JUST UNTIL MORNING In-game content textaudio | The game's story, design and text were created by the developer. Generative AI was used as an assistant when writing the text of this store page and of the game, and to translate it into 12 languages; all of it was reviewed and edited by the developer. One song on the car radio ("Broken Hearts and Blue Moons", licensed from Pixabay) was produced by its author with generative AI. No content is generated while you play. | Alexframe | - | Sep 30, 2026 | |
Madame Cheng - Pirate Queen of Hong Kong In-game content art | Some 3D props were ai generated and then hand-edited; all Cantonese and Chinese text and voice is written and performed by people. | Hong Kong XR Museum, Inc | - | Sep 30, 2026 | |
Restless Path Dev only code | Generative AI has been used to help work with coding.
All Assets (art, models, animations, sprites/textures, sounds and music have been made by myself or have been bought) | Cotenko Games | - | Sep 30, 2026 | |
EVERYONE SAYS B In-game content art | Generative AI tools were used during development to create some character, environment, and object visuals, 3D assets, and promotional materials. All AI-generated content was created in advance during development. No new content is generated by AI during gameplay, and the game does not connect to any external AI services. | Nythalor Studios | - | Sep 30, 2026 | |
光与绽森语 Live AI text | DAWNBLOOM uses generative AI-assisted tools during the development of certain game content. The in-game “Dawnbloom Spirit” feature connects to a generative AI service to provide real-time text responses to players’ game-related questions, including game knowledge, gameplay explanations, and general guidance. This feature generates auxiliary text content only. It does not generate or modify game code, nor does it directly control game rules, character data, or player assets. | DAWNBLOOM Studio | - | Sep 30, 2026 | |
Football Transfer Insider Dev only | Generative AI was used to assist in creating pre-generated content during development. No generative AI is used during gameplay. | OZL Games | - | Sep 30, 2026 | |
铜风旅团 In-game content art | Generative AI was used primarily to assist in the creation of some visual assets and images used in the game, including illustrations, UI artwork, and promotional materials. AI-generated images were manually reviewed, selected, edited, and adjusted by the developer before being integrated into the game.
The game does not use generative AI to create content in real time during gameplay. | 铜风工作室 | - | Sep 30, 2026 | |
GroundHog Simulator Unclear | we have use ai to develop this game | groundhogheist | - | Sep 30, 2026 | |
Archival Security In-game content artcode | Some background environment props and their textures (signage, lamps,
surfaces, decals and small set-dressing objects) were generated with AI
assistance, using AI written procedural code rather than an image or mesh
generator. They ship with the game as scenery.
Everything else is the developer's own work: all writing and in-game text,
game design, game code, audio and sound design, the visual identity, and all
store page art.
No AI generated content is produced while the game is running. | Donewasting | - | Sep 30, 2026 | |
Kark and the Totem Path In-game content artaudio | Pre-generated AI tools were used during development to create portions of the game's static 2D artwork and music, including some environment and character images, store marketing art, and achievement icons. The outputs were selected, edited, integrated, and reviewed by the developer. No content is generated while the game is running, and the game does not send player prompts or player data to any AI service. | Moreman Games | - | Sep 30, 2026 | |
Defeat the Demon King with a Financed Bahamut In-game content arttext | AI tools were used during development for programming, image creation, scenario writing, and translation.
All AI-assisted or AI-generated content has been reviewed and, where necessary, edited by the developer before being included in the final release.
No content is generated by AI during gameplay. | Shobota | - | Sep 30, 2026 | |
Rift Ward In-game content artaudio | The music and much of the artwork in Rift Ward were created with generative AI tools, then chosen and edited. | Shamak | - | Sep 30, 2026 | |
Not Yet King Dev only art | Generative Fill and some generative AI editing tools were used while creating the visuals. | Basman Games | - | Sep 30, 2026 | |
島地在幹嘛(What the Isle) Dev only codearttext | During development, generative AI tools (such as ChatGPT) were used to assist in writing and optimizing portions of the Godot (GDScript) game code, as well as for brainstorming visual concepts during the early stages of art design. All final art assets, text, audio, and code within the game have been reviewed, modified, and finalized by the developer prior to release. The game does not generate any AI content in real-time during gameplay. | 斯斯工作室 | - | Sep 30, 2026 | |
真・竹取物語 / Shin Taketori Monogatari In-game content art | Some of this game's visual assets—character portraits, backgrounds, and CG—were created using generative AI tools. | Byte | - | Sep 28, 2026 | |
Two-Fifteen In-game content audio | As a solo developer, I used AI text-to-speech to voice characters. Everything else, including 3D models, textures, writing, and design, was made by me. | HaddajiDev | - | Sep 28, 2026 | |
ECHOES OF REINCARNATION In-game content art | During the development of this game, we utilized AI technologies to assist with certain visual and video production processes. Specifically:
Visuals & Artwork: Some game assets and promotional images were initially generated using AI tools and have been extensively edited, refined, and integrated by our human development team.
Promotional Videos: Certain camera movements and dynamic visual effects in our trailers were created by applying AI animation tools to static artwork prepared by our artists.
We maintain rigorous quality control over all final assets to ensure the best possible experience for our players. | Nanjing Sigma Network Technology | - | Sep 28, 2026 | |
Solis Chronicles In-game content artaudiotext | Solis Chronicles uses generative AI for pre-rendered content. Character art, backgrounds, event illustrations, video sequences, the title artwork, and the logo were created with generative AI tools (Flux, Nano Banana, Seedream, PixVerse, WAN) under human art direction, with reference-locked character designs. The music was generated locally with ACE-Step under human direction. The story, characters, and game design are human-authored. Dialogue was written with substantial AI assistance and edited by the developer. No AI content is generated during gameplay; everything is pre-rendered and human-reviewed. | FrostByte Project | - | Sep 28, 2026 | |
Cast Away In-game content art | Generative AI was used during development to assist in the creation of some 3D models and visual assets. These assets are used alongside content created manually by the developer. | Nightspire Games | - | Sep 28, 2026 | |
Postpartum | 산후조리원 In-game content arttext | Generative AI tools were used to assist with the creation and refinement of some pre-generated 3D assets and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | Jayhyeon Studio | - | Sep 28, 2026 | |
Locked In: The Ward In-game content arttextcode | Generative AI was used during development as an assistive tool for code prototyping and localization, and to create some pre-generated visual content, including fictional patient photographs used as environmental and narrative elements in the game. AI-generated concept art is used only as internal visual reference and is not included as game assets.
All AI-generated content included in the game is pre-generated. No generative AI runs during gameplay. Final level design, asset placement, gameplay systems, narrative implementation, and asset integration are created and assembled by the developer. | GES Interactive | - | Sep 28, 2026 | |
Doughjo In-game content art | Generative AI was used during development to assist with the creation and refinement of some visual assets, including character artwork, environmental artwork, icons, and promotional imagery. AI-assisted assets were reviewed, edited, and integrated by the developer to maintain a consistent visual style. Generative AI is not used during gameplay and does not generate content in real time. | Bill McFadden | - | Sep 28, 2026 | |
City Contractor Dev only art | Generative AI tools were used during development to assist with the creation of some 2D visual assets and development-related content. All AI-assisted content is reviewed and integrated by the development team. | Desoline transportation and tourism ltd | - | Sep 28, 2026 | |
Frost’s Descent In-game content art | This game contains AI-generated character sprites and store page images. | ChamhengGame | - | Sep 28, 2026 | |
Sign It In-game content artaudio | Some of the art assets and music in this game are generated by AI. | G-Yao | - | Sep 28, 2026 | |
星光农场 Store/marketing art | Some store artwork for this game was created using generative AI tools. | 新星像素/Nova Pixel | - | Sep 28, 2026 | |
The White Lamb: No Shelter In-game content audio | A small number of in-game sound effects were produced with AI assistance. | Zashmuha | - | Sep 28, 2026 | |
Pioneer Venture: Echo In-game content artaudiotext | Generative AI assisted in creating some in-game art and visual-effect assets, Steam store promotional images, background music, and some localized text. The developer reviewed and selected these materials, editing them where needed before including them in the game or store page. The game does not use generative AI to create content at runtime. | destinyhworld | - | Sep 27, 2026 | |
The Path of Glass In-game content art | The use of AI is limited to select visual assets, which were manually reviewed, repainted, and integrated to fit the art direction. The project features original artwork hand-drawn by my artistic partner alongside an original acoustic piano score, entirely composed and performed by me.
This is an independent, completely free passion project with zero monetization, made out of a genuine love for game development. Thank you for playing. | Biesro | - | Sep 27, 2026 | |
War Of The Twelve Store/marketing art | some videos and images are produced by ai | Lumivane Studio | - | Sep 27, 2026 | |
Fish Wrangler In-game content arttext | Some in-game artwork, such as fish, poles and quest art, is made with the help of AI image tools, then selected and edited by our team. Some forum replies from in-game characters are AI-assisted and reviewed before they are posted. Nothing is generated live during gameplay. | Fish Wrangler, Inc. | - | Sep 27, 2026 | |
那回不去青涩时光 In-game content art | Some character art was created with the assistance of AI | pp工作室 | - | Sep 27, 2026 | |
Second Source In-game content audiotext | The soundtrack was produced with generative AI music tools and then edited, cut and mixed by the developer. Part of the game's text and this store page was written with AI assistance and reviewed line by line by the developer. Everything else - code, interface art, achievement icons, the map and every capsule and screenshot - is hand-made. No content is generated by AI while you play. | Pablo Marcelo Riestra | - | Sep 27, 2026 | |
Avalon: Legacy Edition In-game content artaudiotext | The original 1998 version of Avalon was created entirely by hand, including its graphics, music, story, gameplay, game engine and even its custom music software. Avalon: Legacy Edition retains many of these original assets. Generative AI was used to create or refine much of the updated visual, audio and written content. No content is generated live during gameplay. | Seven Mages | - | Sep 27, 2026 | |
Poop Killer - The Golden Fart In-game content arttext | Generative AI was used during development to create certain pre-generated visual assets and character textures included in the game, as well as to assist with translation into certain languages (French, German, and Spanish). These assets are created during development and are integrated into the game; there is no real-time AI content generation during gameplay. | 616 GAMES | - | Sep 27, 2026 | |
Chrona & Sirona In-game content text | AI tools were used internally to assist with text translation. All final text was reviewed and edited by humans.
No AI-generated assets(art, audio, code) are included. | Kiichi | - | Sep 27, 2026 | |
IVORY In-game content audio | I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player. | Taalon Games, LLC. | - | Sep 27, 2026 | |
StageStar In-game content text | StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress.
The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only. | Edmond Szabo | - | Sep 27, 2026 | |
Perimeter, Paint & Process In-game content art | PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait. | Level Process Studios | - | Sep 26, 2026 | |
Grip of the mind In-game content art | Video, some textures, and 3D models | Pavel Nikolov | - | Sep 26, 2026 | |
Clinical Memory Unclear artaudio | Texture, Materials, sounds | Zazuna Team | - | Sep 26, 2026 | |
Dawn of Irkalla Dev only artcode | Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties. | GreenMind Media Inc | - | Sep 26, 2026 | |
Brumel: Fantasy Presidential Race In-game content audioart | Generative AI was used during development and in the creation of sound and some artwork. | SECHAN BARAM | - | Sep 25, 2026 | |
Garden Diary In-game content arttextcode | Garden Diary uses generative AI in these places, all reviewed and edited by me:
• Code - written with an AI coding assistant.
• Text - the interface text, hints and the game's written lines were drafted with AI help and edited by hand. This store description was written the same way.
• Interface icons- the small line glyphs are hand-authored SVG produced with the same assistant.
No AI-generated 3D art, textures, voice or music. Every 3D asset comes from licensed, human-made packs; the fonts are open-licensed human work; the wind, crickets, bells and lullaby are synthesised by the game's own audio code, and the rain is a licensed recording. | MMageGangsta | - | Sep 25, 2026 |