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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
- Some background music outside of races
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.
StoryNow uses generative AI locally during gameplay. Llama.cpp generates prompts that ComfyUI uses to create visual-novel artwork on the player's device. The game does not connect to an external AI generation service.
All character and monster art is hand-drawn pixel art (MiniKyara by Atelier Pixerelia), not AI-generated. AI helped with the text, translations and sound. Nothing is generated by AI while you play.
The Rend is made by a small indie team, with core character art, animation, and design created by human artists we've worked with and credited.
We use generative AI tools in a supporting role for environment art direction and variation, additional views and variations of existing character designs, and some temporary UI artwork, such as achievement badges that haven't received their final art yet. No content is generated by AI during gameplay.
All AI-assisted content is directed, reviewed, and edited by our team. As development continues, we'll keep working with artists and developers to improve the game's art and overall experience.
During development, we used generative AI tools to create some of the content included in the game, such as images, text, and audio.
During gameplay, generative AI may create audio content in response to race events. We have implemented safeguards to prevent or reduce the generation of illegal or inappropriate content.
Generative AI tools were used during development to assist in creating some visual and promotional assets, which were selected, edited, and integrated by the developer. The game does not use generative AI to generate content during gameplay.
AI-assisted tools were used during development to create some visual assets, including some artwork. These assets are included as pre-generated game content.
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.
Phantom Fleet uses generative AI during development to assist in creating card illustrations, skill icons, UI decorations, backgrounds, ship textures, and some visual effect assets. AI assistance was also used in writing in-game descriptions and store page text.
Background music and sound effects were created using audio synthesis code written with the assistance of AI and are included in the game.
All of this content is pre-generated during development. The game does not use generative AI to create new images, music, dialogue, or other content in real time during gameplay.
Some text in this game — the store page, in-game UI labels and menus, and the English translation — was drafted with the help of an AI assistant and then reviewed and edited by the developer. AI coding assistants were also used during development. All in-game art, 3D models, textures and sounds are hand-made, generated procedurally by the game's own code, or licensed third-party assets; none of them are AI-generated. No AI is used to generate content during gameplay.
Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer.
Pre-generated AI content: The four background music tracks were generated with Suno AI under the developer's paid subscription (commercial license per Suno's Terms of Service). The source image of the application icon was generated with an AI image tool and manually processed. All in-game 3D models, textures, chalk illustrations and sound effects are procedurally generated by in-house scripts without AI. The game contains no live-generated AI content.
Generative AI was used during development to create visual assets, including backgrounds, character and enemy artwork, item icons, and story illustrations. AI was also used to create in-game text and story content, translate in-game text, and draft and translate the Steam store description. The game does not generate AI content or connect to external AI services during gameplay.
Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service.
Battles of Arunia uses AI-generated artwork created during development, including card illustrations, character portraits, backgrounds and interface artwork. We plan to replace all placeholder artwork during Early Access, including through voluntary community contributions used with permission. The game does not generate AI content during gameplay.
We use AI tools to make some of the game's art, sound, voices and writing. Every result was reviewed and edited before it went into the game.
- 3D models: most creature and character bodies (dinosaurs, Ice Age animals, wildlife, the infected, the customisable human bodies, hairstyles and hats) and some props and plants were generated with Tripo through Unity AI, from reference images made with OpenAI GPT Image. They were then cleaned up, rigged and fitted to the game's style.
- Textures: the dinosaur hides and the human characters' faces, skin, clothing and infection damage were painted with the help of GPT Image.
- Illustrations: the field guide's species plates were generated with GPT Image from renders of the in-game models.
- Sound: the calls of the mammoths, giant elk, ground sloths and sauropods were generated with Unity AI sound generation.
- Voices: the radio voices (the island broadcasts, the voice on the collection frequency and the facility's recorded messages) and the skipper's two lines in the opening scene are AI voices, made with ElevenLabs Eleven v4 text-to-speech from the game's own script. Face-to-face dialogue and the tapes are not voiced.
- Writing: in-game text (dialogue, records and descriptions) and this store page were drafted with AI writing assistance and edited by the developer.
- Store art: the capsule and library artwork and the logo were generated with GPT Image. They are illustrations, not screenshots. The screenshots, trailers and About clips are in-engine footage with licensed music and sound effects; any voices, herd calls, logo or artwork in the trailers are the AI content listed above.
Buildings, vehicles, weapons, most props, the music, most sound effects and all animation come from licensed asset packs (a few animation clips are adapted from them). The interface was built for the game. The game generates no AI content while you play.
Generative AI was used to create promotional and store-page artwork for TAKEN during development. No AI-generated content or code is generated during gameplay.
Some visual and audio assets were generated with AI tools during development and edited for use in Dead Last. No AI content is generated during gameplay.
Some assets in this game were created with generative AI during development: 3D models of characters and props (including some of their animations), and images such as textures and illustrations. All of them were selected and adjusted by the developers before being used in the game. No content is generated by AI while the game is running.
Generative AI tools were used during production to create character artwork, portraits, and some of the game's illustrations and visual assets. AI tools also assisted with the story, dialogue, and store-page copy, including its English version. These are pre-generated materials; the game does not use generative AI to create new content during gameplay.
Some paintings and NPC textures in this game were generated using AI. These elements are used purely for visual and aesthetic purposes and have no impact on gameplay. There is no live or real-time AI generation during gameplay.
Parts of the source code and some store and marketing text were written with help from AI coding assistants during development. All terrain, water simulation, satellite imagery and map data come from real geographic datasets. No AI-generated artwork, audio or narrative ships with the app, and nothing is generated during play.
This game utilizes pre-rendered content assisted by generative AI tools exclusively for a few specific background songs, character voice acting, and minor conceptual art references.
The ambient sound design, audio effects, and liminal soundscapes were crafted by human artists. Certain 3D models and environmental props were acquired under license from creators on the Unreal Engine Marketplace. All narrative writing, game design, level composition, programming, story, and creative direction are original works created and directed entirely by the author.
AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not 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 were used during development to assist in creating some artwork, music, sound effects, and promotional materials, and in drafting and translating text. These materials are prepared before release. The game does not generate AI content during gameplay or connect to external AI services.
Every part of this game's concept, design, and features was created by humans. The ideas, the gameplay, the look and feel, and every decision about how it all fits together came from us.
For the programming itself, we use AI coding agents to help us write code. They speed up development and let us focus our time on what matters most: making the game fun to play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
The game's visuals (backgrounds, character portraits, event CGs, and UI) were created with generative AI, then reviewed by hand and retouched where needed. The BGM and some sound effects were also generated with AI, and AI is used for translations. The original story and dialogue were written entirely by the author.
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 as part of the development of Warstead to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process.
Generative AI was used during development for the following:
- Music: The background music was created with an AI music generation tool (Suno).
- Word definitions: The definitions shown in the game were written with the assistance of AI, using the public dictionary data JMdict as a reference, and were reviewed and corrected by the developer.
- Programming: AI was used as a development aid.
No content is generated by AI during gameplay. All puzzles, word data, and visuals are pre-made.
This game used AI assistance to help arrange the store page artwork and to support programming. AI assistance was also used to write the store page text, and the multi-language localization in the current version was produced with AI assistance. All AI-related work was carried out under the direction and planning of the developer.
AI tools were used during development to assist in creating and iterating on some pre-generated assets. These assets were subsequently selected, edited, integrated, and reviewed by the developers before inclusion in the game. The game does not generate AI content during gameplay.
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
- Some background music outside of races
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.
StoryNow uses generative AI locally during gameplay. Llama.cpp generates prompts that ComfyUI uses to create visual-novel artwork on the player's device. The game does not connect to an external AI generation service.
All character and monster art is hand-drawn pixel art (MiniKyara by Atelier Pixerelia), not AI-generated. AI helped with the text, translations and sound. Nothing is generated by AI while you play.
The Rend is made by a small indie team, with core character art, animation, and design created by human artists we've worked with and credited.
We use generative AI tools in a supporting role for environment art direction and variation, additional views and variations of existing character designs, and some temporary UI artwork, such as achievement badges that haven't received their final art yet. No content is generated by AI during gameplay.
All AI-assisted content is directed, reviewed, and edited by our team. As development continues, we'll keep working with artists and developers to improve the game's art and overall experience.
During development, we used generative AI tools to create some of the content included in the game, such as images, text, and audio.
During gameplay, generative AI may create audio content in response to race events. We have implemented safeguards to prevent or reduce the generation of illegal or inappropriate content.
Generative AI tools were used during development to assist in creating some visual and promotional assets, which were selected, edited, and integrated by the developer. The game does not use generative AI to generate content during gameplay.
AI-assisted tools were used during development to create some visual assets, including some artwork. These assets are included as pre-generated game content.
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.
Phantom Fleet uses generative AI during development to assist in creating card illustrations, skill icons, UI decorations, backgrounds, ship textures, and some visual effect assets. AI assistance was also used in writing in-game descriptions and store page text.
Background music and sound effects were created using audio synthesis code written with the assistance of AI and are included in the game.
All of this content is pre-generated during development. The game does not use generative AI to create new images, music, dialogue, or other content in real time during gameplay.
Some text in this game — the store page, in-game UI labels and menus, and the English translation — was drafted with the help of an AI assistant and then reviewed and edited by the developer. AI coding assistants were also used during development. All in-game art, 3D models, textures and sounds are hand-made, generated procedurally by the game's own code, or licensed third-party assets; none of them are AI-generated. No AI is used to generate content during gameplay.
Unwritten uses generative AI as part of its core gameplay. AI systems interpret the player's freely written actions and generate narrative responses within an authored world, story and set of rules. AI inference runs locally on the player's computer.
Pre-generated AI content: The four background music tracks were generated with Suno AI under the developer's paid subscription (commercial license per Suno's Terms of Service). The source image of the application icon was generated with an AI image tool and manually processed. All in-game 3D models, textures, chalk illustrations and sound effects are procedurally generated by in-house scripts without AI. The game contains no live-generated AI content.
Generative AI was used during development to create visual assets, including backgrounds, character and enemy artwork, item icons, and story illustrations. AI was also used to create in-game text and story content, translate in-game text, and draft and translate the Steam store description. The game does not generate AI content or connect to external AI services during gameplay.
Some artwork in the game and its Steam store and marketing materials was created or refined with generative AI tools before release. Some music tracks were generated offline with ACE-Step. These are fixed, pre-generated assets. The game does not generate AI content during gameplay or connect to an external AI service.
Battles of Arunia uses AI-generated artwork created during development, including card illustrations, character portraits, backgrounds and interface artwork. We plan to replace all placeholder artwork during Early Access, including through voluntary community contributions used with permission. The game does not generate AI content during gameplay.
We use AI tools to make some of the game's art, sound, voices and writing. Every result was reviewed and edited before it went into the game.
- 3D models: most creature and character bodies (dinosaurs, Ice Age animals, wildlife, the infected, the customisable human bodies, hairstyles and hats) and some props and plants were generated with Tripo through Unity AI, from reference images made with OpenAI GPT Image. They were then cleaned up, rigged and fitted to the game's style.
- Textures: the dinosaur hides and the human characters' faces, skin, clothing and infection damage were painted with the help of GPT Image.
- Illustrations: the field guide's species plates were generated with GPT Image from renders of the in-game models.
- Sound: the calls of the mammoths, giant elk, ground sloths and sauropods were generated with Unity AI sound generation.
- Voices: the radio voices (the island broadcasts, the voice on the collection frequency and the facility's recorded messages) and the skipper's two lines in the opening scene are AI voices, made with ElevenLabs Eleven v4 text-to-speech from the game's own script. Face-to-face dialogue and the tapes are not voiced.
- Writing: in-game text (dialogue, records and descriptions) and this store page were drafted with AI writing assistance and edited by the developer.
- Store art: the capsule and library artwork and the logo were generated with GPT Image. They are illustrations, not screenshots. The screenshots, trailers and About clips are in-engine footage with licensed music and sound effects; any voices, herd calls, logo or artwork in the trailers are the AI content listed above.
Buildings, vehicles, weapons, most props, the music, most sound effects and all animation come from licensed asset packs (a few animation clips are adapted from them). The interface was built for the game. The game generates no AI content while you play.
Generative AI was used to create promotional and store-page artwork for TAKEN during development. No AI-generated content or code is generated during gameplay.
Some visual and audio assets were generated with AI tools during development and edited for use in Dead Last. No AI content is generated during gameplay.
Some assets in this game were created with generative AI during development: 3D models of characters and props (including some of their animations), and images such as textures and illustrations. All of them were selected and adjusted by the developers before being used in the game. No content is generated by AI while the game is running.
Generative AI tools were used during production to create character artwork, portraits, and some of the game's illustrations and visual assets. AI tools also assisted with the story, dialogue, and store-page copy, including its English version. These are pre-generated materials; the game does not use generative AI to create new content during gameplay.
Some paintings and NPC textures in this game were generated using AI. These elements are used purely for visual and aesthetic purposes and have no impact on gameplay. There is no live or real-time AI generation during gameplay.
Parts of the source code and some store and marketing text were written with help from AI coding assistants during development. All terrain, water simulation, satellite imagery and map data come from real geographic datasets. No AI-generated artwork, audio or narrative ships with the app, and nothing is generated during play.
This game utilizes pre-rendered content assisted by generative AI tools exclusively for a few specific background songs, character voice acting, and minor conceptual art references.
The ambient sound design, audio effects, and liminal soundscapes were crafted by human artists. Certain 3D models and environmental props were acquired under license from creators on the Unreal Engine Marketplace. All narrative writing, game design, level composition, programming, story, and creative direction are original works created and directed entirely by the author.
AI-assisted tools were used during development for selected artwork and audio, store page text, and localization. All content is included in the game or its promotional materials in a pre-generated form. No generative AI runs during gameplay, and the game does not 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 were used during development to assist in creating some artwork, music, sound effects, and promotional materials, and in drafting and translating text. These materials are prepared before release. The game does not generate AI content during gameplay or connect to external AI services.
Every part of this game's concept, design, and features was created by humans. The ideas, the gameplay, the look and feel, and every decision about how it all fits together came from us.
For the programming itself, we use AI coding agents to help us write code. They speed up development and let us focus our time on what matters most: making the game fun to play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
The game's visuals (backgrounds, character portraits, event CGs, and UI) were created with generative AI, then reviewed by hand and retouched where needed. The BGM and some sound effects were also generated with AI, and AI is used for translations. The original story and dialogue were written entirely by the author.
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 as part of the development of Warstead to support the creation of visual content, sound effects, and video content such as trailers, helping to speed up the development process.
Generative AI was used during development for the following:
- Music: The background music was created with an AI music generation tool (Suno).
- Word definitions: The definitions shown in the game were written with the assistance of AI, using the public dictionary data JMdict as a reference, and were reviewed and corrected by the developer.
- Programming: AI was used as a development aid.
No content is generated by AI during gameplay. All puzzles, word data, and visuals are pre-made.
This game used AI assistance to help arrange the store page artwork and to support programming. AI assistance was also used to write the store page text, and the multi-language localization in the current version was produced with AI assistance. All AI-related work was carried out under the direction and planning of the developer.
AI tools were used during development to assist in creating and iterating on some pre-generated assets. These assets were subsequently selected, edited, integrated, and reviewed by the developers before inclusion in the game. The game does not generate AI content during gameplay.