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This game uses generative artificial intelligence in the development of certain content, including NPC dialogue, visual art assets, and music/sound elements. All AI-generated content was created prior to the game's release and is not generated in real time during gameplay. This content has been reviewed and curated by our development team to ensure it meets our creative vision and quality standards.
Generative AI tools were used during development to assist with code writing, debugging, and drafting text. The game does not use generative AI at runtime and does not dynamically generate text, images, audio, or other content for players.
This game may include pre-generated content created or assisted by generative artificial intelligence tools during development, mainly for support with visual materials, promotional text, localization/translation, and marketing assets.
All content included in the game and on the store page has been manually reviewed, edited, and approved by the development team before publication. The game does not use generative artificial intelligence in real time during gameplay, so no new AI-generated content is created while the user is playing.
The game does not use generative artificial intelligence in real time. No images, text, sounds, dialogue, missions, or any other content are generated by AI while the game is running.
some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools.
Some visual and audio assets used in the game and its marketing materials were created or refined with the assistance of generative AI tools. All content is reviewed, edited, and integrated by the developer.
Generative technologies are used in Korea. IL-2 Series as production tools for selected types of content: in-game radio communications, pilot portraits and images used in Career mode.
Radio communications use text-to-speech technology based on voice recordings made by our team and voice actors under the relevant agreements.
Pilot portraits and Career mode images are created with AI-assisted workflows based on our own assets, in-game screenshots, models, and historical references, then manually reviewed and refined by our artists.
Generative AI is not used as a replacement for creative direction. All such content is curated, checked, and finalized by the development team.
Some visual assets in HODULGAP were created with the assistance of generative AI tools during development, including early concept art, sprite bases, icons, and visual effects. These assets are manually edited, simplified, cleaned up, and adjusted by the developer before being included in the game.
HODULGAP does not use AI to generate content during gameplay. Music and sound effects are sourced from non-AI asset libraries.
To provide our players with a richer visual and auditory experience within a small-scale development environment, We used pre-generated AI tools to assist in creating some 2D art assets, background music, and voice lines.
How is generative AI used in this game?
We utilized generative AI tools during the development of Threadstorm to assist with specific elements of the game's creation:
Art Assets: Some 2D sprites and visual elements within the game were created or refined using AI image generation tools. All generated assets were subsequently reviewed, edited, and curated by our team to ensure they fit the game's visual style.
Code Assistance: We utilized AI coding assistants (specifically GitHub Copilot) to help draft, optimize, and troubleshoot scripts for the Godot Engine, which helped streamline our development workflow.
All AI-assisted content has been thoroughly tested and integrated by the development team to ensure it aligns with our creative vision and quality standards.
We use AI to translate the store steam page to different languages. This will be changed on release and we will hire professional translators for this purpose.
Some promotional artwork and achievement icons were created using generative AI and then manually edited by the developer. No gameplay content is generated by AI.
Some background artwork used in the main menu was created with generative AI and then edited/implemented by the developer. No real-time generative AI is used during gameplay.
StarCinder includes some content created with the assistance of generative AI tools. This includes certain music tracks, ship concept art, ship models, and background/menu imagery. The developer directed the style, mood, and design goals for these assets, then reviewed, selected, and integrated the final content into the game. StarCinder does not generate AI content during gameplay and does not connect to external AI services while players are playing.
OFS is made by a solo developer using a hybrid, human-led production pipeline.
Some of the game's content was produced with the help of several generative AI tools — for instance to assist with certain complex 3D meshes, textures, and visual elements. These tools are used for one purpose only: to augment and accelerate human creativity, never to replace it.
Every artistic direction, every gameplay decision, and every final creative call is made by a human. All AI-assisted assets — meshes, textures, visuals, objects and anything else — are hand-reviewed, edited, and finalized by a human before they ever make it into the game.
As a solo developer, this hybrid approach simply unlocks far more creative possibilities than would otherwise be feasible without a full team — while keeping full human authorship over the final result.
This game uses pre-generated AI-assisted content.
Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets.
All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay.
Generative AI was used to create promotional artwork for the Steam store and community assets, including capsule art, key art, and logo variations. The game itself does not generate AI content during play.
Pre-generated AI tools were used to assist in the creation of certain static 2D graphical assets (such as fictional corporate logos, background poster textures, and promotional illustrations). All generated outputs were manually reviewed, retouched, and integrated as static textures by the developer to ensure alignment with the game's artistic direction. No real-time AI generation occurs during gameplay.
Some visual assets and artwork used in this game were created or assisted with generative AI tools. All generated content was reviewed, edited, and integrated into the game by the developer.
This game contains content created with the assistance of generative AI during development.
Generative AI tools were used to help create and iterate on parts of the game code, music, artwork, images, and multilingual translations. All AI-assisted content was reviewed, edited, selected, and integrated by the developer.
The game does not use generative AI to create content during gameplay.
Parts of this game were made with the help of generative AI tools. The music and sound effects were created using AI audio generation, then selected, edited, and mixed by us — they ship as fixed assets, not content generated live while you play.
We also used AI-assisted coding tools (such as code autocomplete and programming assistants) during development. Every line that ships was reviewed, tested, and integrated by us; the AI sped up routine work while the design, architecture, and final decisions remained human-led.
The game does not run any AI or collect player data during gameplay.
Some visual assets and voice audio used in the game were created with the assistance of generative AI tools and subsequently modified, edited, and integrated by the developer. No AI-generated content is created during gameplay.
The game contains both AI-generated and human-recorded voice acting. Some AI-generated voice lines are being used during development and may be replaced by human voice performances in future updates.
Some game assets were created with the help of AI tools during development. No AI runs during gameplay and no player data is sent to external services.
Some of this game's 2D art/images and in-game text were created with the help of generative AI tools during development, then reviewed and edited by the developer. Some of the game's code was also written with the assistance of AI coding tools. The game does not generate any content using AI while you play.
This game uses generative AI for some visual assets.
All such assets are reviewed, edited, and refined by the developer before use.
Generative AI is not used for gameplay or game progression.
Fatal Nights uses generative artificial intelligence as a development aid for certain pre-production and promotional materials. AI-assisted content may include concept artwork, visual brainstorming, marketing assets, and written drafts. All gameplay systems, story, level design, implementation, and final creative decisions are developed and curated by the developer.
Localisation: The game's interface text was localised into 11 languages (French, Spanish (Latin America), Italian, German, Portuguese (Brazil), Russian, Simplified Chinese, Korean, Japanese, Polish, Turkish) with the assistance of AI tools. All original English source text was written by the developer.
Voice-over: Some in-game voice-over was created using AI voice generation, used alongside recordings from real voice artists.
Music: Two background music tracks heard on in-game radios were generated with AI tools, then filtered and edited by the developer in FL Studio.
Store art: The capsule artwork combines a hand-made logo created by a commissioned artist with an AI-generated background.
Generative AI was used during development to assist with polishing promotional illustrations and drafting portions of the game's logic code. Some manually drawn promotional artwork was refined with AI assistance to improve less polished areas. AI-assisted code was manually reviewed by the developer, integrated by hand, and verified through local builds and hands-on playtesting before use. The game does not include player-facing real-time AI generation.
Some of the game's visual assets (boss artwork, item icons, background illustrations) and store page imagery were created using generative AI tools, then integrated and refined by hand. Gameplay design, balancing, and integration are done manually.
This game uses generative AI tools for some pre-recorded NPC voice-over audio. Other voice-over audio was recorded in-house by human performers. All voice lines are fixed, reviewed by the developer, and included in the game build. The game does not use AI to generate content during gameplay. All other game content, including gameplay systems, environments, UI, writing, and store assets, is original and created by the development team.
Dither Paradox is created and directed by Michał Kita. The game's final pixel art, animation, and visual design are made by hand, and every artistic and creative decision is made by people.
We use generative AI as a production tool that supports - but does not replace - this work. In the visual layer, AI is sometimes used during the concept and iteration stage - to explore ideas and variations - while the final art assets that ship in the game are made by hand. AI also assists in producing music and voiceover, which are then curated, edited, and approved by the team, as well as some promotional materials.
AI lets us reach a higher level of polish in less time, but authorship, art direction, and final responsibility for everything players see and hear remain with the people who make the game.
RoguePunk is an independent project, and its visual and audio content including pixel-art characters, enemies, environments, music, and sound effects was created with the help of generative AI tools, then selected, arranged, edited, and integrated by hand to fit the game's world and feel.
I see these tools the way earlier developers saw new engines, samplers, and digital art software: as a way for solo developers to bring an ambitious, fully-realized world to players who might otherwise never get to see it.
Some 3D models, prop assets, and sound effects in this game were created with the help of generative AI tools and then reviewed, edited, and integrated by our team to fit the game's art style and quality standards. Other art, design, and store/marketing materials were created without generative AI.
As an independent development team, we use generative AI tools to assist in creating some of the game’s background artwork and decorative wallpapers. These images are used as supporting visual elements and do not replace the game’s 3D assets, animation, gameplay design, programming, or overall creative direction.
All AI-assisted artwork is selected, reviewed, edited, and integrated by our development team to ensure it fits the visual identity of Oops, No Floor. The game does not generate content during gameplay.
We respect and value the work of professional artists. Our use of AI reflects the practical resources available to us as a small indie team and allows us to focus our budget and time on building, polishing, and supporting the game.
This game uses generative artificial intelligence in the development of certain content, including NPC dialogue, visual art assets, and music/sound elements. All AI-generated content was created prior to the game's release and is not generated in real time during gameplay. This content has been reviewed and curated by our development team to ensure it meets our creative vision and quality standards.
Generative AI tools were used during development to assist with code writing, debugging, and drafting text. The game does not use generative AI at runtime and does not dynamically generate text, images, audio, or other content for players.
This game may include pre-generated content created or assisted by generative artificial intelligence tools during development, mainly for support with visual materials, promotional text, localization/translation, and marketing assets.
All content included in the game and on the store page has been manually reviewed, edited, and approved by the development team before publication. The game does not use generative artificial intelligence in real time during gameplay, so no new AI-generated content is created while the user is playing.
The game does not use generative artificial intelligence in real time. No images, text, sounds, dialogue, missions, or any other content are generated by AI while the game is running.
some Artwork was generated and modified with AI tools, some of the 3D Models where designed with help of AI Models. Music was generated with AI Music Tools.
Some visual and audio assets used in the game and its marketing materials were created or refined with the assistance of generative AI tools. All content is reviewed, edited, and integrated by the developer.
Generative technologies are used in Korea. IL-2 Series as production tools for selected types of content: in-game radio communications, pilot portraits and images used in Career mode.
Radio communications use text-to-speech technology based on voice recordings made by our team and voice actors under the relevant agreements.
Pilot portraits and Career mode images are created with AI-assisted workflows based on our own assets, in-game screenshots, models, and historical references, then manually reviewed and refined by our artists.
Generative AI is not used as a replacement for creative direction. All such content is curated, checked, and finalized by the development team.
Some visual assets in HODULGAP were created with the assistance of generative AI tools during development, including early concept art, sprite bases, icons, and visual effects. These assets are manually edited, simplified, cleaned up, and adjusted by the developer before being included in the game.
HODULGAP does not use AI to generate content during gameplay. Music and sound effects are sourced from non-AI asset libraries.
To provide our players with a richer visual and auditory experience within a small-scale development environment, We used pre-generated AI tools to assist in creating some 2D art assets, background music, and voice lines.
How is generative AI used in this game?
We utilized generative AI tools during the development of Threadstorm to assist with specific elements of the game's creation:
Art Assets: Some 2D sprites and visual elements within the game were created or refined using AI image generation tools. All generated assets were subsequently reviewed, edited, and curated by our team to ensure they fit the game's visual style.
Code Assistance: We utilized AI coding assistants (specifically GitHub Copilot) to help draft, optimize, and troubleshoot scripts for the Godot Engine, which helped streamline our development workflow.
All AI-assisted content has been thoroughly tested and integrated by the development team to ensure it aligns with our creative vision and quality standards.
We use AI to translate the store steam page to different languages. This will be changed on release and we will hire professional translators for this purpose.
Some promotional artwork and achievement icons were created using generative AI and then manually edited by the developer. No gameplay content is generated by AI.
Some background artwork used in the main menu was created with generative AI and then edited/implemented by the developer. No real-time generative AI is used during gameplay.
StarCinder includes some content created with the assistance of generative AI tools. This includes certain music tracks, ship concept art, ship models, and background/menu imagery. The developer directed the style, mood, and design goals for these assets, then reviewed, selected, and integrated the final content into the game. StarCinder does not generate AI content during gameplay and does not connect to external AI services while players are playing.
OFS is made by a solo developer using a hybrid, human-led production pipeline.
Some of the game's content was produced with the help of several generative AI tools — for instance to assist with certain complex 3D meshes, textures, and visual elements. These tools are used for one purpose only: to augment and accelerate human creativity, never to replace it.
Every artistic direction, every gameplay decision, and every final creative call is made by a human. All AI-assisted assets — meshes, textures, visuals, objects and anything else — are hand-reviewed, edited, and finalized by a human before they ever make it into the game.
As a solo developer, this hybrid approach simply unlocks far more creative possibilities than would otherwise be feasible without a full team — while keeping full human authorship over the final result.
This game uses pre-generated AI-assisted content.
Most of the visual assets used in the game and its promotional materials were created with the help of generative AI tools, including character images, background images, key visual materials, and video/trailer assets.
All AI-assisted outputs were reviewed, selected, edited, and integrated by the developer before being included in the game. The game does not generate AI content in real time during gameplay.
Generative AI was used to create promotional artwork for the Steam store and community assets, including capsule art, key art, and logo variations. The game itself does not generate AI content during play.
Pre-generated AI tools were used to assist in the creation of certain static 2D graphical assets (such as fictional corporate logos, background poster textures, and promotional illustrations). All generated outputs were manually reviewed, retouched, and integrated as static textures by the developer to ensure alignment with the game's artistic direction. No real-time AI generation occurs during gameplay.
Some visual assets and artwork used in this game were created or assisted with generative AI tools. All generated content was reviewed, edited, and integrated into the game by the developer.
This game contains content created with the assistance of generative AI during development.
Generative AI tools were used to help create and iterate on parts of the game code, music, artwork, images, and multilingual translations. All AI-assisted content was reviewed, edited, selected, and integrated by the developer.
The game does not use generative AI to create content during gameplay.
Parts of this game were made with the help of generative AI tools. The music and sound effects were created using AI audio generation, then selected, edited, and mixed by us — they ship as fixed assets, not content generated live while you play.
We also used AI-assisted coding tools (such as code autocomplete and programming assistants) during development. Every line that ships was reviewed, tested, and integrated by us; the AI sped up routine work while the design, architecture, and final decisions remained human-led.
The game does not run any AI or collect player data during gameplay.
Some visual assets and voice audio used in the game were created with the assistance of generative AI tools and subsequently modified, edited, and integrated by the developer. No AI-generated content is created during gameplay.
The game contains both AI-generated and human-recorded voice acting. Some AI-generated voice lines are being used during development and may be replaced by human voice performances in future updates.
Some game assets were created with the help of AI tools during development. No AI runs during gameplay and no player data is sent to external services.
Some of this game's 2D art/images and in-game text were created with the help of generative AI tools during development, then reviewed and edited by the developer. Some of the game's code was also written with the assistance of AI coding tools. The game does not generate any content using AI while you play.
This game uses generative AI for some visual assets.
All such assets are reviewed, edited, and refined by the developer before use.
Generative AI is not used for gameplay or game progression.
Fatal Nights uses generative artificial intelligence as a development aid for certain pre-production and promotional materials. AI-assisted content may include concept artwork, visual brainstorming, marketing assets, and written drafts. All gameplay systems, story, level design, implementation, and final creative decisions are developed and curated by the developer.
Localisation: The game's interface text was localised into 11 languages (French, Spanish (Latin America), Italian, German, Portuguese (Brazil), Russian, Simplified Chinese, Korean, Japanese, Polish, Turkish) with the assistance of AI tools. All original English source text was written by the developer.
Voice-over: Some in-game voice-over was created using AI voice generation, used alongside recordings from real voice artists.
Music: Two background music tracks heard on in-game radios were generated with AI tools, then filtered and edited by the developer in FL Studio.
Store art: The capsule artwork combines a hand-made logo created by a commissioned artist with an AI-generated background.
Generative AI was used during development to assist with polishing promotional illustrations and drafting portions of the game's logic code. Some manually drawn promotional artwork was refined with AI assistance to improve less polished areas. AI-assisted code was manually reviewed by the developer, integrated by hand, and verified through local builds and hands-on playtesting before use. The game does not include player-facing real-time AI generation.
Some of the game's visual assets (boss artwork, item icons, background illustrations) and store page imagery were created using generative AI tools, then integrated and refined by hand. Gameplay design, balancing, and integration are done manually.
This game uses generative AI tools for some pre-recorded NPC voice-over audio. Other voice-over audio was recorded in-house by human performers. All voice lines are fixed, reviewed by the developer, and included in the game build. The game does not use AI to generate content during gameplay. All other game content, including gameplay systems, environments, UI, writing, and store assets, is original and created by the development team.
Dither Paradox is created and directed by Michał Kita. The game's final pixel art, animation, and visual design are made by hand, and every artistic and creative decision is made by people.
We use generative AI as a production tool that supports - but does not replace - this work. In the visual layer, AI is sometimes used during the concept and iteration stage - to explore ideas and variations - while the final art assets that ship in the game are made by hand. AI also assists in producing music and voiceover, which are then curated, edited, and approved by the team, as well as some promotional materials.
AI lets us reach a higher level of polish in less time, but authorship, art direction, and final responsibility for everything players see and hear remain with the people who make the game.
RoguePunk is an independent project, and its visual and audio content including pixel-art characters, enemies, environments, music, and sound effects was created with the help of generative AI tools, then selected, arranged, edited, and integrated by hand to fit the game's world and feel.
I see these tools the way earlier developers saw new engines, samplers, and digital art software: as a way for solo developers to bring an ambitious, fully-realized world to players who might otherwise never get to see it.
Some 3D models, prop assets, and sound effects in this game were created with the help of generative AI tools and then reviewed, edited, and integrated by our team to fit the game's art style and quality standards. Other art, design, and store/marketing materials were created without generative AI.
As an independent development team, we use generative AI tools to assist in creating some of the game’s background artwork and decorative wallpapers. These images are used as supporting visual elements and do not replace the game’s 3D assets, animation, gameplay design, programming, or overall creative direction.
All AI-assisted artwork is selected, reviewed, edited, and integrated by our development team to ensure it fits the visual identity of Oops, No Floor. The game does not generate content during gameplay.
We respect and value the work of professional artists. Our use of AI reflects the practical resources available to us as a small indie team and allows us to focus our budget and time on building, polishing, and supporting the game.