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Missing or unclear statements cannot establish whether a game uses AI.
The game has a single AI-generated image of deliberate low quality in it, because I wanted to have that.
It also has the "ASA-Intelligence" text generation and modification system, which is technically and pragmatically incomparable to the function of a large language model, but is technically AI. It is not trained on text from anything but the game itself, and is ran entirely locally during certain parts of gameplay.
AI generation is used as a supporting tool for certain 3D assets and game code. AI-generated content is subsequently thoroughly refined by hand before being included in the game.
As an indie game project, to overcome limitations in budget and time,
this game utilizes AI-generated assets for some visual elements (including character art, background scenes, and UI icons) and music.
All AI-generated content has undergone the following manual processing:
Frame-by-frame adjustments for detail consistency.
Redrawing of parts inconsistent with the game's worldbuilding.
Ayu promises that all assets comply with Steam's policies, and the core gameplay and narrative are 100% original.
Thank you for your understanding and support.
Please note: DreamForge uses generative AI to create characters, environments, and storylines for all player-created games. We take reasonable precautions to reduce offensive and inaccurate content; however, we do not guarantee the accuracy, appropriateness, or completeness of any generated content. You may not use DreamForge to create, reproduce, or distribute content that infringes on third-party copyrights or other intellectual property rights. Violations may result in removal of content and/or account suspension.
Generative AI was used only in limited cases: for a few UI elements and temporary draft translation. Before release, all machine-translated text will be replaced with human localization.
AI tools were used during development for coding assistance (Kiro AI). Store artwork and marketing images were created using Leonardo.ai. Achievement icons were created using PixelLab. No AI content is generated during gameplay - all in-game assets are static and pre-made.
Please note that the audiovisual materials in this game (character illustrations, backgrounds, CG, BGM, voice acting) and some clips in the promotional video are AI-assisted creations.
Here, I sincerely ask for your forgiveness and understanding. However, please rest assured that in this work, AI serves merely as a production tool, not as the creator of the work itself.
This means that everything—from the initial concept and the collection of stylistic references, to repeated refinements in aspects such as character outfits, scene atmospheres, and continuous adjustments to the emotional delivery of voice acting—was independently handled by me. AI was only responsible for the final production phase.
I also dislike fast-food-like workflows. For me, AI is a powerful production tool that compensates for my shortcomings, but the soul of the work always originates from human creativity.
In any case, thank you for your attention and understanding. If you have any questions, feel free to message me anytime~
Ashengaurd uses a mix of RTP, commissioned Pixel art, and some AI-generated images that have been altered to fit my needs. The AI art is intended as a "placeholder" and will be phased out as the development continues.
During the development process, AI-based tools are utilized to assist with the creation of visual content only. In all such cases, these tools serve strictly as a support mechanism, and the final product remains a direct reflection of the developer's original vision, design, and standards.
This product uses generative artificial intelligence as a development support tool.
Generative AI was used to assist with:
early concept ideation (including visual concepts and reference images)
draft text and descriptions
sound effects and music creation
I applied AI technology to character illustrations and game scenes. However, on this basis, I also carried out manual secondary refinement—the AI-generated assets were not used directly.
Besides, apart from the content mentioned above, all other parts of the game are originally created manually and no AI was employed in their production.
AI-assisted tools were used during development to support the creation of visual assets, music, text, and store page materials, as well as for prototyping and scripting assistance. All content was curated, edited, and integrated by the developer, with final creative and technical decisions made by a human.
General AI Usage Disclosure: We use generative AI tools in the following areas of development:
Visual Assets: Some in-game textures and marketing banners were initially generated using AI and then manually polished by our artists.
Localization: AI was used to facilitate the initial translation process, followed by manual editing for linguistic accuracy.
We ensure that all AI-used processes comply with legal requirements and do not infringe on any third-party rights.
During the development of False Testimony, generative AI tools were used to create certain graphical elements and musical compositions. However, all AI-generated content has been carefully edited, refined, and adjusted manually to match the game's artistic style and atmosphere.
Main Logo
Application icon
Start Menu artwork
Some UI visual elements
Text icons
Location background artwork
Some location visual elements (characters and interactive objects)
Some player equipment visuals
Some enemy character visuals
Dialog text
All illustrations in the game are 100% AI-generated. All assets are pre-rendered and fixed, meaning no illustrations or scenarios are generated by AI in real-time during gameplay.
Reel Talk is made by Lost Rabbit Digital: two siblings who handle all the coding, music, writing, and playtesting ourselves, with help from one additional artist, and one musician. We're a tiny team with no outside funding. To keep up, we sometimes use AI tools to brainstorm or generate rough drafts. But nothing ships without our hands on it. Every line of code, every sprite, every track is reviewed, rewritten, and refined by us.
We use AI to generate example images, as well as to create variations of in-game assets by applying different rendering methods or artistic styles based on existing resources.
Generative AI was used during development to help create some pre-rendered audio, store/marketing visuals, and concept art. All such content is curated by the developer, and the game does not generate AI content at runtime. Some store page text was also drafted with AI assistance and edited by the developer.
Players can freely converse with NPCs, and the game will generate dialogue in real time based on the NPCs' personalities and memories.
The main storyline will be driven by AI agents, which will generate plotlines consistent with the game's lore.
AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons.
AI was used to translate the game into French, Spanish and Brazil Portuguese.
Friends speaking these languages checked for accuracy but I will adjust any translation errors, when the community let me know about them!
AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
Marketing assets (Capsule Art, Headers) and in-game 2D assets (sprites, icons, UI elements, backgrounds) were conceptualized and generated using AI tools (Nano Banana Pro), then manually edited, animated, and composited by the developer.
Sound Effects were generated using AI-based synthesis tools (ElevenLabs).
Background Music was generated using AI composition tools (Soundraw).
No AI is used for live generation during gameplay.
Generative AI was used for the production of SOME art assets. Some are completely handmade, Some are almost entirely AI with additional human editing. This normally varies by game where one will have lots of AI and one will be completely handmade.
Art assets refer to images and music.
No AI ever runs during runtime.
The game has a single AI-generated image of deliberate low quality in it, because I wanted to have that.
It also has the "ASA-Intelligence" text generation and modification system, which is technically and pragmatically incomparable to the function of a large language model, but is technically AI. It is not trained on text from anything but the game itself, and is ran entirely locally during certain parts of gameplay.
AI generation is used as a supporting tool for certain 3D assets and game code. AI-generated content is subsequently thoroughly refined by hand before being included in the game.
As an indie game project, to overcome limitations in budget and time,
this game utilizes AI-generated assets for some visual elements (including character art, background scenes, and UI icons) and music.
All AI-generated content has undergone the following manual processing:
Frame-by-frame adjustments for detail consistency.
Redrawing of parts inconsistent with the game's worldbuilding.
Ayu promises that all assets comply with Steam's policies, and the core gameplay and narrative are 100% original.
Thank you for your understanding and support.
Please note: DreamForge uses generative AI to create characters, environments, and storylines for all player-created games. We take reasonable precautions to reduce offensive and inaccurate content; however, we do not guarantee the accuracy, appropriateness, or completeness of any generated content. You may not use DreamForge to create, reproduce, or distribute content that infringes on third-party copyrights or other intellectual property rights. Violations may result in removal of content and/or account suspension.
Generative AI was used only in limited cases: for a few UI elements and temporary draft translation. Before release, all machine-translated text will be replaced with human localization.
AI tools were used during development for coding assistance (Kiro AI). Store artwork and marketing images were created using Leonardo.ai. Achievement icons were created using PixelLab. No AI content is generated during gameplay - all in-game assets are static and pre-made.
Please note that the audiovisual materials in this game (character illustrations, backgrounds, CG, BGM, voice acting) and some clips in the promotional video are AI-assisted creations.
Here, I sincerely ask for your forgiveness and understanding. However, please rest assured that in this work, AI serves merely as a production tool, not as the creator of the work itself.
This means that everything—from the initial concept and the collection of stylistic references, to repeated refinements in aspects such as character outfits, scene atmospheres, and continuous adjustments to the emotional delivery of voice acting—was independently handled by me. AI was only responsible for the final production phase.
I also dislike fast-food-like workflows. For me, AI is a powerful production tool that compensates for my shortcomings, but the soul of the work always originates from human creativity.
In any case, thank you for your attention and understanding. If you have any questions, feel free to message me anytime~
Ashengaurd uses a mix of RTP, commissioned Pixel art, and some AI-generated images that have been altered to fit my needs. The AI art is intended as a "placeholder" and will be phased out as the development continues.
During the development process, AI-based tools are utilized to assist with the creation of visual content only. In all such cases, these tools serve strictly as a support mechanism, and the final product remains a direct reflection of the developer's original vision, design, and standards.
This product uses generative artificial intelligence as a development support tool.
Generative AI was used to assist with:
early concept ideation (including visual concepts and reference images)
draft text and descriptions
sound effects and music creation
I applied AI technology to character illustrations and game scenes. However, on this basis, I also carried out manual secondary refinement—the AI-generated assets were not used directly.
Besides, apart from the content mentioned above, all other parts of the game are originally created manually and no AI was employed in their production.
AI-assisted tools were used during development to support the creation of visual assets, music, text, and store page materials, as well as for prototyping and scripting assistance. All content was curated, edited, and integrated by the developer, with final creative and technical decisions made by a human.
General AI Usage Disclosure: We use generative AI tools in the following areas of development:
Visual Assets: Some in-game textures and marketing banners were initially generated using AI and then manually polished by our artists.
Localization: AI was used to facilitate the initial translation process, followed by manual editing for linguistic accuracy.
We ensure that all AI-used processes comply with legal requirements and do not infringe on any third-party rights.
During the development of False Testimony, generative AI tools were used to create certain graphical elements and musical compositions. However, all AI-generated content has been carefully edited, refined, and adjusted manually to match the game's artistic style and atmosphere.
Main Logo
Application icon
Start Menu artwork
Some UI visual elements
Text icons
Location background artwork
Some location visual elements (characters and interactive objects)
Some player equipment visuals
Some enemy character visuals
Dialog text
All illustrations in the game are 100% AI-generated. All assets are pre-rendered and fixed, meaning no illustrations or scenarios are generated by AI in real-time during gameplay.
Reel Talk is made by Lost Rabbit Digital: two siblings who handle all the coding, music, writing, and playtesting ourselves, with help from one additional artist, and one musician. We're a tiny team with no outside funding. To keep up, we sometimes use AI tools to brainstorm or generate rough drafts. But nothing ships without our hands on it. Every line of code, every sprite, every track is reviewed, rewritten, and refined by us.
We use AI to generate example images, as well as to create variations of in-game assets by applying different rendering methods or artistic styles based on existing resources.
Generative AI was used during development to help create some pre-rendered audio, store/marketing visuals, and concept art. All such content is curated by the developer, and the game does not generate AI content at runtime. Some store page text was also drafted with AI assistance and edited by the developer.
Players can freely converse with NPCs, and the game will generate dialogue in real time based on the NPCs' personalities and memories.
The main storyline will be driven by AI agents, which will generate plotlines consistent with the game's lore.
AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons.
AI was used to translate the game into French, Spanish and Brazil Portuguese.
Friends speaking these languages checked for accuracy but I will adjust any translation errors, when the community let me know about them!
AI was only used to enhance images we already had, giving them a look more in line with the game style. Its use was limited solely to images for the store page and game icons.
We use AI in early conceptual design, to figure out an appropriate background art. We then go through several iterations manually with artist modifications, to produce a good, highly polished background that gels well with our characters, story and intended art style.
Our characters are hand drawn by humans.
Our objects are hand drawn by humans.
All user interface (UI) elements are hand drawn by humans.
All animations are hand drawn and meticulously rigged (also by humans) using bone animation.
Marketing assets (Capsule Art, Headers) and in-game 2D assets (sprites, icons, UI elements, backgrounds) were conceptualized and generated using AI tools (Nano Banana Pro), then manually edited, animated, and composited by the developer.
Sound Effects were generated using AI-based synthesis tools (ElevenLabs).
Background Music was generated using AI composition tools (Soundraw).
No AI is used for live generation during gameplay.
Generative AI was used for the production of SOME art assets. Some are completely handmade, Some are almost entirely AI with additional human editing. This normally varies by game where one will have lots of AI and one will be completely handmade.
Art assets refer to images and music.
No AI ever runs during runtime.