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All visual assets, music tracks, and programming code in this game have been created with the assistance of generative AI tools. No AI-generated content is produced in real-time during gameplay; all such elements are pre-generated and finalized in the game build. We are committed to transparency and clearly disclose our use of AI in development to ensure players are fully informed.
Generative AI tools were used in parts of the developer's workflow: some texture source images (such as water splash sprites and certain ground materials) originate from AI image tools, and the dragon character's base mesh was initially created with AI assistance. All of this content was then extensively hand-edited, sculpted, rigged and integrated by the developer. Some music tracks were generated with Suno (licensed under a paid subscription). The world itself, the environment models and the game's art direction are hand-made. The game does not generate any content at runtime.
Some of the pre-made content in this game (such as artwork, audio and/or text) was created with the help of generative AI tools and was reviewed and edited by the developer. No AI content is generated during gameplay.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
Visual Arts: Generative AI tools were used solely to create early-concept drafts and visual inspiration for certain art assets. All final in-game graphics, UI, and pixel art were manually redesigned, drawn, and polished by human artists.
Localization: Generative AI tools were used to assist with the initial translation of supported non-primary languages. While we have conducted basic checks, these translations may still contain errors or awkward phrasing. We warmly welcome community feedback to help us improve localization over time!
Generative AI was used to assist in creating some store promotional images with manual post-compositing. Generative AI was also used to produce part of the 2D assets within the game, and to assist with translation and localization for portions of the game text. All AI-assisted content has been reviewed, edited and refined by our development team.
Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer.
Generative AI was used only to create artwork for the Steam store page and marketing materials. No generative AI is used in the game or during gameplay.
The game's 2D artwork (characters, environments, and title lettering) and music were created with the assistance of generative AI tools, then curated, edited, and animated by the developer. All AI-assisted content is pre-rendered; nothing is generated by AI while you play.
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.
Generative AI tools were used during development to assist with selected visual and promotional assets, as well as localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game or store materials. KEYLINGS does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used in the following areas of this game's development.
■ Visual assets
Image generation AI was used to create some 2D visual assets, including backgrounds, card artwork, and UI elements. These images are included in the game as fixed assets.
■ Music
The background music was created using Suno, an AI music generation tool.
■ Voice assets
The included female voice assets were created using audio generation AI. The male voice assets are pre-existing recordings provided by T-Sta.
■ Text and translation
Generative AI assisted with writing and translation for some in-game text and the store page description.
■ Program code
AI coding assistance tools were used for part of the implementation work.
■ Other assets
Sound effects are pre-existing audio assets provided by Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME. The font is Zen Kaku Gothic New, provided under the SIL Open Font License.
■ No live generation
All AI-generated content described above was created in advance during development. The game does not use generative AI to create new images, music, voices, or dialogue during gameplay.
Generative AI tools were used during development to assist with debugging. AI-assisted content included in the final game was reviewed and edited by the developer. No content is generated by AI during gameplay.
Shogi: Magic & Mischief was developed with the assistance of generative AI tools in the following areas.
■ Illustrations and images
Generative AI was used to create 2D visual assets, including character portraits, backgrounds, title illustrations, and other game and promotional artwork. The developer directed the visual concepts, character designs, composition, and colors, and selected the images for inclusion, with editing, cropping, and compositing where needed.
■ Music
Background music was created using music generation AI. The developer defined the intended mood, generated candidates, and selected and edited tracks for the game.
■ Voices
The male voice assets are pre-existing human-recorded audio from T-Sta. The female voice assets were created using audio generation AI and selected and edited by the developer. These descriptions refer to the voice asset sets, rather than the gender of every character using them.
■ Text
AI writing assistance was used to draft or revise some character descriptions and store-page text, including English promotional text. The developer determines the final wording.
■ Program code
AI coding assistance tools were used during implementation, debugging, and testing.
■ Non-AI assets
Sound effects are pre-existing human-created audio assets from providers including Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME, rather than AI-generated sound effects. The game uses the fonts Zen Kaku Gothic New and Shippori Mincho, distributed under the SIL Open Font License 1.1.
■ How AI is used
Generative AI is used during development, not to generate new artwork, music, voices, or dialogue during gameplay. The computer-controlled shogi opponents use game logic and move-search algorithms; they are separate from the generative AI tools used to develop the game.
■ Developer responsibility
The developer is responsible for the content included in the game, reviewing it for inappropriate or potentially infringing material, and checking the applicable licenses and terms of use for third-party assets and AI tools.
The music in this game was created using the Suno AI music generation tool. All other content — including all art and pixel art, level and puzzle design, mechanics, writing, — was created by hand by the developer, without generative AI.
In-game text (bee facts, item descriptions, achievement lines) and store page copy were written with the assistance of an AI writing tool, under the developer's direction and review. All artwork is pixel art drawn by the game's own code, and all audio is synthesized or CC0 field recordings — no AI-generated images, audio, or music.
Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime.
Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time.
Character illustrations, backgrounds, and card artwork in this game were created with the help of generative AI tools and then selected and edited by the developer. AI tools were also used to assist with English translation and text. All music and sound effects are licensed works by human creators. The game does not generate any AI content during gameplay.
This game started with my own ideas. Its development, design, sound, and graphics were all created using AI. AI-generated content was created during development. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services.
Some 2D artwork in Nine Lives Deep including select UI elements, item icons, and environment backgrounds was created with the help of generative AI image tools during development. All such content is static and fixed at the time the game ships; nothing is generated live during gameplay, and the game does not connect to any AI service while you play.
AI tools were used during development to create illustrated backgrounds, decorative sprites, interface artwork and promotional images. These assets were reviewed and integrated into the finished game. Wobblebound does not generate AI content during gameplay.
Pre-generated content: some character and venue artwork, some 3D props, the cast voice lines, the intro films and the translations were created with AI tools and reviewed by the developer. No content is generated at runtime.
Generative AI tools were used during development to help create selected artwork, audio assets, and promotional materials. These materials were reviewed and selected by the developer. Wreckums does not generate AI content during gameplay or connect to external AI services while you play.
We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play.
Some visual assets used on the Steam store page were created with the assistance of generative AI. The game itself does not contain AI-generated content and does not include any live-generated AI features.
This game's cat characters are based on art assets we created, expanded with generative AI into a variety of patterns and colors. Generative AI image tools were also used at the concept stage for the store page's capsule images and icons.
Players can also optionally register their own free Google API key to chat with their cats or check today's fortune. This feature connects live to Google's Gemini API while the game is running to generate responses; the rest of the game can be enjoyed the same way without registering a key.
Generative AI tools were used during development to assist with some pre-generated 2D visual assets, marketing artwork, and localized text. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content or code during play and does not connect to external AI services.
Goliath Rogue was made with the help of generative AI. The 2D art, the music and the sound effects were AI-generated — some of the art was then retouched by hand — and the Spanish and French translations were AI-assisted. All of it ships as fixed assets in the game; nothing is generated while you play. AI coding tools were also used during development to help write the game's code.
Generative AI was used during development to help create images, background music, and sound effects, assist with programming, and translate in-game text. All voice performances were recorded by human performers. No AI content is generated during gameplay.
Generative AI was used during development to help create images, background music, and sound effects, assist with programming, and translate in-game text. All voice performances were recorded by human performers. No AI content is generated during gameplay.
Generative AI was used during development to help create images, background music, and sound effects, assist with programming, and translate in-game text. All voice performances were recorded by human performers. No AI content is generated during gameplay.
Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play.
Pre-generated AI tools were used during the development of this game, including assistance with programming and the creation of substantial portions of its artwork, music, and localized text. All AI-assisted content included in the game was reviewed by the developer and edited where appropriate. The game does not use generative AI at runtime, and no content is generated during gameplay.
The developer used generative AI tools during the development process to assist in creating pre-generated 2D visual assets (such as backgrounds and promotional art) and to help generate programming code. All AI-generated content was heavily modified, curated, and reviewed by the developer to fit the game's cyberpunk setting. There is no live-generated AI content in this game.
Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time.
The game was 100% designed and tested by me and my kids. I did use AI tools to help create the logo, some of the 3d objects in the game (portion of the buildings) and the voice narration in the trailer.
All visual assets, music tracks, and programming code in this game have been created with the assistance of generative AI tools. No AI-generated content is produced in real-time during gameplay; all such elements are pre-generated and finalized in the game build. We are committed to transparency and clearly disclose our use of AI in development to ensure players are fully informed.
Generative AI tools were used in parts of the developer's workflow: some texture source images (such as water splash sprites and certain ground materials) originate from AI image tools, and the dragon character's base mesh was initially created with AI assistance. All of this content was then extensively hand-edited, sculpted, rigged and integrated by the developer. Some music tracks were generated with Suno (licensed under a paid subscription). The world itself, the environment models and the game's art direction are hand-made. The game does not generate any content at runtime.
Some of the pre-made content in this game (such as artwork, audio and/or text) was created with the help of generative AI tools and was reviewed and edited by the developer. No AI content is generated during gameplay.
AI was used during development to create some of the game's visual artwork and graphical assets. The AI-generated assets are pre-generated and included as static content in the game. No AI content is generated during gameplay, and the game does not connect to or use an AI service at runtime.
Some in-game assets were created with the assistance of generative AI tools during development. All AI-assisted content has been reviewed, edited, and curated by our team before being included in the game. The game does not use generative AI at runtime — no content is generated while you play.
Visual Arts: Generative AI tools were used solely to create early-concept drafts and visual inspiration for certain art assets. All final in-game graphics, UI, and pixel art were manually redesigned, drawn, and polished by human artists.
Localization: Generative AI tools were used to assist with the initial translation of supported non-primary languages. While we have conducted basic checks, these translations may still contain errors or awkward phrasing. We warmly welcome community feedback to help us improve localization over time!
Generative AI was used to assist in creating some store promotional images with manual post-compositing. Generative AI was also used to produce part of the 2D assets within the game, and to assist with translation and localization for portions of the game text. All AI-assisted content has been reviewed, edited and refined by our development team.
Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer.
Generative AI was used only to create artwork for the Steam store page and marketing materials. No generative AI is used in the game or during gameplay.
The game's 2D artwork (characters, environments, and title lettering) and music were created with the assistance of generative AI tools, then curated, edited, and animated by the developer. All AI-assisted content is pre-rendered; nothing is generated by AI while you play.
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.
Generative AI tools were used during development to assist with selected visual and promotional assets, as well as localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game or store materials. KEYLINGS does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used in the following areas of this game's development.
■ Visual assets
Image generation AI was used to create some 2D visual assets, including backgrounds, card artwork, and UI elements. These images are included in the game as fixed assets.
■ Music
The background music was created using Suno, an AI music generation tool.
■ Voice assets
The included female voice assets were created using audio generation AI. The male voice assets are pre-existing recordings provided by T-Sta.
■ Text and translation
Generative AI assisted with writing and translation for some in-game text and the store page description.
■ Program code
AI coding assistance tools were used for part of the implementation work.
■ Other assets
Sound effects are pre-existing audio assets provided by Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME. The font is Zen Kaku Gothic New, provided under the SIL Open Font License.
■ No live generation
All AI-generated content described above was created in advance during development. The game does not use generative AI to create new images, music, voices, or dialogue during gameplay.
Generative AI tools were used during development to assist with debugging. AI-assisted content included in the final game was reviewed and edited by the developer. No content is generated by AI during gameplay.
Shogi: Magic & Mischief was developed with the assistance of generative AI tools in the following areas.
■ Illustrations and images
Generative AI was used to create 2D visual assets, including character portraits, backgrounds, title illustrations, and other game and promotional artwork. The developer directed the visual concepts, character designs, composition, and colors, and selected the images for inclusion, with editing, cropping, and compositing where needed.
■ Music
Background music was created using music generation AI. The developer defined the intended mood, generated candidates, and selected and edited tracks for the game.
■ Voices
The male voice assets are pre-existing human-recorded audio from T-Sta. The female voice assets were created using audio generation AI and selected and edited by the developer. These descriptions refer to the voice asset sets, rather than the gender of every character using them.
■ Text
AI writing assistance was used to draft or revise some character descriptions and store-page text, including English promotional text. The developer determines the final wording.
■ Program code
AI coding assistance tools were used during implementation, debugging, and testing.
■ Non-AI assets
Sound effects are pre-existing human-created audio assets from providers including Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME, rather than AI-generated sound effects. The game uses the fonts Zen Kaku Gothic New and Shippori Mincho, distributed under the SIL Open Font License 1.1.
■ How AI is used
Generative AI is used during development, not to generate new artwork, music, voices, or dialogue during gameplay. The computer-controlled shogi opponents use game logic and move-search algorithms; they are separate from the generative AI tools used to develop the game.
■ Developer responsibility
The developer is responsible for the content included in the game, reviewing it for inappropriate or potentially infringing material, and checking the applicable licenses and terms of use for third-party assets and AI tools.
The music in this game was created using the Suno AI music generation tool. All other content — including all art and pixel art, level and puzzle design, mechanics, writing, — was created by hand by the developer, without generative AI.
In-game text (bee facts, item descriptions, achievement lines) and store page copy were written with the assistance of an AI writing tool, under the developer's direction and review. All artwork is pixel art drawn by the game's own code, and all audio is synthesized or CC0 field recordings — no AI-generated images, audio, or music.
Generative AI tools were used during development to assist with programming, debugging, in-game text, and localization. All AI-assisted output was reviewed, edited, and integrated by the developer. The game does not use generative AI during gameplay, and no content is generated from player input at runtime.
Levels, game design, boss patterns and story are entirely hand-made in a custom level editor built by the developer. The game code is written with AI coding assistants under the developer's direction. Character and environment sprites started as AI-generated sprite sheets and were hand-retouched frame by frame. Music is created with Suno. Most sound effects are synthesized procedurally by code written with an AI coding assistant, then selected and tuned by the developer; a few come from CC0 and royalty-free libraries (Kenney, OpenGameArt, Mixkit). No AI runs at play time.
Character illustrations, backgrounds, and card artwork in this game were created with the help of generative AI tools and then selected and edited by the developer. AI tools were also used to assist with English translation and text. All music and sound effects are licensed works by human creators. The game does not generate any AI content during gameplay.
This game started with my own ideas. Its development, design, sound, and graphics were all created using AI. AI-generated content was created during development. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used during development to help create some visual assets included in the game, including artwork and models, and to assist with translation of in-game text. Generative AI was also used to create promotional artwork and help write the descriptions on this Steam store page. These materials and translations are prepared in advance. The game does not use AI to generate content or code during gameplay and does not connect to external AI services.
Some 2D artwork in Nine Lives Deep including select UI elements, item icons, and environment backgrounds was created with the help of generative AI image tools during development. All such content is static and fixed at the time the game ships; nothing is generated live during gameplay, and the game does not connect to any AI service while you play.
AI tools were used during development to create illustrated backgrounds, decorative sprites, interface artwork and promotional images. These assets were reviewed and integrated into the finished game. Wobblebound does not generate AI content during gameplay.
Pre-generated content: some character and venue artwork, some 3D props, the cast voice lines, the intro films and the translations were created with AI tools and reviewed by the developer. No content is generated at runtime.
Generative AI tools were used during development to help create selected artwork, audio assets, and promotional materials. These materials were reviewed and selected by the developer. Wreckums does not generate AI content during gameplay or connect to external AI services while you play.
We use generative AI as a reference and drafting tool, and always finish by hand. Early in development we generated AI concept images to explore ideas and mood; those are reference only. All in-game models, animation and UI are built by hand in 3D by the two of us. Some in-game textures were first generated with AI as a guide and then retouched by hand. The store key art is rendered from the game's own 3D characters and scenes, run through an AI tool for style, then composited and retouched by hand. Store text was drafted with an AI assistant and rewritten by us. The game does not use generative AI while you play.
Some visual assets used on the Steam store page were created with the assistance of generative AI. The game itself does not contain AI-generated content and does not include any live-generated AI features.
This game's cat characters are based on art assets we created, expanded with generative AI into a variety of patterns and colors. Generative AI image tools were also used at the concept stage for the store page's capsule images and icons.
Players can also optionally register their own free Google API key to chat with their cats or check today's fortune. This feature connects live to Google's Gemini API while the game is running to generate responses; the rest of the game can be enjoyed the same way without registering a key.
Generative AI tools were used during development to assist with some pre-generated 2D visual assets, marketing artwork, and localized text. All AI-assisted content was reviewed and edited by the developer before inclusion. The game does not generate AI content or code during play and does not connect to external AI services.
Goliath Rogue was made with the help of generative AI. The 2D art, the music and the sound effects were AI-generated — some of the art was then retouched by hand — and the Spanish and French translations were AI-assisted. All of it ships as fixed assets in the game; nothing is generated while you play. AI coding tools were also used during development to help write the game's code.
Generative AI was used during development to help create images, background music, and sound effects, assist with programming, and translate in-game text. All voice performances were recorded by human performers. No AI content is generated during gameplay.
Generative AI was used during development to help create images, background music, and sound effects, assist with programming, and translate in-game text. All voice performances were recorded by human performers. No AI content is generated during gameplay.
Generative AI was used during development to help create images, background music, and sound effects, assist with programming, and translate in-game text. All voice performances were recorded by human performers. No AI content is generated during gameplay.
Some of the game's pre-made content and the store page texts were created with the help of generative AI tools, and then reviewed and edited by our team. No content is generated by AI while you play.
Pre-generated AI tools were used during the development of this game, including assistance with programming and the creation of substantial portions of its artwork, music, and localized text. All AI-assisted content included in the game was reviewed by the developer and edited where appropriate. The game does not use generative AI at runtime, and no content is generated during gameplay.
The developer used generative AI tools during the development process to assist in creating pre-generated 2D visual assets (such as backgrounds and promotional art) and to help generate programming code. All AI-generated content was heavily modified, curated, and reviewed by the developer to fit the game's cyberpunk setting. There is no live-generated AI content in this game.
Generative AI tools were used during development to assist with selected promotional artwork and pre-generated voice-over audio. All AI-assisted content is created and reviewed before inclusion in the game or store materials. The game does not use generative AI during gameplay and does not generate content in real time.
The game was 100% designed and tested by me and my kids. I did use AI tools to help create the logo, some of the 3d objects in the game (portion of the buildings) and the voice narration in the trailer.