We utilize generative AI tools as part of our development process to assist in the creation of dialog background.
- Creator
- FIVE DUCK GAMES
- Reviews
- -
- Added
- Jun 7, 2026
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We utilize generative AI tools as part of our development process to assist in the creation of dialog background.
"Generative AI was used to assist in brainstorming, structuring, and refining the game's story and text."
This game uses generative AI tools for code creation, refactoring, debugging assistance, and drafting and revising store text. All AI-generated output is reviewed and edited by the developer before use. The game does not generate AI content during gameplay, nor does it connect to any external AI services.
This game features AI-generated soundtracks and translations.
This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer.
about AI I hope you can understand: With the help of AI, I created some of the game's background music and part of the visual assets.
AI-assisted tools were used during parts of the development process to support the creation and enhancement of certain visual and audio assets.
This game uses pre-generated AI-assisted content for some visual assets, promotional images, localization support, and marketing materials. All AI-assisted content has been reviewed and edited by the developer before inclusion in the game or store page. Artificial intelligence was not used in writing the game’s story; the writing process was completed by the developer over approximately 4 months.
Some background images and item images are AI-assisted.
Artificial intelligence was used to create the game. With the help of ChatGPT, we were able to analyze and organize several thousand messages from eco-volunteer chat groups, as well as dozens of media articles, podcasts, and vlogs about the spill. All of this was necessary to identify key events, troubling themes, and the moods of people involved in disaster response, and was used by a human author to further develop the plot and dialogue. The images were created using Midjourney. Photos of real landscapes, but not people, were used to generate prompts. The game’s music was generated in Stability AI. The code to adapt the existing game structure to the Ren’py framework was written using Cursor AI.
During development, this game uses the following generative AI tools. All generated assets are reviewed, selected, and adjusted by the developer before being incorporated into the game. Music (BGM): Composed using Suno Battle animations: Generated using Seedance 2.0 Image assets (characters, backgrounds, etc.): Generated using GPT Image 2.0 Audio/Voice assets: Irodori-TTS (AI text-to-speech service) All of these are pre-generated content created during development. No AI-generated content is produced at runtime (live) during gameplay. All content generated by the above tools is licensed for commercial use in accordance with each service's terms of use, and does not infringe upon any third-party copyrights or other intellectual property rights.
Some localization in this game was done with the help of AI tools.
This game makes use of generative AI as a creative assistant during development. All AI-assisted output is reviewed, edited, and approved by the developer before being included in the final game. No content is generated live during gameplay. Source code: Drafted with AI coding tools, then reviewed, tested, and integrated by the developer. Visual assets: All main character designs and key visuals are based on the developer's hand-drawn illustrations. Some assets combine the developer's artwork with AI-assisted generation or refinement. Scenario text: Story, dialogue, and worldbuilding are written by the developer, with AI used for drafting support, rewriting, and consistency checks. Music: A portion of the in-game music is produced with AI assistance; the developer selects, edits, and finalizes all tracks used in the game. Localization: The English translation is produced with AI assistance and reviewed by the developer.
AI tools were used to create promotional visuals (capsule artwork) and in-game character voice lines (ElevenLabs text-to-speech). All game design, code, 3D models, and gameplay were created by the developer
Some art and audio assets in this game were created with the assistance of generative AI tools, reviewed and integrated by the developer.
Some temporary music tracks used in the game were created with the assistance of generative AI tools. (Suno)
AI was used during development to help fix scripting errors and improve development efficiency. No AI was used in the creation of the game’s levels, menus, UI, or graphic designs.
Visuals: This game features cinematic visuals crafted through 3D modeling and digital composition, with Photoshop's Generative Fill used selectively for background enhancements and asset integration. Music: The soundtrack includes cover versions of the original theme composed by Yasunori Shiono, arranged using Suno with the composer's permission.
1. The game code was pre-generated by AI in an IDE tool and then manually reviewed. 2. Some sound effects and music were generated as MIDI files from a large language model and then manually modified in music editing software. 3. Art assets were initially generated by online AI. All generated images were manually selected and modified to ensure they conformed to the overall art style of the game.
AI tools were used to assist with code generation. All visual art is hand-drawn by the developer. All AI-assisted content has been manually reviewed and refined.
This game uses screen reader-type generative AI for in-game menus and terminals.
Generative AI tools were used to assist in the creation of certain promotional images, store page artwork and trailer visuals. All gameplay systems, game design decisions, implementation and final game content were created, reviewed and integrated by the developer.
This game contains pre-generated AI content. Visual assets, including backgrounds, UI elements, achievement icons, and certain in-game illustrations, were created with the assistance of generative AI tools and integrated into the final game by the developer.
The only use of AI has been to translate the game subtitles and menus. The translation has then been reviewed in Polish and French by native speakers, but might contain oddities in the other supported languages.
该游戏使用AI辅助制作部分插画
The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans.
AI tools were used during the localization process and then manually reviewed by a human. All in-game and promotional art was authored by a person and not made with generative AI.
This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord.
Some effect assets Some BGM tracks Coding assistance
AI-assisted tools were used during development to support some early exploration and temporary development content. Any AI-assisted assets were either replaced or refined by humans in order to maintain the creative and artistic vision of the development team.
Some of the music in BomBom Saga is AI-Assisted. This means that the original composition — the soul of the track, the rhythm, lyrics, and beatbox — was 100% created by me.After creation, I used an AI music editing tool (fully licensed for commercial use) strictly to polish, enhance, and refine the instruments. The AI acted merely as a finalization tool, not a creator. No purely AI-generated content is present in the game. Furthermore, I conducted exhaustive copyright checks over several days to guarantee that all tracks are completely safe and free of any infringements.
The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes.
AI tools are used in a limited capacity for language polishing and coding support. All story content, characters, and creative direction are created by the development team. No AI-generated voice acting, art, or music is used.
Some art assets, audio, and text translation were produced with the assistance of AI.
Partially. Galactic Tenebris Company believes in being transparent with the people who play our games. Here is an honest account of where AI tools contributed to this production: — Some icons and UI elements, including weapon icons — Organizing and structuring the scenario, narrative documents, and dialogue across the game's four regions — Translation from Mr. M.'s private family dialect into English. All 3D models were handcrafted by the developer. No textures were AI-generated. The music and sound effects were composed and not generated by AI tools. Our position as a company is simple — we use AI only where we have no other means or resources available. Where human craft was possible, human craft was used. Every creative decision — the story, the world, the characters, the quests, the writing — was made by the developer. The scenario and dialogues were authored by the developer and organised with AI assistance. The foundation of this game is firsthand experience. That part was not written by any tool. — Mr. M., Owner of Galactic Tenebris Company
AI tools are used for translation
The texts were translated using artificial intelligence.
Generative AI was used in the creation of some art assets in this game.
All in-game assets are AI-generated and then undergo secondary processing.
Used AI for some sound elements, language translation, and assisting with gameplay system development.
AI is used for translations, BGM, and some icons.
Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer.
According to our Generative AI policy, we will not use it to generate any Assets, Sounds, or Art. Subject to change. Generative AI was used to generate a portion of code during development.
This game includes pre-generated content created with the assistance of generative AI tools during development. AI tools were used to assist with some 2D visual assets, icons, background concept art, text drafting/localization, and programming support. All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not use live generative AI during gameplay.
We are a team of two developers with a limited budget, so we use AI to assist with certain illustration assets, such as character portraits, icons, and backgrounds. However, all core game assets—including UI HUD and UI interface, enemy 3D models and animations, weapons, and environments are created by the two developers themselves.
This game used generative AI as part of an AI-assisted development workflow for selected pre-rendered assets and supporting materials, including some illustrations, video assets, audio/music production support, localization text, and store promotional materials. All AI-assisted materials were selected, edited, revised, proofread, and integrated by the developer. The game does not contain real-time AI generation, player-generated AI content, or any AI system that generates content during gameplay.
Generative AI tools were used to assist with selected static visual assets, such as artwork, store/library assets, and some icon-style graphics. These assets were reviewed, edited, and manually integrated by the developer. No generative AI is used during gameplay, and no content is generated by AI while the game is running.
This game uses generative tools for art and audio.
Anchored Protocol uses generative AI throughout its development and gameplay: • Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping. • During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different. We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything inappropriate, please report it via https://aako.world/support
本游戏部分场景模型及次要美术资产采用AI工具辅助生成,均经人工审核优化。开发者无法保证AI生成的美术资产0缺陷。立绘部分可能使用AI生成,开发者保证所有公开均符合A-SOUL二创规则5.0及相关二创授权文件的要求。
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Saga of Yurina In-game content text | We utilize generative AI tools as part of our development process to assist in the creation of dialog background. | FIVE DUCK GAMES | - | Jun 7, 2026 | |
ShuriStella In-game content text | "Generative AI was used to assist in brainstorming, structuring, and refining the game's story and text." | SmileForeverStudio | - | Jun 7, 2026 | |
Aiya Desire Store/marketing codetext | This game uses generative AI tools for code creation, refactoring, debugging assistance, and drafting and revising store text. All AI-generated output is reviewed and edited by the developer before use. The game does not generate AI content during gameplay, nor does it connect to any external AI services. | VNL Works Inc. | - | Jun 6, 2026 | |
Scare: Fatal Picture - Remake In-game content audiotext | This game features AI-generated soundtracks and translations. | Daniel Henriques | - | Jun 5, 2026 | |
Harmonic Catastrophe In-game content audioart | This game uses AI-generated tools to assist in the creation of certain assets, including music and logo design used in promotional materials such as the trailer. All gameplay content, art direction, and game design are created by the developer. | Splinternova | - | Jun 5, 2026 | |
Fury Journey 狂战之旅 In-game content audioart | about AI I hope you can understand:
With the help of AI, I created some of the game's background music and part of the visual assets. | Dongrenran | - | Jun 5, 2026 | |
TEAM PANIC Unclear artaudio | AI-assisted tools were used during parts of the development process to support the creation and enhancement of certain visual and audio assets. | Furko | 81 | Jun 5, 2026 | |
Deigon Witch In-game content arttext | This game uses pre-generated AI-assisted content for some visual assets, promotional images, localization support, and marketing materials. All AI-assisted content has been reviewed and edited by the developer before inclusion in the game or store page.
Artificial intelligence was not used in writing the game’s story; the writing process was completed by the developer over approximately 4 months. | Berk Arifoglu | - | Jun 4, 2026 | |
Concerto on White: Bass Hero In-game content art | Some background images and item images are AI-assisted. | C11 Games | - | Jun 4, 2026 | |
Синеморск oil inclusive In-game content artaudiotextcode | Artificial intelligence was used to create the game. With the help of ChatGPT, we were able to analyze and organize several thousand messages from eco-volunteer chat groups, as well as dozens of media articles, podcasts, and vlogs about the spill. All of this was necessary to identify key events, troubling themes, and the moods of people involved in disaster response, and was used by a human author to further develop the plot and dialogue. The images were created using Midjourney. Photos of real landscapes, but not people, were used to generate prompts. The game’s music was generated in Stability AI. The code to adapt the existing game structure to the Ren’py framework was written using Cursor AI. | 7x7 Games | - | Jun 3, 2026 | |
狂華乙女~Crazy Bloom~ In-game content audioart | During development, this game uses the following generative AI tools. All generated assets are reviewed, selected, and adjusted by the developer before being incorporated into the game.
Music (BGM): Composed using Suno
Battle animations: Generated using Seedance 2.0
Image assets (characters, backgrounds, etc.): Generated using GPT Image 2.0
Audio/Voice assets: Irodori-TTS (AI text-to-speech service)
All of these are pre-generated content created during development. No AI-generated content is produced at runtime (live) during gameplay.
All content generated by the above tools is licensed for commercial use in accordance with each service's terms of use, and does not infringe upon any third-party copyrights or other intellectual property rights. | Null and One | - | Jun 3, 2026 | |
Anabiosis In-game content text | Some localization in this game was done with the help of AI tools. | WaterDizzyDay | - | Jun 3, 2026 | |
流転のジェミニ In-game content arttextcodeaudio | This game makes use of generative AI as a creative assistant during development. All AI-assisted output is reviewed, edited, and approved by the developer before being included in the final game. No content is generated live during gameplay.
Source code: Drafted with AI coding tools, then reviewed, tested, and integrated by the developer.
Visual assets: All main character designs and key visuals are based on the developer's hand-drawn illustrations. Some assets combine the developer's artwork with AI-assisted generation or refinement.
Scenario text: Story, dialogue, and worldbuilding are written by the developer, with AI used for drafting support, rewriting, and consistency checks.
Music: A portion of the in-game music is produced with AI assistance; the developer selects, edits, and finalizes all tracks used in the game.
Localization: The English translation is produced with AI assistance and reviewed by the developer. | kanae | - | Jun 3, 2026 | |
Bella Cozy Island In-game content artaudio | AI tools were used to create promotional visuals (capsule artwork) and in-game character voice lines (ElevenLabs text-to-speech). All game design, code, 3D models, and gameplay were created by the developer | PV Soft Games | - | Jun 3, 2026 | |
ECHORIS In-game content artaudio | Some art and audio assets in this game were created with the assistance of generative AI tools, reviewed and integrated by the developer. | Strata Forge | - | Jun 3, 2026 | |
Herald of Moira In-game content audio | Some temporary music tracks used in the game were created with the assistance of generative AI tools. (Suno) | Icelot Project | - | Jun 3, 2026 | |
INKUBO Dev only code | AI was used during development to help fix scripting errors and improve development efficiency. No AI was used in the creation of the game’s levels, menus, UI, or graphic designs. | DATAPHOBIA INTERACTIVE | - | Jun 3, 2026 | |
紅蜘蛛2/Red Spider2 リマスター版 制作応援 ver. In-game content artaudio | Visuals:
This game features cinematic visuals crafted through 3D modeling and digital composition, with Photoshop's Generative Fill used selectively for background enhancements and asset integration.
Music:
The soundtrack includes cover versions of the original theme composed by Yasunori Shiono, arranged using Suno with the composer's permission. | studio wasp | - | Jun 3, 2026 | |
Forbidden Codex In-game content audioart | 1. The game code was pre-generated by AI in an IDE tool and then manually reviewed.
2. Some sound effects and music were generated as MIDI files from a large language model and then manually modified in music editing software.
3. Art assets were initially generated by online AI. All generated images were manually selected and modified to ensure they conformed to the overall art style of the game. | ZhaoWang | - | Jun 3, 2026 | |
GREEN WITCH WAGON Dev only code | AI tools were used to assist with code generation. All visual art is hand-drawn by the developer. All AI-assisted content has been manually reviewed and refined. | TunderWunder | - | Jun 3, 2026 | |
Impulse Response Live AI text | This game uses screen reader-type generative AI for in-game menus and terminals. | RubyRPG | 21 | Jun 3, 2026 | |
DAIMIENS TOWN OF WITCHES In-game content art | Generative AI tools were used to assist in the creation of certain promotional images, store page artwork and trailer visuals. All gameplay systems, game design decisions, implementation and final game content were created, reviewed and integrated by the developer. | RPG JESPIL STUDIO | - | Jun 3, 2026 | |
Again:Loop In-game content art | This game contains pre-generated AI content.
Visual assets, including backgrounds, UI elements, achievement icons, and certain in-game illustrations, were created with the assistance of generative AI tools and integrated into the final game by the developer. | FASTx3 | - | Jun 3, 2026 | |
Uncle Otto's Mansion In-game content text | The only use of AI has been to translate the game subtitles and menus.
The translation has then been reviewed in Polish and French by native speakers, but might contain oddities in the other supported languages. | Henano | 33 | Jun 3, 2026 | |
少女终端 Store/marketing art | 该游戏使用AI辅助制作部分插画 | 齿轮游戏 | 29 | Jun 3, 2026 | |
Brain-eating Bride In-game content textart | The content in the game is planned and designed manually, assisted by generative AI tools, and finally processed and completed by humans. | FSK2_0007 | - | Jun 3, 2026 | |
Litmustest In-game content text | AI tools were used during the localization process and then manually reviewed by a human.
All in-game and promotional art was authored by a person and not made with generative AI. | Underwater Castle Inc. | - | Jun 3, 2026 | |
Rysk of Pain In-game content artaudiocodetext | This game uses AI for rapid prototyping, all AI assets should be replaced upon launch. Please report any missed assets on our discord. | £SiO2 | - | Jun 3, 2026 | |
鰹節クリッカー In-game content artaudiocode | Some effect assets
Some BGM tracks
Coding assistance | AshimaruGames | - | Jun 3, 2026 | |
Tomb Raider: Legacy of Atlantis Dev only arttext | AI-assisted tools were used during development to support some early exploration and temporary development content. Any AI-assisted assets were either replaced or refined by humans in order to maintain the creative and artistic vision of the development team. | Crystal Dynamics | - | Jun 3, 2026 | |
BomBom Saga In-game content audio | Some of the music in BomBom Saga is AI-Assisted. This means that the original composition — the soul of the track, the rhythm, lyrics, and beatbox — was 100% created by me.After creation, I used an AI music editing tool (fully licensed for commercial use) strictly to polish, enhance, and refine the instruments. The AI acted merely as a finalization tool, not a creator. No purely AI-generated content is present in the game. Furthermore, I conducted exhaustive copyright checks over several days to guarantee that all tracks are completely safe and free of any infringements. | Dieggo Masamune | - | Jun 3, 2026 | |
Deeplords In-game content artaudiocode | The static pixel art images of the creatures (Deeplords) and environmental elements were pre-generated using AI tools and subsequently animated with another AI tool based on the developer's specific directions. Leveraging 10 years of professional 3D modeling experience, these assets were then integrated as textures and sprites inside complex 3D environments and dioramas modeled manually by the developer in Blender and structured in Unity. The game's Unity C# scripts were pre-generated using AI co-pilot tools based on the precise gameplay logic requested by the developer, followed by extensive manual debugging, correction, and multi-turn optimization cycles. Lastly, the soundtrack and audio elements were pre-generated using AI tools based on specific genre and stylistic vibes provided by the developer, then manually reviewed and refined to perfectly fit the dark atmosphere of the individual biomes. | Deeplords Studio | - | May 23, 2026 | |
REDLINE — Strings of Fate In-game content textcode | AI tools are used in a limited capacity for language polishing and coding support. All story content, characters, and creative direction are created by the development team. No AI-generated voice acting, art, or music is used. | Moteru Games | - | May 23, 2026 | |
Tidal Strings In-game content artaudiotext | Some art assets, audio, and text translation were produced with the assistance of AI. | June666 | - | May 23, 2026 | |
Jack Bonecroft 4 In-game content text | Partially. Galactic Tenebris Company believes in being transparent with the people who play our games. Here is an honest account of where AI tools contributed to this production:
— Some icons and UI elements, including weapon icons
— Organizing and structuring the scenario, narrative documents, and dialogue across the game's four regions
— Translation from Mr. M.'s private family dialect into English.
All 3D models were handcrafted by the developer. No textures were AI-generated. The music and sound effects were composed and not generated by AI tools.
Our position as a company is simple — we use AI only where we have no other means or resources available. Where human craft was possible, human craft was used.
Every creative decision — the story, the world, the characters, the quests, the writing — was made by the developer. The scenario and dialogues were authored by the developer and organised with AI assistance. The foundation of this game is firsthand experience. That part was not written by any tool.
— Mr. M., Owner of Galactic Tenebris Company | Galactic Tenebris Company | - | May 23, 2026 | |
Elsewhere In-game content text | AI tools are used for translation | Team Belladona | - | May 23, 2026 | |
Elven Huntress: Sunveil In-game content text | The texts were translated using artificial intelligence. | Sunveil | - | May 23, 2026 | |
ClockOut In-game content art | Generative AI was used in the creation of some art assets in this game. | f8game.studio | - | May 23, 2026 | |
女武者 In-game content artaudiocodetext | All in-game assets are AI-generated and then undergo secondary processing. | MYSTERY CROWN | - | May 23, 2026 | |
Shadow Saw Us In-game content audiotext | Used AI for some sound elements, language translation, and assisting with gameplay system development. | Sawie Noowie | - | May 23, 2026 | |
あかねの放課後妖怪奇譚 In-game content audioarttext | AI is used for translations, BGM, and some icons. | After School Games | - | May 23, 2026 | |
Mara Unbound In-game content artaudiotext | Generative AI tools were used during development to assist with coding, game design ideas, music, dialogue writing, and select texture assets. All content has been reviewed and approved by the developer. | Hollow Compass Games | - | May 23, 2026 | |
Astrojumper Dev only code | According to our Generative AI policy, we will not use it to generate any Assets, Sounds, or Art.
Subject to change. Generative AI was used to generate a portion of code during development. | GalacticGoons | - | May 23, 2026 | |
江湖藏锋 In-game content arttextcode | This game includes pre-generated content created with the assistance of generative AI tools during development. AI tools were used to assist with some 2D visual assets, icons, background concept art, text drafting/localization, and programming support.
All AI-assisted content is reviewed, edited, and integrated by the developer before being included in the game or store materials. The game does not use live generative AI during gameplay. | machi_studio | - | May 23, 2026 | |
No More Demon In-game content art | We are a team of two developers with a limited budget, so we use AI to assist with certain illustration assets, such as character portraits, icons, and backgrounds.
However, all core game assets—including UI HUD and UI interface, enemy 3D models and animations, weapons, and environments are created by the two developers themselves. | Mundus Games | 14 | May 23, 2026 | |
The Tenth Minute In-game content artaudiotext | This game used generative AI as part of an AI-assisted development workflow for selected pre-rendered assets and supporting materials, including some illustrations, video assets, audio/music production support, localization text, and store promotional materials. All AI-assisted materials were selected, edited, revised, proofread, and integrated by the developer. The game does not contain real-time AI generation, player-generated AI content, or any AI system that generates content during gameplay. | XU S.A Studio | - | May 23, 2026 | |
Arcane Rooms In-game content art | Generative AI tools were used to assist with selected static visual assets, such as artwork, store/library assets, and some icon-style graphics. These assets were reviewed, edited, and manually integrated by the developer. No generative AI is used during gameplay, and no content is generated by AI while the game is running. | IKUSAOTOME Studio | - | May 23, 2026 | |
The Server In-game content artaudio | This game uses generative tools for art and audio. | LumenStudio | - | May 23, 2026 | |
Anchor Protocol Live AI artaudiotext | Anchored Protocol uses generative AI throughout its development and gameplay:
• Most of our 3D assets, sound effects, and visual art were created with the help of generative AI tools and reviewed by our team before shipping.
• During play, the game live-generates NPC dialogue, voice lines (TTS), and certain artworks in response to your actions, so each playthrough feels different.
We use input filtering and output moderation on live-generated content to prevent illegal, harmful, or off-topic responses. If you encounter anything
inappropriate, please report it via https://aako.world/support | Aako Inc | - | May 23, 2026 | |
甜心跑酷 In-game content art | 本游戏部分场景模型及次要美术资产采用AI工具辅助生成,均经人工审核优化。开发者无法保证AI生成的美术资产0缺陷。立绘部分可能使用AI生成,开发者保证所有公开均符合A-SOUL二创规则5.0及相关二创授权文件的要求。 | Hakumao Games | - | May 23, 2026 |