Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game.
The music in this game was created using generative AI
Some of the text on this store page was written with AI assistance.
Nothing is generated by AI while you play. The game runs entirely offline and makes no calls to any AI service at any time.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
"Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay."
I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
Graphics (sprites, logo, artwork) were generated with Google Gemini API models,
then curated, edited, and integrated by the developer.
Music and sound effects were generated locally with ACE-Step 1.5, directed,
curated, and post-processed by the developer.
No AI runs during gameplay.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
We used Claude (Anthropic) during development for the following:
- Writing the store page description
- Assisting with the translation of in-game text
- Generating some simple in-game objects
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Environments and environmental artwork are not created using generative AI.
Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development.
Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay.
The character selection screen uses some art that has been created with the assistance of AI.
The character art display on the store page has been partially created with the assistance of AI.
Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations.
Generative AI was used during development to create pre-generated artwork (including fictional film posters and marketing images), narration, and some text and translations. These are fixed assets shipped with the game. No generative AI runs during gameplay, and no player input is sent to an external AI service.
Generative AI was used to create some of the illustrations featured on collectible cards. The card layouts and designs were manually created and edited.
All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text.
I'm a solo developer, and I'd rather be upfront about where AI tools were used.
The character base meshes and some of their textures were generated with AI.
Every one of them was then brought into Blender and worked over by hand. Cleaned up, edited, re-textured and animated before it went anywhere near the game.
They're all rendered with a toon shader I wrote myself.
Everything else is made by hand.
The tavern, the props and the whole environment are hand modeled.
Other than that, everything else in the game was made by me.
Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running.
Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running.
AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game.
AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human.
Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay.
Generative AI tools were used during development to assist with the creation of some visual assets, written content, and localization used in the game and related store materials. All AI-assisted content was reviewed and, where necessary, edited by the developer before release. The game does not generate AI content during gameplay and does not rely on external AI services while being played.
Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service.
During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story.
Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game.
The music in this game was created using generative AI
Some of the text on this store page was written with AI assistance.
Nothing is generated by AI while you play. The game runs entirely offline and makes no calls to any AI service at any time.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
"Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay."
I am a solo developer balancing this project with another job. To make this game a reality, I have used generative AI tools as an assistant during development, as well as to generate various pre-rendered assets: 2D visual elements (such as item icons, textures, and interface art) and the composition of the orchestral soundtrack.
Graphics (sprites, logo, artwork) were generated with Google Gemini API models,
then curated, edited, and integrated by the developer.
Music and sound effects were generated locally with ACE-Step 1.5, directed,
curated, and post-processed by the developer.
No AI runs during gameplay.
AI-assisted tools were used for all of the game visuals, audio, and code. No AI generation occurs during gameplay, and no external AI services are used while playing.
We used Claude (Anthropic) during development for the following:
- Writing the store page description
- Assisting with the translation of in-game text
- Generating some simple in-game objects
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Environments and environmental artwork are not created using generative AI.
Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development.
Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay.
The character selection screen uses some art that has been created with the assistance of AI.
The character art display on the store page has been partially created with the assistance of AI.
Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations.
Generative AI was used during development to create pre-generated artwork (including fictional film posters and marketing images), narration, and some text and translations. These are fixed assets shipped with the game. No generative AI runs during gameplay, and no player input is sent to an external AI service.
Generative AI was used to create some of the illustrations featured on collectible cards. The card layouts and designs were manually created and edited.
All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text.
I'm a solo developer, and I'd rather be upfront about where AI tools were used.
The character base meshes and some of their textures were generated with AI.
Every one of them was then brought into Blender and worked over by hand. Cleaned up, edited, re-textured and animated before it went anywhere near the game.
They're all rendered with a toon shader I wrote myself.
Everything else is made by hand.
The tavern, the props and the whole environment are hand modeled.
Other than that, everything else in the game was made by me.
Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running.
Select visual artwork used in Comic Shop Tycoon, including some in-game comic and product artwork as well as Steam promotional artwork, was created using generative AI tools. All AI-generated content is pre-generated and fixed. The game does not generate AI content during gameplay or connect to external AI services while running.
AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game.
AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human.
Some visual artwork used in the game and promotional materials was created with generative AI tools and then selected, edited, and integrated by the developer. No generative AI content is created during gameplay.
Generative AI tools were used during development to assist with the creation of some visual assets, written content, and localization used in the game and related store materials. All AI-assisted content was reviewed and, where necessary, edited by the developer before release. The game does not generate AI content during gameplay and does not rely on external AI services while being played.
Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service.
During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story.