Some visual assets in Grandpa's Legacy (including expedition artwork and selected store/marketing images) were created or assisted with generative AI tools, then curated and edited by the development team. No generative AI runs during gameplay, and the game does not connect to external AI services while you play.
AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay.
AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind.
Coquí Crusader was made with AI-assisted tools under the developer's direction.
The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer.
Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization.
No content is generated during gameplay, and the game never connects to any external AI service.
Some of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project.
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.
Generative AI was used to assist with some artwork, writing, localization, and game development. All AI-assisted content was reviewed, edited, and refined by the developer before being included. The game does not use live generative AI to create content during gameplay.
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.
All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.
Generative AI tools were used. All AI-assisted content was reviewed by the developer, with some assets further edited and refined.No AI content is generated during gameplay.
Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay.
Industry Unbound includes a limited number of pre-generated visual assets created with the assistance of generative AI. Each asset was selected, reviewed, and edited by the developer before release. Generative AI is not used to generate content in real time during gameplay.
Some of the content in TOWER TOWER was created with the help of generative AI tools. This applies to parts of the pixel art and the in-game music and sound effects, to the store page text and its translations, and to promotional materials such as the trailer and the capsule images. All AI-assisted content was reviewed and edited by the developer before being used. The game does not generate anything with AI while it is running — everything you see and hear in the game is finalized in advance.
As a solo developer, AI has been a big help in making the development of this game more efficient by assisting in, but not be the sole performer of: testing, performing repetitive and some programming tasks, brainstorming and discussions, translations and some design.
The game's surface textures — the colour and relief maps applied to parts,
buildings, terrain and visual effects — and its sound effects were created
with generative AI tools during development. They are generated ahead of
time, reviewed and integrated by hand, and ship with the game as ordinary
image and audio files.
Nothing is generated while you play, and the game never connects to an AI
service.
The simulation itself — orbital mechanics, aerodynamics, the production chains — is written by hand.
We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily.
Generative AI was used during development to create selected pre-generated store graphics, story illustrations, and in-game art. These assets were reviewed and edited before inclusion. The game does not generate AI content at runtime and does not send player input or personal data to AI services.
Some 2D‑art assets in this game are created with the assistance of generative‑AI tools. These assets have been filtered, edited, composited and manually reviewed by the developer before being used in‑game. The game does not perform real‑time content generation based on player input during runtime, nor does it send any player input to generative‑AI services.
Crystal Keeper is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
This game utilized generative AI tools during development to assist with the following aspects:
Generation and optimization of certain code snippets;
Creation and processing of some sound effects;
Machine translation and localization assistance for in-game text and UI strings.
Important note: All visual art assets in the game (including characters, environments, props, UI elements, icons, animations, etc.) are exclusively created by human artists and were not generated by any AI tools.
All AI-generated content (code, sound, translation) has been manually reviewed, revised, and tested to ensure quality, stylistic consistency, and compliance with applicable regulations. AI is not used for real-time generation of player-facing content; all released content is finalized prior to launch.
Symbiosis: Criticality's narrative and dialogue were developed with the assistance of generative AI as part of an iterative, human-directed writing process. All in-game art, audio, and code were authored directly by the development team.
This game was primarily coded with AI.
The story and concept was made almost entirely by myself (As this was the main aim of the game to begin with)
Please don't buy it if you're not a fan of this use of AI generation.
We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game.
A large portion of visual art assets in this game are produced with generative AI tools during the development phase, including all in-game character portraits & character sprites, UI panels, functional icons, decorative interface elements, scene backgrounds, environment illustrations and promotional store page artwork.
All AI-generated draft materials have been comprehensively manually revised, redrawn, style unified, technically trimmed and fully copyright compliance verified by our internal professional art team before being packaged into the final released build.
There is NO real-time, runtime AI content generation function activated while players are running the game. All AI-assisted content is fixed pre-rendered static assets only.
Generative AI tools were used during development to assist in creating some in-game visual assets, graphical assets, and store marketing artwork. All generated materials were selected, edited, adjusted, and reviewed by the developer before being included. The game does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of some static promotional artwork, interface text, and localization. All AI-assisted material was reviewed and edited by the developer before inclusion. The application does not generate content during use and does not connect to any external AI service.
Artwork, music and parts of the text were created with AI tools and individually curated, refined and hand-fitted into the game by the developer. No AI content is generated at runtime.
As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay.
This game uses generative AI tools for parts of its 3D model creation and music/sound effect production.
Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself.
In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team.
About 10% of this game’s art assets were created with AI-assisted design, including some combat scenes and talent icons. All AI-generated content was reviewed, adjusted, and polished by artists. The remaining art assets were hand-crafted.
Some visual assets in Grandpa's Legacy (including expedition artwork and selected store/marketing images) were created or assisted with generative AI tools, then curated and edited by the development team. No generative AI runs during gameplay, and the game does not connect to external AI services while you play.
AI was used during development to create portions of the game’s pre-generated artwork, characters, animations, music, voices, and sound effects. These assets are included in the finished game. No AI content is generated live during gameplay.
AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind.
Coquí Crusader was made with AI-assisted tools under the developer's direction.
The coquí mascot logo and the background music were AI-generated. AI coding assistance was used to build the game and to help write its in-game and store text, all reviewed by the developer.
Every design decision was made by the developer: the mechanics, the progression and balance, and the Puerto Rican setting — the ten zones based on real landmarks, the folklore creatures from Taíno legend, and the Spanish localization.
No content is generated during gameplay, and the game never connects to any external AI service.
Some of the promotional artwork, store page banners, and/or trailer visuals for Ascend Idle: Chronicles were created with the assistance of Generative AI tools. The core game code and design were developed entirely by hand as a solo project.
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.
Generative AI was used to assist with some artwork, writing, localization, and game development. All AI-assisted content was reviewed, edited, and refined by the developer before being included. The game does not use live generative AI to create content during gameplay.
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.
All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.
Generative AI tools were used. All AI-assisted content was reviewed by the developer, with some assets further edited and refined.No AI content is generated during gameplay.
Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay.
Industry Unbound includes a limited number of pre-generated visual assets created with the assistance of generative AI. Each asset was selected, reviewed, and edited by the developer before release. Generative AI is not used to generate content in real time during gameplay.
Some of the content in TOWER TOWER was created with the help of generative AI tools. This applies to parts of the pixel art and the in-game music and sound effects, to the store page text and its translations, and to promotional materials such as the trailer and the capsule images. All AI-assisted content was reviewed and edited by the developer before being used. The game does not generate anything with AI while it is running — everything you see and hear in the game is finalized in advance.
As a solo developer, AI has been a big help in making the development of this game more efficient by assisting in, but not be the sole performer of: testing, performing repetitive and some programming tasks, brainstorming and discussions, translations and some design.
The game's surface textures — the colour and relief maps applied to parts,
buildings, terrain and visual effects — and its sound effects were created
with generative AI tools during development. They are generated ahead of
time, reviewed and integrated by hand, and ship with the game as ordinary
image and audio files.
Nothing is generated while you play, and the game never connects to an AI
service.
The simulation itself — orbital mechanics, aerodynamics, the production chains — is written by hand.
We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily.
Generative AI was used during development to create selected pre-generated store graphics, story illustrations, and in-game art. These assets were reviewed and edited before inclusion. The game does not generate AI content at runtime and does not send player input or personal data to AI services.
Some 2D‑art assets in this game are created with the assistance of generative‑AI tools. These assets have been filtered, edited, composited and manually reviewed by the developer before being used in‑game. The game does not perform real‑time content generation based on player input during runtime, nor does it send any player input to generative‑AI services.
Crystal Keeper is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
This game utilized generative AI tools during development to assist with the following aspects:
Generation and optimization of certain code snippets;
Creation and processing of some sound effects;
Machine translation and localization assistance for in-game text and UI strings.
Important note: All visual art assets in the game (including characters, environments, props, UI elements, icons, animations, etc.) are exclusively created by human artists and were not generated by any AI tools.
All AI-generated content (code, sound, translation) has been manually reviewed, revised, and tested to ensure quality, stylistic consistency, and compliance with applicable regulations. AI is not used for real-time generation of player-facing content; all released content is finalized prior to launch.
Symbiosis: Criticality's narrative and dialogue were developed with the assistance of generative AI as part of an iterative, human-directed writing process. All in-game art, audio, and code were authored directly by the development team.
This game was primarily coded with AI.
The story and concept was made almost entirely by myself (As this was the main aim of the game to begin with)
Please don't buy it if you're not a fan of this use of AI generation.
We use AI tools to assist with some parts of development, such as localization and improving our art production workflow. All designs and creative ideas come from our team, and AI-assisted assets are reviewed and refined before being used in the game.
A large portion of visual art assets in this game are produced with generative AI tools during the development phase, including all in-game character portraits & character sprites, UI panels, functional icons, decorative interface elements, scene backgrounds, environment illustrations and promotional store page artwork.
All AI-generated draft materials have been comprehensively manually revised, redrawn, style unified, technically trimmed and fully copyright compliance verified by our internal professional art team before being packaged into the final released build.
There is NO real-time, runtime AI content generation function activated while players are running the game. All AI-assisted content is fixed pre-rendered static assets only.
Generative AI tools were used during development to assist in creating some in-game visual assets, graphical assets, and store marketing artwork. All generated materials were selected, edited, adjusted, and reviewed by the developer before being included. The game does not use generative AI to generate content during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of some static promotional artwork, interface text, and localization. All AI-assisted material was reviewed and edited by the developer before inclusion. The application does not generate content during use and does not connect to any external AI service.
Artwork, music and parts of the text were created with AI tools and individually curated, refined and hand-fitted into the game by the developer. No AI content is generated at runtime.
As a solo developer, I used generative AI tools during the development process to assist with creating game assets (such as character artwork and item graphics), composing background music, and generating or refining code snippets. All AI-assisted content was pre-generated prior to release and manually curated. No AI content is generated live during gameplay.
This game uses generative AI tools for parts of its 3D model creation and music/sound effect production.
Core elements of the game experience — including the scenario, game design, AI logic design and implementation, and part balance adjustments — are created and decided primarily by the developer himself.
In keeping with the game's own concept of "designing AI logic to fight," the development process itself also actively incorporates collaboration with AI. This game was completed by using dialogue with AI to work around the limitations of a one-person team.
About 10% of this game’s art assets were created with AI-assisted design, including some combat scenes and talent icons. All AI-generated content was reviewed, adjusted, and polished by artists. The remaining art assets were hand-crafted.