"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."
Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay.
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.
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.
Generative AI was used during development to assist with the creation of some promotional and visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game or its Steam store materials. No generative AI is used during gameplay.
AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted.
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.
Some art assets in the game and on the store page (story character portraits, some icons, backgrounds, and capsule images) were created with AI image generation tools, then manually curated and edited by the developer. All gameplay, code, and written story content is human-made. No AI content is generated at runtime.
Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running.
The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer.
AI was used to assist with writing the game source code.
All visual assets are handmade pixel art by the author.
All audio assets are licensed from 3rd party sample banks.
Explanation about the game development process:
In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration.
However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience.
AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience.
The game's text (Korean and English) was written with the help of an AI assistant, based on the developer's research into traditional Korean architecture, and was fact-checked and reviewed by the developer before shipping. The English text follows a Korean–English glossary of traditional architecture terms prepared and approved by the developer. No other shipped content is AI-generated: all 3D models, buildings and characters are built procedurally in code, and the background music is licensed traditional Korean music (CC BY).
Pre-generated content only. This game does not run any AI at runtime.
Visual art: 444 image files were created with generative AI during development —
equipment sprites, ability icons, monster sheets, character portraits, building
art, terrain and UI textures, the title screen and the game icon. The tool was
ChatGPT (OpenAI), web interface, image generation, in sessions between 13 July
and 1 August 2026. The author recalls the model as GPT-5.5, but the interface did
not record the exact model version, so only the date range is documented.
Text: the in-game text — tutorial, mission and event wording, item and interface
strings — was drafted with generative AI assistance and then reviewed and edited
by the author. Spanish is the original language.
Translations: the English, German and Italian versions of the in-game text were
produced from the Spanish original with generative AI.
Not AI-generated: all remaining art comes from CC0, CC BY 3.0 and CC BY-SA 3.0
sources (Liberated Pixel Cup, 7Soul, Kenney), credited in full on the in-game
credits screen. All music and sound effects are CC0 or CC BY. No AI-generated
voice or music ships with the game.
Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game.
Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
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.
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made.
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.
Generative AI was used to create some visual elements of the game's main menu and to assist with programming during development. Claude was used as a coding assistant to help write, review, and troubleshoot code.
Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
3D models for props and buildings have been generated with code developed by AI. The game splash screens and logo have been generated by AI. Music is generated live with code developed by AI.
Generative AI tools were used during development to assist with some pre-generated visual assets, including selected pixel-art environments, characters, illustrations, icons, and promotional artwork. These assets are included with the game and are not generated live during gameplay. The game does not use a live AI service or send player data to an AI service. Shipped assets were reviewed, edited, and integrated by the development team.
We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game.
We also generate some voicing for dialogs using licensed voices.
We also generate some other sounds such as sound effects (wind, sea waves)
All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects.
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.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
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.
Generative AI was used to write, edit, and translate text on this Steam store page. It is not used during gameplay, and no AI-generated images, audio, or in-game assets are included.
Generative AI tools were used during development to assist with programming, debugging, optimization, gameplay design, and the review or translation of some written content. The game does not use live-generated AI and does not connect to an AI service during gameplay.
Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay.
Generative AI is used to assist with research or as rough internal placeholders. No AI-generated art, animation, music, text, or in-game live generation is used. All game content is created, shaped, reviewed, and approved by our team.
"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."
Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay.
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.
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.
Generative AI was used during development to assist with the creation of some promotional and visual assets. All AI-assisted content was reviewed and edited by the developer before being included in the game or its Steam store materials. No generative AI is used during gameplay.
AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted.
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.
Some art assets in the game and on the store page (story character portraits, some icons, backgrounds, and capsule images) were created with AI image generation tools, then manually curated and edited by the developer. All gameplay, code, and written story content is human-made. No AI content is generated at runtime.
Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running.
The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer.
AI was used to assist with writing the game source code.
All visual assets are handmade pixel art by the author.
All audio assets are licensed from 3rd party sample banks.
Explanation about the game development process:
In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration.
However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience.
AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience.
The game's text (Korean and English) was written with the help of an AI assistant, based on the developer's research into traditional Korean architecture, and was fact-checked and reviewed by the developer before shipping. The English text follows a Korean–English glossary of traditional architecture terms prepared and approved by the developer. No other shipped content is AI-generated: all 3D models, buildings and characters are built procedurally in code, and the background music is licensed traditional Korean music (CC BY).
Pre-generated content only. This game does not run any AI at runtime.
Visual art: 444 image files were created with generative AI during development —
equipment sprites, ability icons, monster sheets, character portraits, building
art, terrain and UI textures, the title screen and the game icon. The tool was
ChatGPT (OpenAI), web interface, image generation, in sessions between 13 July
and 1 August 2026. The author recalls the model as GPT-5.5, but the interface did
not record the exact model version, so only the date range is documented.
Text: the in-game text — tutorial, mission and event wording, item and interface
strings — was drafted with generative AI assistance and then reviewed and edited
by the author. Spanish is the original language.
Translations: the English, German and Italian versions of the in-game text were
produced from the Spanish original with generative AI.
Not AI-generated: all remaining art comes from CC0, CC BY 3.0 and CC BY-SA 3.0
sources (Liberated Pixel Cup, 7Soul, Kenney), credited in full on the in-game
credits screen. All music and sound effects are CC0 or CC BY. No AI-generated
voice or music ships with the game.
Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game.
Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
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.
Generative AI was used selectively as a development tool to assist with some textures and selected 3D assets. All assets were reviewed, refined where needed, and integrated by the developer. The game does not use live-generated AI content.
Some placeholder assets in the current build (terrain textures and sound effects) were AI-generated and are being replaced with human-made and procedural versions. All models, writing, characters, and design are human-made.
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.
Generative AI was used to create some visual elements of the game's main menu and to assist with programming during development. Claude was used as a coding assistant to help write, review, and troubleshoot code.
Generative AI tools were used during development to assist with the creation of pre-generated visual assets, including some game artwork and Steam store/marketing assets. All generated content is reviewed and curated before inclusion in the game or its marketing materials. The game does not generate AI content during gameplay.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
3D models for props and buildings have been generated with code developed by AI. The game splash screens and logo have been generated by AI. Music is generated live with code developed by AI.
Generative AI tools were used during development to assist with some pre-generated visual assets, including selected pixel-art environments, characters, illustrations, icons, and promotional artwork. These assets are included with the game and are not generated live during gameplay. The game does not use a live AI service or send player data to an AI service. Shipped assets were reviewed, edited, and integrated by the development team.
We use AI to generate content for the game such as text descriptions, some images like npc portraits and ware items and to generate some stories to create immersion in the game.
We also generate some voicing for dialogs using licensed voices.
We also generate some other sounds such as sound effects (wind, sea waves)
All content text, images, voices or sounds are reviewed manually by a human to verify the content and licensing aspects.
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.
Aftergrowth's code was written with the help of an AI coding assistant, and some of the game's text — including parts of this store page — was first drafted with it and then edited by hand.
Nothing you see or hear is AI-generated. Every sprite, tile and icon is drawn by deterministic Python scripts rather than by an image model. The music is synthesised and the sound effects are CC0 recordings by Kenney, both credited in the game's CREDITS file. No generative AI runs while you play: nothing is generated live, and the game makes no request to any AI service.
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.
Generative AI was used to write, edit, and translate text on this Steam store page. It is not used during gameplay, and no AI-generated images, audio, or in-game assets are included.
Generative AI tools were used during development to assist with programming, debugging, optimization, gameplay design, and the review or translation of some written content. The game does not use live-generated AI and does not connect to an AI service during gameplay.
Some art, music and sound effects were created with the assistance of generative AI tools, under the creative direction of the developer. All AI-assisted content was reviewed and curated before inclusion. The game does not use AI to generate content during gameplay.
Generative AI is used to assist with research or as rough internal placeholders. No AI-generated art, animation, music, text, or in-game live generation is used. All game content is created, shaped, reviewed, and approved by our team.