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.
Generative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team.
This game uses generative AI as a production tool. Character, enemy, boss, UI, and background art were created with image-generation models and then assembled, keyed, and edited by the team. Background music and in-game voice and narration (including Classical Latin lines in Purgatory) were also generated with AI and curated for the game.
Gameplay, design, writing, and programming are human-authored. The game does not generate new text, images, or audio while you play. Some store and marketing images were produced with the same tools.
We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
Artificial Intelligence Usage Notice:
We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts.
Some pre-rendered assets were created with generative AI tools and then curated, edited and integrated by hand: music tracks and their cover art, some sound effects and portions of 2d artwork (weapon, prop, and enemy sprites.) All generated content was reviewed by the developer before inclusion. No content is AI-generated at runtime.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
Generative AI was used solely to assist with drafting and translating the Japanese and English descriptions for the Steam store page. Generative AI was not used for any other purpose. All content within the game itself was created by humans.
I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
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.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.
Some of the store promotional materials for this game (including the cover, main key visual, and some 2D UI elements) were created with the assistance of generative AI. In-game visual effects, programming, gameplay, and all other game content were developed entirely by human developers. The game does not use generative AI during runtime, nor does it collect or upload player data.
Some store page text, including the game description, was drafted with the assistance of generative AI and reviewed/edited by the developer before publication. The game does not generate AI content during gameplay.
Soulforge uses generative AI for part of its asset production. All AI-assisted content is pre-generated, fixed in the shipped build, and reviewed by the developer before release — the game generates no content at runtime.
• 2D art: UI frames and chrome, spell and passive ability icons, class portraits, key art and store capsule art were produced using AI image generation from written style briefs, then selected, corrected, cropped, rescaled, composited and colour-graded by the developer before being imported into the game.
• 3D models and textures: a portion of environment and prop assets were produced with AI generation tools, then edited, retopologised and hand-adjusted before being used in the game.
• Localization: the game's 20 interface languages were produced with AI translation, each language then passed through a separate independent AI review pass and a mechanical validator. Native-speaker review is ongoing and corrections ship as they arrive.
Audio is procedurally synthesised with hand-written DSP code, not generated by an AI model.
We have reviewed the shipped assets and believe they contain no illegal or infringing content.
Some of the content in this game was created with generative AI tools.
· The five background music tracks were generated with an AI music tool, then edited
and looped to fit the game.
· 2D sprites (props, enemies, bosses, UI) started as generative AI image drafts and
went through background removal, resizing and color correction before shipping.
· Interface translations — the source language is Korean; the other languages were
machine-translated with AI and only some have had a human pass. If you spot an
awkward line, tell us and we will fix it.
Sound effects are not AI-generated. They are synthesized in real time by the game's code.
No AI runs while you play. Every piece of content ships as a fixed file — the game does
not generate anything during play and does not contact any AI service.
This game is currentilty making use of 2 AI generate models among all other hand crafted models for the PLAYTEST alone and will be changed during DEMO and FULL RELEASE.
YOU IN? uses pre-generated instrumental music created with Suno for its title, stage, and boss tracks. Generative AI is also used to create promotional artwork for the Steam store page, including capsule artwork, and to assist with portions of the store-page and marketing text. All AI-assisted material is directed, selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
There are several AI generated models, and their textures. Which will likely continue to be the only AI use in the game, other than the use of AI for coding help. But this game is far from "vibe coded."
There is no AI generated text, and will never be. There are currently no AI generated sounds, there may be a few added depending on achievability without.
The text will always and forever be written by a human, me, Andrew Labreck. As the story is the driving factor for me making this entire game.
Likely, the music will continue to be human produced as well.
Generative AI tools were used during development to assist with pre-generated content. No generative AI content is created during gameplay, and the game does not connect to external AI services.
The game does not generate AI content during play.
Generative AI tools assisted development and contributed to some pre-generated content used in the game or its marketing. All shipped content was selected, edited, reviewed, and integrated by the development team, and the final product reflects our own creative direction.
Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer.
Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing.
AI-assisted coding was used in the development of Xenovector, including systems responsible for procedural environments, visual effects and dynamically assembled in-game scenery.
AI-generated or AI-assisted artwork was also used for in-game backgrounds and graphical elements, in addition to promotional/store assets.
Some elements of this game were created using generative AI tools: part of the visual assets (including the logo), the music, and part of the translations. No generative AI is used during gameplay.
Some art, icons, music, sound effects, and marketing or store assets were created or assisted with generative AI tools during development, then reviewed and curated by the team. The game does not generate new AI content in real time during gameplay and does not connect to external AI services while you play.
Some assets in Dreamfend were created using generative AI tools. This applies to the music and to some of the visual assets. All such content is reviewed and refined by hand to match the game's style and the author's intent. No content is generated during gameplay.
Generative AI tools were used during development to assist with creating and refining some pre-generated artwork and other media assets, including assets used in the game and on its Steam store page. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
AI is used in part for translating text from Japanese into the supported languages.
AI is not used for game development, content generation, or any purposes other than translation.
Generative AI was used to assist in creating some visual assets, including certain background images and the game start screen artwork. Other game content, including gameplay, programming, character design, and world-building, was created independently by the development team.
AI Was used to generate the page description, it was also used to test certain parts of the game and help debug a few problems, there was partial AI usage also for the game music, while the music itself was created in FL Studio there was usage to generate some of the variants of the tracks
Some of SALTWRATH's audio and store artwork was created using generative AI tools and then edited by hand. The music and sound effects were generated with Suno, then trimmed, mixed and levelled manually before being used in the game. Some store page and capsule artwork was generated with an AI image tool and edited before use.
The game itself does not use generative AI while you play. Nothing is generated live during a run, no content changes between playthroughs because of AI, and no player input is ever sent to an AI service.
NovaShift: Universe uses AI-generated art. Some 2D artwork — enemy, boss and item sprites for several game universes, boss projectile sprites, and store/marketing images (capsules, key art, logo) — was created with the assistance of AI image-generation tools, then curated, edited, transparency-cleaned and integrated by the developer. All gameplay code, procedural art, audio and game design are human-made. No content is generated by AI at runtime; players never interact with a live AI system.
During development, generative AI was used to create or edit selected 2D character and environment art, UI elements and icons, VFX and animation assets, English and Simplified Chinese character voices, and store marketing artwork. It was also used in the production of the opening cinematic and its audio. All generated content was reviewed and edited, composited, or post-processed by the development team as appropriate. The game does not use generative AI at runtime and does not generate content in response to player input.
Some Steam store and library presentation artwork was created with assistance from generative AI tools, then selected and edited by the developer. Localization was completed conventionally, with AI used to assist in verification and quality checks.
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.
Generative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team.
This game uses generative AI as a production tool. Character, enemy, boss, UI, and background art were created with image-generation models and then assembled, keyed, and edited by the team. Background music and in-game voice and narration (including Classical Latin lines in Purgatory) were also generated with AI and curated for the game.
Gameplay, design, writing, and programming are human-authored. The game does not generate new text, images, or audio while you play. Some store and marketing images were produced with the same tools.
We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
Artificial Intelligence Usage Notice:
We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts.
Some pre-rendered assets were created with generative AI tools and then curated, edited and integrated by hand: music tracks and their cover art, some sound effects and portions of 2d artwork (weapon, prop, and enemy sprites.) All generated content was reviewed by the developer before inclusion. No content is AI-generated at runtime.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
Generative AI was used solely to assist with drafting and translating the Japanese and English descriptions for the Steam store page. Generative AI was not used for any other purpose. All content within the game itself was created by humans.
I used generative AI in the process of creating most art/visual assets in Trouble Shooters, with touch ups made after generation. Music and sound effects were either composed without the use of generative AI or sourced from sound libraries that predate generative AI workflows. Nothing is generated on-the-fly.
Some store copy, localization, and in-game Field Guide text were drafted with generative AI and then edited. No AI content is generated live in the game. Character/environment art and audio are not AI-generated unless noted.
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.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.
Some of the store promotional materials for this game (including the cover, main key visual, and some 2D UI elements) were created with the assistance of generative AI. In-game visual effects, programming, gameplay, and all other game content were developed entirely by human developers. The game does not use generative AI during runtime, nor does it collect or upload player data.
Some store page text, including the game description, was drafted with the assistance of generative AI and reviewed/edited by the developer before publication. The game does not generate AI content during gameplay.
Soulforge uses generative AI for part of its asset production. All AI-assisted content is pre-generated, fixed in the shipped build, and reviewed by the developer before release — the game generates no content at runtime.
• 2D art: UI frames and chrome, spell and passive ability icons, class portraits, key art and store capsule art were produced using AI image generation from written style briefs, then selected, corrected, cropped, rescaled, composited and colour-graded by the developer before being imported into the game.
• 3D models and textures: a portion of environment and prop assets were produced with AI generation tools, then edited, retopologised and hand-adjusted before being used in the game.
• Localization: the game's 20 interface languages were produced with AI translation, each language then passed through a separate independent AI review pass and a mechanical validator. Native-speaker review is ongoing and corrections ship as they arrive.
Audio is procedurally synthesised with hand-written DSP code, not generated by an AI model.
We have reviewed the shipped assets and believe they contain no illegal or infringing content.
Some of the content in this game was created with generative AI tools.
· The five background music tracks were generated with an AI music tool, then edited
and looped to fit the game.
· 2D sprites (props, enemies, bosses, UI) started as generative AI image drafts and
went through background removal, resizing and color correction before shipping.
· Interface translations — the source language is Korean; the other languages were
machine-translated with AI and only some have had a human pass. If you spot an
awkward line, tell us and we will fix it.
Sound effects are not AI-generated. They are synthesized in real time by the game's code.
No AI runs while you play. Every piece of content ships as a fixed file — the game does
not generate anything during play and does not contact any AI service.
This game is currentilty making use of 2 AI generate models among all other hand crafted models for the PLAYTEST alone and will be changed during DEMO and FULL RELEASE.
YOU IN? uses pre-generated instrumental music created with Suno for its title, stage, and boss tracks. Generative AI is also used to create promotional artwork for the Steam store page, including capsule artwork, and to assist with portions of the store-page and marketing text. All AI-assisted material is directed, selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay or connect to external AI services.
There are several AI generated models, and their textures. Which will likely continue to be the only AI use in the game, other than the use of AI for coding help. But this game is far from "vibe coded."
There is no AI generated text, and will never be. There are currently no AI generated sounds, there may be a few added depending on achievability without.
The text will always and forever be written by a human, me, Andrew Labreck. As the story is the driving factor for me making this entire game.
Likely, the music will continue to be human produced as well.
Generative AI tools were used during development to assist with pre-generated content. No generative AI content is created during gameplay, and the game does not connect to external AI services.
The game does not generate AI content during play.
Generative AI tools assisted development and contributed to some pre-generated content used in the game or its marketing. All shipped content was selected, edited, reviewed, and integrated by the development team, and the final product reflects our own creative direction.
Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer.
Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing.
AI-assisted coding was used in the development of Xenovector, including systems responsible for procedural environments, visual effects and dynamically assembled in-game scenery.
AI-generated or AI-assisted artwork was also used for in-game backgrounds and graphical elements, in addition to promotional/store assets.
Some elements of this game were created using generative AI tools: part of the visual assets (including the logo), the music, and part of the translations. No generative AI is used during gameplay.
Some art, icons, music, sound effects, and marketing or store assets were created or assisted with generative AI tools during development, then reviewed and curated by the team. The game does not generate new AI content in real time during gameplay and does not connect to external AI services while you play.
Some assets in Dreamfend were created using generative AI tools. This applies to the music and to some of the visual assets. All such content is reviewed and refined by hand to match the game's style and the author's intent. No content is generated during gameplay.
Generative AI tools were used during development to assist with creating and refining some pre-generated artwork and other media assets, including assets used in the game and on its Steam store page. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
AI is used in part for translating text from Japanese into the supported languages.
AI is not used for game development, content generation, or any purposes other than translation.
Generative AI was used to assist in creating some visual assets, including certain background images and the game start screen artwork. Other game content, including gameplay, programming, character design, and world-building, was created independently by the development team.
AI Was used to generate the page description, it was also used to test certain parts of the game and help debug a few problems, there was partial AI usage also for the game music, while the music itself was created in FL Studio there was usage to generate some of the variants of the tracks
Some of SALTWRATH's audio and store artwork was created using generative AI tools and then edited by hand. The music and sound effects were generated with Suno, then trimmed, mixed and levelled manually before being used in the game. Some store page and capsule artwork was generated with an AI image tool and edited before use.
The game itself does not use generative AI while you play. Nothing is generated live during a run, no content changes between playthroughs because of AI, and no player input is ever sent to an AI service.
NovaShift: Universe uses AI-generated art. Some 2D artwork — enemy, boss and item sprites for several game universes, boss projectile sprites, and store/marketing images (capsules, key art, logo) — was created with the assistance of AI image-generation tools, then curated, edited, transparency-cleaned and integrated by the developer. All gameplay code, procedural art, audio and game design are human-made. No content is generated by AI at runtime; players never interact with a live AI system.
During development, generative AI was used to create or edit selected 2D character and environment art, UI elements and icons, VFX and animation assets, English and Simplified Chinese character voices, and store marketing artwork. It was also used in the production of the opening cinematic and its audio. All generated content was reviewed and edited, composited, or post-processed by the development team as appropriate. The game does not use generative AI at runtime and does not generate content in response to player input.
Some Steam store and library presentation artwork was created with assistance from generative AI tools, then selected and edited by the developer. Localization was completed conventionally, with AI used to assist in verification and quality checks.