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 create certain visual and audio assets:
- 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use.
- Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools.
This game uses generative AI tools as part of its art creation process. Visual assets — including background and environment art, character and unit art, and card illustrations — were generated with the assistance of AI and then reviewed and refined by hand. All AI-assisted content is checked to ensure it meets our quality and originality standards.
Generative AI tools were used to assist in the creation of some promotional artwork and marketing assets for the game. Final assets were reviewed and edited by the development team.
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 assets in Magician Alisa were created with the assistance of generative AI tools: visual artwork and music. All AI-generated assets were selected, curated and edited by the developer.
Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer.
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.
AI-based tools were used solely as a supportive aid for creating select pre-rendered in-game assets and text, with all final content thoroughly reviewed and refined by the development team. The game contains no live-generated AI content during gameplay.
AI-generated content is used in the following areas of this game:
- Icons: Some card icon artwork was AI-assisted.
- Localization: All translated text was generated using AI.
- Game balance: Adjustments were guided by AI-based simulation.
- Help / guide / character text: Generated with AI, then edited by the developer.
- Story text: AI was used during early drafting, but nearly all of it has been rewritten 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.
Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay.
AI (WAN 2.2) was used to help generate idle animation frames from 100% original, human-made art. All animations were reviewed and curated by the developer before being included in the game.
Some pre-generated artwork and audio included in MyHiStory were created with the assistance of generative AI during development. These assets were selected, reviewed, and curated by the developer before inclusion in the game. MyHiStory does not use generative AI to generate content or code while the game is running.
Some 2D artwork shipping in this game was created with the assistance of generative AI image tools, then edited by hand before inclusion. This applies to a portion of card illustrations and UI decorative elements. All such assets were checked for quality and rights compliance prior to shipping.
This game does not generate any content with AI at runtime. The computer opponent is a conventional rules-based system, not a generative AI model.
Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame.
Pre-generated AI-assisted visual content is used in this game. AI was used to create and iterate on card illustrations, character portraits, backgrounds, icons, and selected promotional artwork. AI was used to generate source video clips for pre-rendered chapter cinematics. These assets were selected, edited, composited, cropped, color-adjusted, and integrated by the developer. The game does not generate AI content during play, does not accept player prompts, and does not connect to an external AI service at runtime.
Most of the game’s art, music, and other audiovisual assets were first generated with AI tools, then hand-picked, cropped, retouched, and reworked by the developer so they fit this game’s look, feel, and systems.
Nothing is generated by AI while you play. Combat, cooking, exploration, and story presentation use only content that shipped with the game after that human edit pass.
This game was developed with the assistance of generative AI tools. Some graphical assets were created using AI and then reviewed, edited, and integrated by the developer. AI tools were also used to assist with writing code. All game design, gameplay mechanics, and final content decisions were made by the developer. The game does not generate AI content at runtime.
This game uses AI-generated imagery. Character portraits, backgrounds, card illustrations, and UI assets were created with generative AI image tools, then reviewed, edited to fit the game's art direction. Store page capsules use the same artwork.
Writing, game design, code, and systems are authored by a human developer. Nothing is generated while the game is running.
During development, generative tools were used for selected textures and supporting visual elements in the game and store artwork. These assets were reviewed and integrated by the developer. All content is fixed in the shipped game; nothing is generated during gameplay.
Generative AI was used to create 2D artwork, visual assets, and music. All AI-generated content was reviewed and edited by the developer before being included in the game.
Some visual assets and music used in this game were created with the assistance of generative AI. All AI-generated content was reviewed, if needed edited, and curated by the developer before being included in the game.
Generative AI was used during development to create the game’s pre-generated 2D visual assets, including card illustrations, backgrounds, UI decorative elements, and Steam marketing materials. It was also used to assist with portions of the store text and localization. All AI-assisted content was selected, edited, and reviewed by the developer before publication. The game does not use generative AI to generate content at runtime.
Some art assets, localized text, and store marketing materials were created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Some assets in Crown Cribbage were made with the help of generative AI tools:
- in-game music was generated with AI music tools
- capsule/key art
- marketing copy drafts
- assistance with programming
One point of emphasis:
The computer opponents in this game are not generative AI. They are hand-written heuristics, a fixed set of rules for discarding and pegging, tuned by
difficulty.
They see only what you see. They do not look at your hand, and nothing about them is generated while you play.
No AI content of any kind is created during a match.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
Some of this game's assets were created with the assistance of generative AI and then curated, edited, and integrated by the developer. Art: two character portraits were generated with Midjourney (paid commercial plan); other artwork — card illustrations, backgrounds, and character art — was generated with a locally run image-generation pipeline. Audio: the music, ambience, and sound-effect clips were generated with ElevenLabs under a paid commercial plan. Some game text was written with AI assistance and reviewed by the developer. All AI output was human-reviewed before inclusion. No content is generated by AI at runtime.
Generative AI technology is used in a supplementary capacity during the creation of some 2D prop assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Some visual assets in the game, including certain card illustrations and UI elements, were created with the assistance of generative AI tools. These assets were generated during development and are included as pre-generated content in the game.
We use generative AI to assist with writing and localizing the game's text. All art and audio are procedurally generated by our own code or sourced from CC0 libraries. No content is generated by AI in real time during gameplay.
This game uses AI generation tools at several stages of development.
- Artwork: the card illustrations and key art use images produced with AI image-generation tools.
The developer selected, cropped, and adjusted the outputs — and discarded the ones that did not
fit — before integrating them into the game.
- Text: card flavor text and story prose were drafted with AI assistance, then edited and finalized
by the developer. The world setting and narrative structure were decided by the developer.
- Localization: the English text was translated with AI assistance and reviewed by the developer.
No content is generated by AI while the game is running. Everything is pre-generated during development.
Generative AI tools were used to assist in creating select 2D artwork for this game illustrations for collectible cards, artwork for the card battle/arena scene, and the game's logo and store capsule art. All AI-assisted artwork was selected, edited, and finalized by the development team before inclusion. Generative AI was not used to create the 3D open-world environment, or other gameplay systems/mechanics. This is for the demo build, and some or all AI-assisted art may be replaced with original human-made artwork in the full release.
A solo dev made this game. Some of the art was created or refined with AI tools; the design, code, UI, music (using fruit loops), writing, and everything the game actually does are hand-built.
This game was developed through collaboration between the developer and AI tools across most content (art, writing, design); in-game translations were generated by AI.
Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI.
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 create certain visual and audio assets:
- 2D Visual Assets: Some 2D icons, UI symbols, and graphic elements were generated or assisted using AI image generation tools and polished for final in-game use.
- Audio (BGM): Background music (BGM) tracks were generated with the assistance of generative AI music tools.
This game uses generative AI tools as part of its art creation process. Visual assets — including background and environment art, character and unit art, and card illustrations — were generated with the assistance of AI and then reviewed and refined by hand. All AI-assisted content is checked to ensure it meets our quality and originality standards.
Generative AI tools were used to assist in the creation of some promotional artwork and marketing assets for the game. Final assets were reviewed and edited by the development team.
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 assets in Magician Alisa were created with the assistance of generative AI tools: visual artwork and music. All AI-generated assets were selected, curated and edited by the developer.
Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer.
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.
AI-based tools were used solely as a supportive aid for creating select pre-rendered in-game assets and text, with all final content thoroughly reviewed and refined by the development team. The game contains no live-generated AI content during gameplay.
AI-generated content is used in the following areas of this game:
- Icons: Some card icon artwork was AI-assisted.
- Localization: All translated text was generated using AI.
- Game balance: Adjustments were guided by AI-based simulation.
- Help / guide / character text: Generated with AI, then edited by the developer.
- Story text: AI was used during early drafting, but nearly all of it has been rewritten 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.
Some of Card Slay's pre-generated content was created with the help of generative AI tools and then reviewed and finished by hand. No content is generated by AI during gameplay.
AI (WAN 2.2) was used to help generate idle animation frames from 100% original, human-made art. All animations were reviewed and curated by the developer before being included in the game.
Some pre-generated artwork and audio included in MyHiStory were created with the assistance of generative AI during development. These assets were selected, reviewed, and curated by the developer before inclusion in the game. MyHiStory does not use generative AI to generate content or code while the game is running.
Some 2D artwork shipping in this game was created with the assistance of generative AI image tools, then edited by hand before inclusion. This applies to a portion of card illustrations and UI decorative elements. All such assets were checked for quality and rights compliance prior to shipping.
This game does not generate any content with AI at runtime. The computer opponent is a conventional rules-based system, not a generative AI model.
Some of the artwork in Scoundrel: The Descent, including the illustrated card art and background images, was created with the help of generative AI tools and then reviewed and edited by hand. No AI-generated content is produced while you play. If you would rather not see it, Settings includes a "No AI art" option that hides the card illustrations and shows only suit, rank, and frame.
Pre-generated AI-assisted visual content is used in this game. AI was used to create and iterate on card illustrations, character portraits, backgrounds, icons, and selected promotional artwork. AI was used to generate source video clips for pre-rendered chapter cinematics. These assets were selected, edited, composited, cropped, color-adjusted, and integrated by the developer. The game does not generate AI content during play, does not accept player prompts, and does not connect to an external AI service at runtime.
Most of the game’s art, music, and other audiovisual assets were first generated with AI tools, then hand-picked, cropped, retouched, and reworked by the developer so they fit this game’s look, feel, and systems.
Nothing is generated by AI while you play. Combat, cooking, exploration, and story presentation use only content that shipped with the game after that human edit pass.
This game was developed with the assistance of generative AI tools. Some graphical assets were created using AI and then reviewed, edited, and integrated by the developer. AI tools were also used to assist with writing code. All game design, gameplay mechanics, and final content decisions were made by the developer. The game does not generate AI content at runtime.
This game uses AI-generated imagery. Character portraits, backgrounds, card illustrations, and UI assets were created with generative AI image tools, then reviewed, edited to fit the game's art direction. Store page capsules use the same artwork.
Writing, game design, code, and systems are authored by a human developer. Nothing is generated while the game is running.
During development, generative tools were used for selected textures and supporting visual elements in the game and store artwork. These assets were reviewed and integrated by the developer. All content is fixed in the shipped game; nothing is generated during gameplay.
Generative AI was used to create 2D artwork, visual assets, and music. All AI-generated content was reviewed and edited by the developer before being included in the game.
Some visual assets and music used in this game were created with the assistance of generative AI. All AI-generated content was reviewed, if needed edited, and curated by the developer before being included in the game.
Generative AI was used during development to create the game’s pre-generated 2D visual assets, including card illustrations, backgrounds, UI decorative elements, and Steam marketing materials. It was also used to assist with portions of the store text and localization. All AI-assisted content was selected, edited, and reviewed by the developer before publication. The game does not use generative AI to generate content at runtime.
Some art assets, localized text, and store marketing materials were created with the assistance of generative AI during development, then reviewed, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
Some assets in Crown Cribbage were made with the help of generative AI tools:
- in-game music was generated with AI music tools
- capsule/key art
- marketing copy drafts
- assistance with programming
One point of emphasis:
The computer opponents in this game are not generative AI. They are hand-written heuristics, a fixed set of rules for discarding and pegging, tuned by
difficulty.
They see only what you see. They do not look at your hand, and nothing about them is generated while you play.
No AI content of any kind is created during a match.
This game uses generative AI tools to help create static visual assets, including card illustrations and background artwork. All AI-generated content is produced during development and does not change during gameplay — nothing is generated in real time.
Some of this game's assets were created with the assistance of generative AI and then curated, edited, and integrated by the developer. Art: two character portraits were generated with Midjourney (paid commercial plan); other artwork — card illustrations, backgrounds, and character art — was generated with a locally run image-generation pipeline. Audio: the music, ambience, and sound-effect clips were generated with ElevenLabs under a paid commercial plan. Some game text was written with AI assistance and reviewed by the developer. All AI output was human-reviewed before inclusion. No content is generated by AI at runtime.
Generative AI technology is used in a supplementary capacity during the creation of some 2D prop assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
Some visual assets in the game, including certain card illustrations and UI elements, were created with the assistance of generative AI tools. These assets were generated during development and are included as pre-generated content in the game.
We use generative AI to assist with writing and localizing the game's text. All art and audio are procedurally generated by our own code or sourced from CC0 libraries. No content is generated by AI in real time during gameplay.
This game uses AI generation tools at several stages of development.
- Artwork: the card illustrations and key art use images produced with AI image-generation tools.
The developer selected, cropped, and adjusted the outputs — and discarded the ones that did not
fit — before integrating them into the game.
- Text: card flavor text and story prose were drafted with AI assistance, then edited and finalized
by the developer. The world setting and narrative structure were decided by the developer.
- Localization: the English text was translated with AI assistance and reviewed by the developer.
No content is generated by AI while the game is running. Everything is pre-generated during development.
Generative AI tools were used to assist in creating select 2D artwork for this game illustrations for collectible cards, artwork for the card battle/arena scene, and the game's logo and store capsule art. All AI-assisted artwork was selected, edited, and finalized by the development team before inclusion. Generative AI was not used to create the 3D open-world environment, or other gameplay systems/mechanics. This is for the demo build, and some or all AI-assisted art may be replaced with original human-made artwork in the full release.
A solo dev made this game. Some of the art was created or refined with AI tools; the design, code, UI, music (using fruit loops), writing, and everything the game actually does are hand-built.
This game was developed through collaboration between the developer and AI tools across most content (art, writing, design); in-game translations were generated by AI.
Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI.