The AI coworkers in this game are voiced by a machine (TTS), and their dialogue was really written by AI together with self portraits, on purpose and under human review. The slop is diegetic. The code was written with AI agents and reviewed by the last human in that loop, the developer. That is also the plot. No AI runs at runtime. Everything was baked and reviewed before shipping.
Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game.
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.
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.
Some pre-rendered assets were created with the help of generative AI during development: 2D line-art images (mascot sprites, badges, store artwork), portions of the game code, and drafts of store/in-game text (human-reviewed). Nothing is generated at runtime, and the game never connects to any AI service while you play. Sound effects are procedurally synthesized without AI.
Generative AI was used during development to generate suspect mugshot photos, dossier case texts, and to assist with language localization. All generated assets are static and pre-packaged into the game.
Some of this game's promotional and background artwork was made with generative AI tools and then edited by the developer: the store capsule/key art images, the painted title-screen background, and the cinematic clips used in the intro trailer. All gameplay, code, game design, in-game visuals (the emoji fighters, gloves, effects and UI), sound effects and music were created without generative AI. No AI content is generated during gameplay and the game does not connect to any AI service.
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.
Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay.
SIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand.
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.
Artwork used on the Steam store page was created with the assistance of generative AI and was subsequently manually edited, refined, and improved. AI tools were also used to assist with the localization of the Steam store page.
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.
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.
Environments and environmental artwork are not created using generative AI.
Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development.
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.
This game includes content created with the help of AI during development.
Images (34): backgrounds, the logo and in-game objects were created using OpenAI's image generation (gpt-image), then edited by the developer.
34 of the 66 sprites in the shipping build originate this way.
UI elements and one texture (13) and sound effects (21): these were designed by AI (Claude) and implemented as the developer's own program code. They are not the output of an image or audio generation model; the shapes and waveforms are produced by deterministic processing.
The game does not generate any content with AI at runtime.
Music is licensed from a purchased royalty-free library and involves no
AI. Stage design is the developer's own work.
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 Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
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.
Generative AI was used to create some of the illustrations featured on collectible cards. The card layouts and designs were manually created and edited.
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.
All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text.
I'm a solo developer, and I'd rather be upfront about where AI tools were used.
The character base meshes and some of their textures were generated with AI.
Every one of them was then brought into Blender and worked over by hand. Cleaned up, edited, re-textured and animated before it went anywhere near the game.
They're all rendered with a toon shader I wrote myself.
Everything else is made by hand.
The tavern, the props and the whole environment are hand modeled.
Other than that, everything else in the game was made by me.
This game uses pre-generated images created with Google Gemini for the character illustrations (6 images) and the title screen background. Character voices were pre-generated using VOICEPEAK (AHS Co., Ltd.), a commercial-use AI voice synthesis product. The background music was composed by human musicians and licensed for use. No AI generation occurs while the game is running.
Generative AI is used in this game for tasks such as music generation. As an indie game and a small software development studio, we simply do not have the budget to license a large number of well-known and popular songs. Unfortunately, nothing comes for free – so AI is used as an alternative.
AI is also used for tasks such as integrating graphics, music and beat analysis, and translating content. AI can complete time-consuming tasks within minutes that would otherwise take a human several hours.
No jobs are being replaced or put at risk through the use of AI in this project. This “crazy game” was still made with lots of love by humans. An AI probably would not have come up with a game idea like this anyway.
And because it fits the topic far too well: purely on principle, this disclosure text was of course also written with the help of AI.
Some game art was created with the assistance of generative AI. Examples of where generative AI was used would be as follows, Creature art, Logo, Music, Game systems.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
Generative AI tools were used during development to help create some content, including the English localization, music and sound effects, the 3D-rendered block art pipeline, and parts of the store/marketing materials. All AI-assisted content was reviewed and refined by the developer. No content is generated by AI at runtime.
I’m a solo developer doing my first-ever coding project. With no prior coding experience, I relied heavily on tons of tutorials to write the code and used AI to assist when troubleshooting some bugs. I also used AI to generate some of the project's visual content and images but mainly tried to use actual human work. It's been a massive learning experience, so thanks for your time, and I hope you can enjoy my project :)
This game was created by an independent developer. Generative AI tools were used during development to assist with programming, debugging, text editing, and the initial localization of Simplified Chinese, Traditional Chinese, English, Japanese, and Korean. All AI-assisted content was manually reviewed, edited, and approved by the developer. The game does not use generative AI to create content during gameplay, and player data is not used for AI training.
During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story.
The AI coworkers in this game are voiced by a machine (TTS), and their dialogue was really written by AI together with self portraits, on purpose and under human review. The slop is diegetic. The code was written with AI agents and reviewed by the last human in that loop, the developer. That is also the plot. No AI runs at runtime. Everything was baked and reviewed before shipping.
Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game.
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.
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.
Some pre-rendered assets were created with the help of generative AI during development: 2D line-art images (mascot sprites, badges, store artwork), portions of the game code, and drafts of store/in-game text (human-reviewed). Nothing is generated at runtime, and the game never connects to any AI service while you play. Sound effects are procedurally synthesized without AI.
Generative AI was used during development to generate suspect mugshot photos, dossier case texts, and to assist with language localization. All generated assets are static and pre-packaged into the game.
Some of this game's promotional and background artwork was made with generative AI tools and then edited by the developer: the store capsule/key art images, the painted title-screen background, and the cinematic clips used in the intro trailer. All gameplay, code, game design, in-game visuals (the emoji fighters, gloves, effects and UI), sound effects and music were created without generative AI. No AI content is generated during gameplay and the game does not connect to any AI service.
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.
Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay.
SIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand.
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.
Artwork used on the Steam store page was created with the assistance of generative AI and was subsequently manually edited, refined, and improved. AI tools were also used to assist with the localization of the Steam store page.
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.
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.
Environments and environmental artwork are not created using generative AI.
Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development.
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.
This game includes content created with the help of AI during development.
Images (34): backgrounds, the logo and in-game objects were created using OpenAI's image generation (gpt-image), then edited by the developer.
34 of the 66 sprites in the shipping build originate this way.
UI elements and one texture (13) and sound effects (21): these were designed by AI (Claude) and implemented as the developer's own program code. They are not the output of an image or audio generation model; the shapes and waveforms are produced by deterministic processing.
The game does not generate any content with AI at runtime.
Music is licensed from a purchased royalty-free library and involves no
AI. Stage design is the developer's own work.
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 Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
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.
Generative AI was used to create some of the illustrations featured on collectible cards. The card layouts and designs were manually created and edited.
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.
All simulation, art, audio and text in Terra Logic are hand-made — the game ships with no AI-generated content and makes no network requests by default. One optional feature can generate text at runtime: the "whisper" narrator, a single one-line ambient caption. By default it composes lines from a built-in, hand-written phrase library. Players who supply their own Anthropic (Claude) API key in a local config file may enable AI-generated phrasing for that one caption line; without a key the AI path is fully inactive. AI output never affects simulation, gameplay, art, audio, or any other text.
I'm a solo developer, and I'd rather be upfront about where AI tools were used.
The character base meshes and some of their textures were generated with AI.
Every one of them was then brought into Blender and worked over by hand. Cleaned up, edited, re-textured and animated before it went anywhere near the game.
They're all rendered with a toon shader I wrote myself.
Everything else is made by hand.
The tavern, the props and the whole environment are hand modeled.
Other than that, everything else in the game was made by me.
This game uses pre-generated images created with Google Gemini for the character illustrations (6 images) and the title screen background. Character voices were pre-generated using VOICEPEAK (AHS Co., Ltd.), a commercial-use AI voice synthesis product. The background music was composed by human musicians and licensed for use. No AI generation occurs while the game is running.
Generative AI is used in this game for tasks such as music generation. As an indie game and a small software development studio, we simply do not have the budget to license a large number of well-known and popular songs. Unfortunately, nothing comes for free – so AI is used as an alternative.
AI is also used for tasks such as integrating graphics, music and beat analysis, and translating content. AI can complete time-consuming tasks within minutes that would otherwise take a human several hours.
No jobs are being replaced or put at risk through the use of AI in this project. This “crazy game” was still made with lots of love by humans. An AI probably would not have come up with a game idea like this anyway.
And because it fits the topic far too well: purely on principle, this disclosure text was of course also written with the help of AI.
Some game art was created with the assistance of generative AI. Examples of where generative AI was used would be as follows, Creature art, Logo, Music, Game systems.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
Generative AI tools were used during development to help create some content, including the English localization, music and sound effects, the 3D-rendered block art pipeline, and parts of the store/marketing materials. All AI-assisted content was reviewed and refined by the developer. No content is generated by AI at runtime.
I’m a solo developer doing my first-ever coding project. With no prior coding experience, I relied heavily on tons of tutorials to write the code and used AI to assist when troubleshooting some bugs. I also used AI to generate some of the project's visual content and images but mainly tried to use actual human work. It's been a massive learning experience, so thanks for your time, and I hope you can enjoy my project :)
This game was created by an independent developer. Generative AI tools were used during development to assist with programming, debugging, text editing, and the initial localization of Simplified Chinese, Traditional Chinese, English, Japanese, and Korean. All AI-assisted content was manually reviewed, edited, and approved by the developer. The game does not use generative AI to create content during gameplay, and player data is not used for AI training.
During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story.