Stick Crisis was developed with assistance from generative AI tools. AI-assisted image and animation tools were used to create selected visual assets, character animation frames and pre-rendered cinematics; these materials were reviewed, edited and integrated by the developer. AI coding assistants also contributed to portions of the source code. The game does not generate content during gameplay or connect to generative AI services at runtime.
All spoken roles were performed by the developer, Morph. Those recordings were then transformed into different character voices and accents using AI voice conversion and further processed with Logic Pro.
Generative AI has been used for concepts and early sketches of some backgrounds. No final graphical assets included in the game have been generated by AI.
Some promotional images have been enhanced using AI.
Some music tracks have been created with the help of AI.
AI Generation Disclosure
Abduction uses generative AI in limited, supporting ways during development — for example, assisting with asset preparation such as converting custom font designs into usable game fonts. All core game design, systems, art direction, and content are created and reviewed by the developer. Generative AI is a tool in the pipeline, not a substitute for the creative work behind the game.
We view artificial intelligence solely as a supportive tool. Generative AI was used only as a supportive tool for certain visual designs and language translation.
Artificial intelligence helped with grammar corrections in in-game text; these corrections were then carefully reviewed and edited manually.
Algumas imagens presentes neste jogo foram criadas com auxílio de inteligência artificial generativa e posteriormente revisadas, editadas e integradas pelo desenvolvedor. Todo o restante do jogo, incluindo programação, design, mecânicas e direção criativa, foi desenvolvido manualmente.
This game contains pre-generated visual, audio, and text assets created with generative AI and selected, directed, edited, and integrated by the developer. It does not use live-generated AI content during gameplay.
Parts of this game's artwork and audio were created with the help of generative AI tools and then selected, edited and assembled by hand. This covers the comic panels, the character portraits, the store and library artwork, and the music and sound effects. No content is generated while the game is running.
FIRST LINE was designed and directed by its human developer: the gameplay systems, the mechanics, the narrative and every creative decision. The game's code — including the systems that render all visuals and synthesize all audio at runtime — was written with an AI coding assistant (Claude Code) under that direction. The English localization was also produced with AI assistance. No pre-generated AI images, audio, or video assets are included in the game. Parts of the store page text were also written with AI assistance.
Store artwork (capsules and icons) is likewise rendered by AI-written code under human direction.
AI was used to generate initial drafts for some images and illustrations. All resulting assets are used only after review and revision by the developer.
Our game, Neo-Exodus: Last Bastion, utilizes generative AI tools to assist in the creation of certain visual assets. Specifically, AI-generated content is used for some static background images, textures, and promotional art displayed on the store page and within the game. All AI-generated content is pre-generated; there is no real-time generation of content during gameplay. We have manually reviewed and curated all AI-assisted assets to ensure they meet our quality and safety standards.
Some visual assets in the game were created with the assistance of generative AI tools. All gameplay systems, mechanics, and interactive content were developed by the team.
Generative AI was used during development to assist with a small portion of the game's code, improve and translate dialogue, and create or refine a limited number of sprite assets. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used in real time during gameplay.
AI tools were used to assist with code development, some in-game text, and marketing visuals. All game design, story direction and gameplay mechanics were created and reviewed by the developer. No AI-generated content is produced in real-time during gameplay.
To create realistic interrogation scenarios in this detective game, this game packages a local, offline LLM to serve as the brain of the NPC suspects. This allows the user to lead the investigation however they like. Generative AI was NOT used to create this game, but an LLM is featured as a main game mechanic in the form of freeform NPC conversation.
Pre-rendered AI imagery was used to create some background looping elements, for example an in-game TV screen. All other artwork, narrative and character art and animation is created by hand.
The game's 2D artwork (character portraits, scenes, backgrounds) and music were created with generative AI tools, then curated and edited by the developer. Parts of the game's code and narrative text were written with AI assistance, under human direction, review and rewriting. All AI-assisted content is pre-generated during development: nothing is generated by AI while you play.
Generative AI tools were used to assist in the creation of selected promotional and store artwork. During gameplay, players can also optionally use generative AI to create custom word sets and hints.
The masterpieces featured in this game are real public-domain paintings, digitized from high-resolution scans. They are not AI-generated.
Generative AI was used only in the following areas: some artwork other than the masterpieces (UI, characters, backgrounds), some sound, and localization.
Generative AI was used for creating Store page assets and in game items. Generated content was then manually edited to remove any anomalies and match look and feel of overall game's theme.
This game uses generative artificial intelligence (Midjourney) as a supporting tool in the production of some of its artwork and illustrations. All AI-generated content is selected, edited, and art-directed by the development team, which defines composition, style, and visual coherence before it is integrated into the game.
Generative AI was used only during the early testing and prototyping stages to create temporary placeholder images for visualisation and internal evaluation. These images will not be included in the final released version of the game and will be replaced with original, professionally produced artwork.
The final game will not contain any AI-generated images, text, audio, or other AI-generated assets. It also does not use generative AI to produce content during gameplay.
Some static store and marketing assets were created with AI-assisted tools, then reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some store page text, marketing copy, and promotional planning materials for Black File were created with assistance from generative AI tools and reviewed, edited, and approved by the development team before publication. The game does not use generative AI to create content during gameplay.
Generative AI was used during the development of this game to assist with:
- Generating static illustrations for in-game achievement icons.
- Generating placeholder sound effects to be swapped before exiting EA
Some visual assets in the game (such as background elements and sprites) were created with the assistance of generative AI tools. Some localizations were produced using AI-assisted translation. AI tools may also be used for some promotional and store page materials.
Fatal Nights uses generative artificial intelligence as a development aid for certain pre-production and promotional materials. AI-assisted content may include concept artwork, visual brainstorming, marketing assets, and written drafts. All gameplay systems, story, level design, implementation, and final creative decisions are developed and curated by the developer.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
The development of this game made use of AI-generated content. Specifically, some of the in-game images, video sequences and character voice-over were created with the help of generative AI tools. All AI-generated assets were reviewed, curated and edited by the development team before inclusion in the final product
Generative AI tools were used during the development of this game to assist with the creation and refinement of some visual assets, background artwork, character-related images, audio elements, voice content, narrative-related materials, localization, and programming code. All AI-assisted content was reviewed, selected, edited, and integrated by the developer to ensure that it fits the game’s artistic direction, narrative, and technical requirements. The game does not generate new AI content while it is running, and players do not directly interact with any live generative AI system.
Azura uses artificial intelligence to accelerate card prototyping, character ideas, and mechanic balancing, always providing creative support. All final content goes through human curation and collaborations with artists, ensuring a visually unique and soulful game.
This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision.
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
dreamstrobe uses generative AI as a core live feature. When you chat with the visualizer, your prompt is sent to Anthropic's Claude model. Claude writes a Three.js scene — geometry, shaders, motion, post-processing, and audio-reactive behavior — in real time, and the running engine loads and renders it on the fly. Each scene you create is freshly, generated JavaScript that runs in a sandboxed browser context. Outputs are filtered by Anthropic's built-in safety systems to block illegal or harmful content. Generated code is executed locally; no model weights ship with the game. Some textures, environment maps, and sample assets used by the engine were also created or refined with generative AI tools during development, and were reviewed before inclusion. You can use dreamstrobe without writing prompts — a library of pre-authored scenes ships with the game and runs on its own.
Character portraits were created using AI. As well, as modification to existing character portraits to create different expressions.
AI was not used for writing or audio purposes.
Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer.
AI tools were used to assist with the English localization of texts and dialogues. Additionally, some sound effects in the current Demo are AI-generated placeholders, which will be completely replaced with custom audio in the final release.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
Stick Crisis was developed with assistance from generative AI tools. AI-assisted image and animation tools were used to create selected visual assets, character animation frames and pre-rendered cinematics; these materials were reviewed, edited and integrated by the developer. AI coding assistants also contributed to portions of the source code. The game does not generate content during gameplay or connect to generative AI services at runtime.
All spoken roles were performed by the developer, Morph. Those recordings were then transformed into different character voices and accents using AI voice conversion and further processed with Logic Pro.
Generative AI has been used for concepts and early sketches of some backgrounds. No final graphical assets included in the game have been generated by AI.
Some promotional images have been enhanced using AI.
Some music tracks have been created with the help of AI.
AI Generation Disclosure
Abduction uses generative AI in limited, supporting ways during development — for example, assisting with asset preparation such as converting custom font designs into usable game fonts. All core game design, systems, art direction, and content are created and reviewed by the developer. Generative AI is a tool in the pipeline, not a substitute for the creative work behind the game.
We view artificial intelligence solely as a supportive tool. Generative AI was used only as a supportive tool for certain visual designs and language translation.
Artificial intelligence helped with grammar corrections in in-game text; these corrections were then carefully reviewed and edited manually.
Algumas imagens presentes neste jogo foram criadas com auxílio de inteligência artificial generativa e posteriormente revisadas, editadas e integradas pelo desenvolvedor. Todo o restante do jogo, incluindo programação, design, mecânicas e direção criativa, foi desenvolvido manualmente.
This game contains pre-generated visual, audio, and text assets created with generative AI and selected, directed, edited, and integrated by the developer. It does not use live-generated AI content during gameplay.
Parts of this game's artwork and audio were created with the help of generative AI tools and then selected, edited and assembled by hand. This covers the comic panels, the character portraits, the store and library artwork, and the music and sound effects. No content is generated while the game is running.
FIRST LINE was designed and directed by its human developer: the gameplay systems, the mechanics, the narrative and every creative decision. The game's code — including the systems that render all visuals and synthesize all audio at runtime — was written with an AI coding assistant (Claude Code) under that direction. The English localization was also produced with AI assistance. No pre-generated AI images, audio, or video assets are included in the game. Parts of the store page text were also written with AI assistance.
Store artwork (capsules and icons) is likewise rendered by AI-written code under human direction.
AI was used to generate initial drafts for some images and illustrations. All resulting assets are used only after review and revision by the developer.
Our game, Neo-Exodus: Last Bastion, utilizes generative AI tools to assist in the creation of certain visual assets. Specifically, AI-generated content is used for some static background images, textures, and promotional art displayed on the store page and within the game. All AI-generated content is pre-generated; there is no real-time generation of content during gameplay. We have manually reviewed and curated all AI-assisted assets to ensure they meet our quality and safety standards.
Some visual assets in the game were created with the assistance of generative AI tools. All gameplay systems, mechanics, and interactive content were developed by the team.
Generative AI was used during development to assist with a small portion of the game's code, improve and translate dialogue, and create or refine a limited number of sprite assets. All AI-assisted content was reviewed, edited, and integrated by the developer. No generative AI is used in real time during gameplay.
AI tools were used to assist with code development, some in-game text, and marketing visuals. All game design, story direction and gameplay mechanics were created and reviewed by the developer. No AI-generated content is produced in real-time during gameplay.
To create realistic interrogation scenarios in this detective game, this game packages a local, offline LLM to serve as the brain of the NPC suspects. This allows the user to lead the investigation however they like. Generative AI was NOT used to create this game, but an LLM is featured as a main game mechanic in the form of freeform NPC conversation.
Pre-rendered AI imagery was used to create some background looping elements, for example an in-game TV screen. All other artwork, narrative and character art and animation is created by hand.
The game's 2D artwork (character portraits, scenes, backgrounds) and music were created with generative AI tools, then curated and edited by the developer. Parts of the game's code and narrative text were written with AI assistance, under human direction, review and rewriting. All AI-assisted content is pre-generated during development: nothing is generated by AI while you play.
Generative AI tools were used to assist in the creation of selected promotional and store artwork. During gameplay, players can also optionally use generative AI to create custom word sets and hints.
The masterpieces featured in this game are real public-domain paintings, digitized from high-resolution scans. They are not AI-generated.
Generative AI was used only in the following areas: some artwork other than the masterpieces (UI, characters, backgrounds), some sound, and localization.
Generative AI was used for creating Store page assets and in game items. Generated content was then manually edited to remove any anomalies and match look and feel of overall game's theme.
This game uses generative artificial intelligence (Midjourney) as a supporting tool in the production of some of its artwork and illustrations. All AI-generated content is selected, edited, and art-directed by the development team, which defines composition, style, and visual coherence before it is integrated into the game.
Generative AI was used only during the early testing and prototyping stages to create temporary placeholder images for visualisation and internal evaluation. These images will not be included in the final released version of the game and will be replaced with original, professionally produced artwork.
The final game will not contain any AI-generated images, text, audio, or other AI-generated assets. It also does not use generative AI to produce content during gameplay.
Some static store and marketing assets were created with AI-assisted tools, then reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some store page text, marketing copy, and promotional planning materials for Black File were created with assistance from generative AI tools and reviewed, edited, and approved by the development team before publication. The game does not use generative AI to create content during gameplay.
Generative AI was used during the development of this game to assist with:
- Generating static illustrations for in-game achievement icons.
- Generating placeholder sound effects to be swapped before exiting EA
Some visual assets in the game (such as background elements and sprites) were created with the assistance of generative AI tools. Some localizations were produced using AI-assisted translation. AI tools may also be used for some promotional and store page materials.
Fatal Nights uses generative artificial intelligence as a development aid for certain pre-production and promotional materials. AI-assisted content may include concept artwork, visual brainstorming, marketing assets, and written drafts. All gameplay systems, story, level design, implementation, and final creative decisions are developed and curated by the developer.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.
The development of this game made use of AI-generated content. Specifically, some of the in-game images, video sequences and character voice-over were created with the help of generative AI tools. All AI-generated assets were reviewed, curated and edited by the development team before inclusion in the final product
Generative AI tools were used during the development of this game to assist with the creation and refinement of some visual assets, background artwork, character-related images, audio elements, voice content, narrative-related materials, localization, and programming code. All AI-assisted content was reviewed, selected, edited, and integrated by the developer to ensure that it fits the game’s artistic direction, narrative, and technical requirements. The game does not generate new AI content while it is running, and players do not directly interact with any live generative AI system.
Azura uses artificial intelligence to accelerate card prototyping, character ideas, and mechanic balancing, always providing creative support. All final content goes through human curation and collaborations with artists, ensuring a visually unique and soulful game.
This game was developed by a solo developer with the assistance of generative AI tools in areas including programming logic, visual asset creation, and music and sound effects. Not all content was AI-generated — game design, mechanics, systems, level structure, and overall creative direction were conceived and built by the developer. All AI-assisted content was curated, directed, and refined to serve the game's creative vision.
All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
dreamstrobe uses generative AI as a core live feature. When you chat with the visualizer, your prompt is sent to Anthropic's Claude model. Claude writes a Three.js scene — geometry, shaders, motion, post-processing, and audio-reactive behavior — in real time, and the running engine loads and renders it on the fly. Each scene you create is freshly, generated JavaScript that runs in a sandboxed browser context. Outputs are filtered by Anthropic's built-in safety systems to block illegal or harmful content. Generated code is executed locally; no model weights ship with the game. Some textures, environment maps, and sample assets used by the engine were also created or refined with generative AI tools during development, and were reviewed before inclusion. You can use dreamstrobe without writing prompts — a library of pre-authored scenes ships with the game and runs on its own.
Character portraits were created using AI. As well, as modification to existing character portraits to create different expressions.
AI was not used for writing or audio purposes.
Some visual assets and promotional materials for this game were created or assisted using generative AI tools. All content was reviewed, edited, and integrated by the developer.
AI tools were used to assist with the English localization of texts and dialogues. Additionally, some sound effects in the current Demo are AI-generated placeholders, which will be completely replaced with custom audio in the final release.
Artificial intelligence (AI) was leveraged for key aspects of the game's development, including in-game logic, support systems, and certain artistic assets.