This game uses generative AI tools in the creation of some of its pre-rendered content, including parts of its artwork and store page assets. All AI-assisted material was reviewed, edited, and approved by the development team before being included in the final product. No content is generated by AI during gameplay, and the game does not connect to any external AI service while running.
Generative AI was used as an assistant throughout development, and the developer reviewed and approved everything before it shipped.
It helped draft part of the in-game text, some of the marketing copy, and the scripts that generate the artwork and the audio.
No image or audio file came out of a generative model: every sprite, glyph, sound effect and music track is drawn or synthesised by deterministic code, and the same script always produces the same pixels and the same samples.
The game does not generate any content with AI while you play.
AI was only used to generate minimal resources to support unit design and partial localization.
All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere.
The majority of the game's programming was done by AI.
For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages.
However, no AI is used whatsoever for the illustrations or UI.
At this stage, some in-game text is translated using generative AI tools as a temporary solution. All other content — art, models, audio, and design — is created manually. AI translation will be replaced with professional human localization for the full release.
Claude was used as a coding assistant throughout the creation process. All artwork/sound/music/gameplay/creative stuff was designed by humans as should be.
This game uses generative AI to interpret the player’s written question and create tarot-style responses during each reading. AI-generated text is used for card interpretations and the final answer. The game does not use AI to make real predictions or provide professional advice.
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.
Generative AI was used as an assistive tool during development for selected visual assets, promotional materials, and text drafts. All resulting content was reviewed, edited, and integrated by the developer. The game does not generate content during gameplay and does not connect to third-party AI services.
Some game text, procedural artwork, sound effects, and store page copy were created with AI assistance, then reviewed and curated by the developer. Character and enemy sprites are licensed, human-made pixel art. No content is AI-generated during gameplay.
All in-game illustrations (character portraits, NPC and monster art, location and item images, key art) were pre-generated during development using generative AI tools and manually curated by the developer. The game does not create AI-generated content at runtime.
The videos were generated using artificial intelligence, employed to recreate the gothic and unsettling atmospheres typical of 1970s and 1980s horror films.
Characters, monsters, some buildings, CG images, and logos were generated using AI.
The characters and some 3D building models were created by V2Fun, and the materials are licensed for commercial use under the CC BY 4.0 license.
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.
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.
Generative AI tools were used to assist in the creation of some music, sound effects, and promotional artwork associated with the game. The game's programming, design, and in-game visual content were created 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.
This game uses AI-assisted tools as part of the production pipeline for selected visual assets and audio. Final assets are directed, edited, selected, integrated, and reviewed by Moire X Studio.
Parts of this game and its Steam page were created or refined using artificial intelligence technologies. All AI-assisted elements were carefully edited and approved by the developers to ensure coherence, artistic integrity, and overall quality.
This game uses generative AI tools in the creation of some of its pre-rendered content, including parts of its artwork and store page assets. All AI-assisted material was reviewed, edited, and approved by the development team before being included in the final product. No content is generated by AI during gameplay, and the game does not connect to any external AI service while running.
Generative AI was used as an assistant throughout development, and the developer reviewed and approved everything before it shipped.
It helped draft part of the in-game text, some of the marketing copy, and the scripts that generate the artwork and the audio.
No image or audio file came out of a generative model: every sprite, glyph, sound effect and music track is drawn or synthesised by deterministic code, and the same script always produces the same pixels and the same samples.
The game does not generate any content with AI while you play.
AI was only used to generate minimal resources to support unit design and partial localization.
All AI-assisted content has been reviewed, and the final assets were manually drawn to fit the game's artistic style and atmosphere.
The majority of the game's programming was done by AI.
For the in-game text, AI is utilized as a supplementary tool to improve grammar, but all text is ultimately checked and adjusted manually. AI is also used for translating the game into other languages.
However, no AI is used whatsoever for the illustrations or UI.
At this stage, some in-game text is translated using generative AI tools as a temporary solution. All other content — art, models, audio, and design — is created manually. AI translation will be replaced with professional human localization for the full release.
Claude was used as a coding assistant throughout the creation process. All artwork/sound/music/gameplay/creative stuff was designed by humans as should be.
This game uses generative AI to interpret the player’s written question and create tarot-style responses during each reading. AI-generated text is used for card interpretations and the final answer. The game does not use AI to make real predictions or provide professional advice.
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.
Generative AI was used as an assistive tool during development for selected visual assets, promotional materials, and text drafts. All resulting content was reviewed, edited, and integrated by the developer. The game does not generate content during gameplay and does not connect to third-party AI services.
Some game text, procedural artwork, sound effects, and store page copy were created with AI assistance, then reviewed and curated by the developer. Character and enemy sprites are licensed, human-made pixel art. No content is AI-generated during gameplay.
All in-game illustrations (character portraits, NPC and monster art, location and item images, key art) were pre-generated during development using generative AI tools and manually curated by the developer. The game does not create AI-generated content at runtime.
The videos were generated using artificial intelligence, employed to recreate the gothic and unsettling atmospheres typical of 1970s and 1980s horror films.
Characters, monsters, some buildings, CG images, and logos were generated using AI.
The characters and some 3D building models were created by V2Fun, and the materials are licensed for commercial use under the CC BY 4.0 license.
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.
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.
Generative AI tools were used to assist in the creation of some music, sound effects, and promotional artwork associated with the game. The game's programming, design, and in-game visual content were created 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.
This game uses AI-assisted tools as part of the production pipeline for selected visual assets and audio. Final assets are directed, edited, selected, integrated, and reviewed by Moire X Studio.
Parts of this game and its Steam page were created or refined using artificial intelligence technologies. All AI-assisted elements were carefully edited and approved by the developers to ensure coherence, artistic integrity, and overall quality.