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.
### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game.
All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.
Generative AI was used to help write portions of this game's text content, and parts of this store page. All game code, visuals, music, and sound design were created directly by the developer without generative AI. AI was used to help debug and troubleshoot code.
This game makes limited, supplementary use of generative AI tools during development. The primary uses are programming assistance (such as debugging), certain image and audio assets, and assistance with translating text into English.
Generated image and audio assets are not used as-is. The development team reviews their content and makes additions, revisions, edits, and other adjustments to ensure that they are appropriately refined and fit the game.
For text translated with the assistance of generative AI, the development team reviews the context and content and makes any necessary revisions before using it in the game. Please note that generative AI does not generate any game content during gameplay.
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.
Some pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer.
TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
I created this game solo, using generative AI as one of the tools.
It helped me write the code and also generated the ambient music and
some of the planet textures. Everything else was crafted by hand: the
interface, Fjord and the seals orbiting the Earth aren't drawn images —
they're rendered in code.
Nothing is generated while you play: the game runs fully offline.
And no, I didn't just sit around drinking coffee while the AI did the
work — though I certainly did consume an obscene amount of coffee.
Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source.
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.
AI-assisted tools were used during the development of this game to help with portions of the programming process, the creation of some visual assets, and certain audio assets. All AI-assisted content was reviewed, refined, and integrated by the development team before release. The game does not use generative AI to create content during gameplay and does not rely on external AI services while running.
This game uses AI-generated art for character illustrations and background images. All AI-generated images were reviewed and manually edited by the developer. AI is NOT used to generate any content during gameplay in real-time. Voice acting is performed by human actors. The story and script were written by a human.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
This game contains pre-generated content created with the assistance of generative AI, including selected visual assets, music, sound effects, and written content. All AI-assisted content is reviewed and curated by the developer before release. The game does not use generative AI to create content live while players are playing.
Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped.
Specifically:
• In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand.
• Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated.
• Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers.
Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts.
No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service.
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.
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI.
OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.
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 was used as an assistance tool during development, including assistance with programming/code, visual assets, artwork, and game content. Generative AI was also used to assist with some promotional and Steam Store artwork. All AI-assisted content was reviewed and integrated by the developer. The game does not generate AI content during gameplay.
Source code and store page copy were written with AI assistance (Claude), reviewed and edited by the developer before shipping. No AI-generated artwork, music, voice or narrative content ships in this game. All in-game visuals are hand-written shaders and code-drawn geometry; sound effects are procedurally synthesised by a deterministic script; music is licensed from a human artist; fonts are licensed typefaces. No generative AI runs at runtime.
The 2D art in OBOLUS is made with image generation models running locally on my own machine — Stable Diffusion XL through ComfyUI, including a style model I trained myself on 1930s cartoon references. None of it is a raw output: every sprite, backdrop, card frame and icon was directed through many passes, then cut out, colour-corrected, upscaled and assembled frame by frame into animation sheets.
Everything else is not AI: the rules, every card and every number on it, the balance, the 22 heroes, the six lands, the writing and the interface. The sound effects are synthesised by code written for this game.
Nothing is generated while you play. The game makes no network calls and ships with no model — nothing runs on your machine, and none of your data goes anywhere.
Root Cause is utilizes AI assets in the game. This content, when utilized, is generated during development, then curated, edited, and committed to the project before release. Nothing is generated while the game is running.
Items that may be generated:
Illustrated art.
UI/Interfaces
Icon Sets
Sounds and Music
Dialogue, case briefings, case content, and interface copy
DriveGear includes some pre-generated visual and audio assets created with AI tools. These assets were selected and edited by the developer and ship as fixed content. No content is generated by AI during gameplay.
During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand.
Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime.
Ash Run '84 is a human-designed game built with the assistance of AI tools in specific areas of development.
*Gameplay, mechanics, game design, level design, balance, pixel art units, buildings, tiles, UI, and production direction were created by our two-person development team.*
AI Created:
- Commander portraits are currently AI-assisted placeholder artwork. We plan to replace them with original human-created artwork as development continues.
- Music is currently AI-generated for this release. If the game receives sufficient support, we intend to commission an original soundtrack composed by a human musician.
- Programming was developed by our team with AI-assisted coding tools used to accelerate implementation, debugging, testing, and iteration. All code was reviewed, integrated, and directed by the developers.
Generative AI was used exclusively as a programming assistant during development to help write and optimize the game's code. All creative elements, including the story, game design, and artwork, were entirely crafted by human hand.
As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay!
Generative AI tools were used during development to assist with pre-generated content only.
AI-assisted content includes one promotional artwork asset used in the Steam store capsule and library assets, AI-generated imagery used in the game's story description, some in-game sound assets, localization and translation, and portions of certain 3D models.
All AI-assisted outputs were reviewed, selected, edited where necessary, and integrated by the developer before being included in the game or on the Steam store page.
The game does not generate content using AI while it is running, does not connect players to any generative AI service, and does not send player input to an AI service.
Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime.
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.
### Use of Generative Artificial Intelligence
During the development of this game, I used generative artificial intelligence tools to assist me with various aspects of its creation.
AI was mainly used to create and/or improve certain visual elements of the game, including images and PNG files used in different graphical elements.
It also assisted me in creating the game’s trailer, as well as with certain scripts and technical elements that were particularly complex to implement. In these situations, AI was used as an assistance tool to help me develop, adapt, and finalize certain elements.
The use of artificial intelligence does not mean that the game was entirely created by AI. The game’s design, artistic direction, gameplay, development, and final integration of the different elements were carried out and supervised by me.
I want to be transparent with players regarding the use of these technologies in the creation of the game.
All art, music, and sound in TOWERPUNK are original to this project, produced by procedural code written specifically for the game. None of it is derived from generative media models. AI coding assistants were used during development to help write the game's source code and some functional interface text (menu labels, status readouts). All narrative and creative writing is authored by the developer.
Generative AI was used to help write portions of this game's text content, and parts of this store page. All game code, visuals, music, and sound design were created directly by the developer without generative AI. AI was used to help debug and troubleshoot code.
This game makes limited, supplementary use of generative AI tools during development. The primary uses are programming assistance (such as debugging), certain image and audio assets, and assistance with translating text into English.
Generated image and audio assets are not used as-is. The development team reviews their content and makes additions, revisions, edits, and other adjustments to ensure that they are appropriately refined and fit the game.
For text translated with the assistance of generative AI, the development team reviews the context and content and makes any necessary revisions before using it in the game. Please note that generative AI does not generate any game content during gameplay.
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.
Some pre-generated visual and audio assets used in TOWERPULSE were created with the assistance of generative AI tools during development. These assets were selected, edited, and integrated by the developer.
TOWERPULSE does not use generative AI at runtime. No player prompts, gameplay content, dialogue, or other assets are generated live while the game is running.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
I created this game solo, using generative AI as one of the tools.
It helped me write the code and also generated the ambient music and
some of the planet textures. Everything else was crafted by hand: the
interface, Fjord and the seals orbiting the Earth aren't drawn images —
they're rendered in code.
Nothing is generated while you play: the game runs fully offline.
And no, I didn't just sit around drinking coffee while the AI did the
work — though I certainly did consume an obscene amount of coffee.
Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source.
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.
AI-assisted tools were used during the development of this game to help with portions of the programming process, the creation of some visual assets, and certain audio assets. All AI-assisted content was reviewed, refined, and integrated by the development team before release. The game does not use generative AI to create content during gameplay and does not rely on external AI services while running.
This game uses AI-generated art for character illustrations and background images. All AI-generated images were reviewed and manually edited by the developer. AI is NOT used to generate any content during gameplay in real-time. Voice acting is performed by human actors. The story and script were written by a human.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
This game contains pre-generated content created with the assistance of generative AI, including selected visual assets, music, sound effects, and written content. All AI-assisted content is reviewed and curated by the developer before release. The game does not use generative AI to create content live while players are playing.
Parts of this game's 2D art were created with the help of generative AI, and every generated asset was reviewed, edited and approved by us before it shipped.
Specifically:
• In-game UI icons (weapon and stat icons) start as AI-generated flat silhouettes, which we then clean up, recolour and integrate by hand.
• Some marketing and store page imagery — background and atmospheric layers of our capsule art — is AI-generated.
• Parts of the source code and some store page text were written with AI assistance and then reviewed, edited and tested by the developers.
Everything else is made by hand, without generative AI: the logo, the app icon and mascot, all 3D models, materials, shaders and visual effects, level layouts.
No generative AI runs while you play. The game does not create content or code at runtime, and it never connects to an external AI service.
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.
The visual assets in the game are generated using AI, including UI elements, map backgrounds, equipment icons, in-game items, and character animations.
The programming code of the game is generated using AI.
OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.
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 was used as an assistance tool during development, including assistance with programming/code, visual assets, artwork, and game content. Generative AI was also used to assist with some promotional and Steam Store artwork. All AI-assisted content was reviewed and integrated by the developer. The game does not generate AI content during gameplay.
Source code and store page copy were written with AI assistance (Claude), reviewed and edited by the developer before shipping. No AI-generated artwork, music, voice or narrative content ships in this game. All in-game visuals are hand-written shaders and code-drawn geometry; sound effects are procedurally synthesised by a deterministic script; music is licensed from a human artist; fonts are licensed typefaces. No generative AI runs at runtime.
The 2D art in OBOLUS is made with image generation models running locally on my own machine — Stable Diffusion XL through ComfyUI, including a style model I trained myself on 1930s cartoon references. None of it is a raw output: every sprite, backdrop, card frame and icon was directed through many passes, then cut out, colour-corrected, upscaled and assembled frame by frame into animation sheets.
Everything else is not AI: the rules, every card and every number on it, the balance, the 22 heroes, the six lands, the writing and the interface. The sound effects are synthesised by code written for this game.
Nothing is generated while you play. The game makes no network calls and ships with no model — nothing runs on your machine, and none of your data goes anywhere.
Root Cause is utilizes AI assets in the game. This content, when utilized, is generated during development, then curated, edited, and committed to the project before release. Nothing is generated while the game is running.
Items that may be generated:
Illustrated art.
UI/Interfaces
Icon Sets
Sounds and Music
Dialogue, case briefings, case content, and interface copy
DriveGear includes some pre-generated visual and audio assets created with AI tools. These assets were selected and edited by the developer and ship as fixed content. No content is generated by AI during gameplay.
During the development of Star Surge, generative AI tools were used to assist in designing certain in-game visuals (such as achievement icons) and promotional materials. AI was utilized as an aid to accelerate the visual production process, and all generated content was adjusted to fit the game's sci-fi theme. The core mechanics and coding of the game were developed entirely by hand.
Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime.
Ash Run '84 is a human-designed game built with the assistance of AI tools in specific areas of development.
*Gameplay, mechanics, game design, level design, balance, pixel art units, buildings, tiles, UI, and production direction were created by our two-person development team.*
AI Created:
- Commander portraits are currently AI-assisted placeholder artwork. We plan to replace them with original human-created artwork as development continues.
- Music is currently AI-generated for this release. If the game receives sufficient support, we intend to commission an original soundtrack composed by a human musician.
- Programming was developed by our team with AI-assisted coding tools used to accelerate implementation, debugging, testing, and iteration. All code was reviewed, integrated, and directed by the developers.
Generative AI was used exclusively as a programming assistant during development to help write and optimize the game's code. All creative elements, including the story, game design, and artwork, were entirely crafted by human hand.
As a solo project, Vibin & Survivin leverages AI assistance for asset design, audio generation, and coding support. This allowed me to punch above my weight class as a single developer and focus on crafting tight, responsive action-roguelike gameplay!
Generative AI tools were used during development to assist with pre-generated content only.
AI-assisted content includes one promotional artwork asset used in the Steam store capsule and library assets, AI-generated imagery used in the game's story description, some in-game sound assets, localization and translation, and portions of certain 3D models.
All AI-assisted outputs were reviewed, selected, edited where necessary, and integrated by the developer before being included in the game or on the Steam store page.
The game does not generate content using AI while it is running, does not connect players to any generative AI service, and does not send player input to an AI service.
Background music was generated with Suno. Background images and character sprites were generated with image-generation AI (Google Gemini, Pollo AI), then curated and edited by the developer. Much of the program code was written with an AI coding assistant (Claude Code) under the developer's direction and review. Game design and sound effects are the developer's own work. No content is generated by AI at runtime.