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.
Some art assets in the game and on the store page (story character portraits, some icons, backgrounds, and capsule images) were created with AI image generation tools, then manually curated and edited by the developer. All gameplay, code, and written story content is human-made. No AI content is generated at runtime.
Some of the visual assets in Champions of Thaloria were created with the help
of generative AI tools during development. This includes parts of the store
page artwork and trailer, along with a portion of the in-game 2D art such as
item icons, avatar frames and class emblems.
Every AI-assisted asset was selected, edited and assembled by hand before it
went into the game, and all of it was reviewed by the developer.
The game does not generate anything while you play. No content is created at
runtime and no AI service is contacted during gameplay — everything ships
with the game.
Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer.
Artificial intelligence tools were utilized as a reference and assistive aid in the creation of certain art assets, audio elements, and localization translations for this game.
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.
Some of the game's 2D artwork - was created using generative AI tools, then manually curated and edited by the developer. Text
localization into non-English languages is AI-assisted and reviewed by
the developer. A planned voice for one character will use AI speech
generation. All game design, level design, code, gameplay systems, and
the English text are human-made.
Darcnia Monster is made by a single independent developer. Some of the game's visual assets — background illustrations, cinematic scenes, and character and card artwork — were created with the help of generative AI image tools, and the in-game character voices were produced using AI voice synthesis. Every AI-assisted asset was hand-selected, edited, and integrated by the developer to match the game's art direction and story. No AI runs while you play: nothing is generated in real time, and no player data is ever sent to any AI service.
This work is fully developed and produced with the assistance of AI: character animations, scene maps, interface UI, sound effects, music and other art and audio materials are all generated by AI; The core gameplay mechanism of the game relies on manual planning to complete the development outline, and the implementation of segmented content and function building are all assisted by AI to complete the development work.
Some graphical elements of the user interface (menus, icons, and buttons), as well as store page assets (capsule images, header, and screenshots containing generated elements), were created with the assistance of generative AI tools and manually reviewed and edited by the developer
Some visual assets used in the game were edited with the assistance of AI-based tools and subsequently refined and integrated into the project by the developer.
Some of the artwork in this game was created with the assistance of generative AI tools as part of our development process. All AI-assisted content is reviewed, edited, and finalized by our human artists before being included in the game.
Death to Demons uses pre-generated AI-assisted content in some artwork, visual concepts, promotional images, and development/reference materials. All AI-assisted content used in the shipped game or Steam store materials is reviewed, selected, and edited by the developer before inclusion.
The game does not use live generative AI during gameplay. No player prompts are used to generate in-game content.
During the development of the game, generative AI tools were used to create some decorative props and certain sound effects. All AI-generated content was reviewed, edited, and manually integrated by the developer to ensure consistency with the game's artistic style and quality standards. Artificial intelligence was not used to generate gameplay code or core gameplay mechanics.
Some pre-created content in SPELLSTEEL was developed with the assistance of generative AI as part of a human-directed creative process. SPELLSTEEL does not use generative AI to generate gameplay content or player-facing content in real time.
Some visual assets (character portraits, dice, and background pixel art) were created with the assistance of generative AI tools and were then curated and edited by the developer. The soundtrack was created with Suno under a paid commercial license. All AI-assisted content was reviewed and finalized by the developer. The game does not generate any content with AI at runtime.
During the development of El sonido de un sueño, generative AI tools were used as support for the creation and prototyping of some game assets, including 3D models, visual elements, music and programming assistance. All AI-generated or AI-assisted content was reviewed, edited, integrated and manually adjusted by the development team before being included in the game.
The game does not use live generative AI during gameplay. No text, images, music, dialogue or narrative decisions are generated by AI while the player is playing.
Some pre-generated artwork and visual assets used in the game and its store and marketing materials were created with generative AI tools, then selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services while you play.
Used AI to generate concept ideas and take care of tedious tasks to speed up preproduction.
All assets, including store images and thumbnails, are NOT AI generated.
Images provided to us by Patron supporters may or may not have been created using artificial intelligence.
One promotional artwork seen on the store page has been created with the help of AI tools. We are actively working on replacing it within the coming days.
The game's programming, gameplay mechanics, system design, and overall game logic were developed by me using the Unity game engine. Generative AI tools were used only as an assistive resource for coding suggestions, debugging, optimization, and technical explanations. All AI-generated code was reviewed, modified, tested, and manually integrated into the project by me. The final implementation, design decisions, and gameplay systems were created and validated by the developer.
Generative AI was used to assist with grammar and spelling checks for some in-game text, translate store page content, and generate some sound assets. All content was reviewed and approved by the developer before inclusion. The game does not use live-generated AI.
Some visual assets, 3D models, textures, UI images, promotional images, music, sound effects, and reference material used in this game were created or assisted with using generative AI tools. These assets were reviewed, edited, adjusted, and integrated by the developer.
The game itself does not generate AI content during gameplay.
The visual art assets in this game — including character and enemy portraits, item icons, environment/scene artwork, UI elements, the game icon, and the store/library capsule images — were created with the help of generative AI image tools during development. All of this content was manually reviewed, curated, and edited by the team. The game does not use generative AI in real time during gameplay.
AI tools were used to assist in drafting some written text (in-game lore entries and store page descriptions); all such text was reviewed and edited by the developer. All artwork, animation, music, and sound effects are human-created licensed assets. The game does not use AI to generate any content at runtime.
Updated 8/24/2026 for Full Transparency:
Send Them to Hell was built by a very small team with a very large appetite for demonic slaughter. Generative AI was used during development to create concept art and visual references for the graphic design team. These concepts were used as references during the creation and refinement of the game’s sprites and visual assets. The final assets were created and modified by the development team. The remainder of the artwork was created by human artists, who were compensated for their work and are credited in-game.
Generative AI was used to create the Library Hero artwork, the background image displayed in the main menu, and a short pre-rendered video shown at the beginning of the “Demo Night” scene. All of these assets are pre-generated and no content is generated by AI during gameplay.
Generative AI tools were used during development to assist with creating some concept art, graphical assets, and text for the game and its Steam store page. All generated content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
During the development of this game, generative AI technologies were utilized to assist in creating certain 3D models and character/environmental textures. All AI-assisted assets have been manually refined, optimized, and reviewed to ensure high quality and full compliance with platform copyright policies.
AI was used to assist with the localization process.
All other core game content including game design, programming, art direction, and gameplay systems
was created by the human development team.
Some visual assets, concept art, character portraits, promotional images, and store-related materials may be created or assisted using generative AI tools. All AI-assisted content is reviewed and edited by the developer before use. The game does not use real-time AI generation during gameplay.
Some temporary horror sound effects and vocal effects in this game were created using generative AI tools during development. These assets have been reviewed and integrated by the developer. As development continues and resources become available, these temporary AI-generated audio assets may be replaced with recordings created by professional voice actors and sound engineers to further enhance the game's atmosphere and realism.
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.
Some art assets in the game and on the store page (story character portraits, some icons, backgrounds, and capsule images) were created with AI image generation tools, then manually curated and edited by the developer. All gameplay, code, and written story content is human-made. No AI content is generated at runtime.
Some of the visual assets in Champions of Thaloria were created with the help
of generative AI tools during development. This includes parts of the store
page artwork and trailer, along with a portion of the in-game 2D art such as
item icons, avatar frames and class emblems.
Every AI-assisted asset was selected, edited and assembled by hand before it
went into the game, and all of it was reviewed by the developer.
The game does not generate anything while you play. No content is created at
runtime and no AI service is contacted during gameplay — everything ships
with the game.
Some 2D user interface images in PACTUM (such as icons and UI elements) were created with the assistance of generative AI tools. All AI-generated images were reviewed and curated by the developer.
Artificial intelligence tools were utilized as a reference and assistive aid in the creation of certain art assets, audio elements, and localization translations for this game.
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.
Some of the game's 2D artwork - was created using generative AI tools, then manually curated and edited by the developer. Text
localization into non-English languages is AI-assisted and reviewed by
the developer. A planned voice for one character will use AI speech
generation. All game design, level design, code, gameplay systems, and
the English text are human-made.
Darcnia Monster is made by a single independent developer. Some of the game's visual assets — background illustrations, cinematic scenes, and character and card artwork — were created with the help of generative AI image tools, and the in-game character voices were produced using AI voice synthesis. Every AI-assisted asset was hand-selected, edited, and integrated by the developer to match the game's art direction and story. No AI runs while you play: nothing is generated in real time, and no player data is ever sent to any AI service.
This work is fully developed and produced with the assistance of AI: character animations, scene maps, interface UI, sound effects, music and other art and audio materials are all generated by AI; The core gameplay mechanism of the game relies on manual planning to complete the development outline, and the implementation of segmented content and function building are all assisted by AI to complete the development work.
Some graphical elements of the user interface (menus, icons, and buttons), as well as store page assets (capsule images, header, and screenshots containing generated elements), were created with the assistance of generative AI tools and manually reviewed and edited by the developer
Some visual assets used in the game were edited with the assistance of AI-based tools and subsequently refined and integrated into the project by the developer.
Some of the artwork in this game was created with the assistance of generative AI tools as part of our development process. All AI-assisted content is reviewed, edited, and finalized by our human artists before being included in the game.
Death to Demons uses pre-generated AI-assisted content in some artwork, visual concepts, promotional images, and development/reference materials. All AI-assisted content used in the shipped game or Steam store materials is reviewed, selected, and edited by the developer before inclusion.
The game does not use live generative AI during gameplay. No player prompts are used to generate in-game content.
During the development of the game, generative AI tools were used to create some decorative props and certain sound effects. All AI-generated content was reviewed, edited, and manually integrated by the developer to ensure consistency with the game's artistic style and quality standards. Artificial intelligence was not used to generate gameplay code or core gameplay mechanics.
Some pre-created content in SPELLSTEEL was developed with the assistance of generative AI as part of a human-directed creative process. SPELLSTEEL does not use generative AI to generate gameplay content or player-facing content in real time.
Some visual assets (character portraits, dice, and background pixel art) were created with the assistance of generative AI tools and were then curated and edited by the developer. The soundtrack was created with Suno under a paid commercial license. All AI-assisted content was reviewed and finalized by the developer. The game does not generate any content with AI at runtime.
During the development of El sonido de un sueño, generative AI tools were used as support for the creation and prototyping of some game assets, including 3D models, visual elements, music and programming assistance. All AI-generated or AI-assisted content was reviewed, edited, integrated and manually adjusted by the development team before being included in the game.
The game does not use live generative AI during gameplay. No text, images, music, dialogue or narrative decisions are generated by AI while the player is playing.
Some pre-generated artwork and visual assets used in the game and its store and marketing materials were created with generative AI tools, then selected, edited, and integrated by the development team. The game does not generate AI content during gameplay and does not connect to external AI services while you play.
Used AI to generate concept ideas and take care of tedious tasks to speed up preproduction.
All assets, including store images and thumbnails, are NOT AI generated.
Images provided to us by Patron supporters may or may not have been created using artificial intelligence.
One promotional artwork seen on the store page has been created with the help of AI tools. We are actively working on replacing it within the coming days.
The game's programming, gameplay mechanics, system design, and overall game logic were developed by me using the Unity game engine. Generative AI tools were used only as an assistive resource for coding suggestions, debugging, optimization, and technical explanations. All AI-generated code was reviewed, modified, tested, and manually integrated into the project by me. The final implementation, design decisions, and gameplay systems were created and validated by the developer.
Generative AI was used to assist with grammar and spelling checks for some in-game text, translate store page content, and generate some sound assets. All content was reviewed and approved by the developer before inclusion. The game does not use live-generated AI.
Some visual assets, 3D models, textures, UI images, promotional images, music, sound effects, and reference material used in this game were created or assisted with using generative AI tools. These assets were reviewed, edited, adjusted, and integrated by the developer.
The game itself does not generate AI content during gameplay.
The visual art assets in this game — including character and enemy portraits, item icons, environment/scene artwork, UI elements, the game icon, and the store/library capsule images — were created with the help of generative AI image tools during development. All of this content was manually reviewed, curated, and edited by the team. The game does not use generative AI in real time during gameplay.
AI tools were used to assist in drafting some written text (in-game lore entries and store page descriptions); all such text was reviewed and edited by the developer. All artwork, animation, music, and sound effects are human-created licensed assets. The game does not use AI to generate any content at runtime.
Updated 8/24/2026 for Full Transparency:
Send Them to Hell was built by a very small team with a very large appetite for demonic slaughter. Generative AI was used during development to create concept art and visual references for the graphic design team. These concepts were used as references during the creation and refinement of the game’s sprites and visual assets. The final assets were created and modified by the development team. The remainder of the artwork was created by human artists, who were compensated for their work and are credited in-game.
Generative AI was used to create the Library Hero artwork, the background image displayed in the main menu, and a short pre-rendered video shown at the beginning of the “Demo Night” scene. All of these assets are pre-generated and no content is generated by AI during gameplay.
Generative AI tools were used during development to assist with creating some concept art, graphical assets, and text for the game and its Steam store page. All generated content was reviewed, edited, and integrated by the developer. No generative AI is used during gameplay.
During the development of this game, generative AI technologies were utilized to assist in creating certain 3D models and character/environmental textures. All AI-assisted assets have been manually refined, optimized, and reviewed to ensure high quality and full compliance with platform copyright policies.
AI was used to assist with the localization process.
All other core game content including game design, programming, art direction, and gameplay systems
was created by the human development team.
Some visual assets, concept art, character portraits, promotional images, and store-related materials may be created or assisted using generative AI tools. All AI-assisted content is reviewed and edited by the developer before use. The game does not use real-time AI generation during gameplay.
Some temporary horror sound effects and vocal effects in this game were created using generative AI tools during development. These assets have been reviewed and integrated by the developer. As development continues and resources become available, these temporary AI-generated audio assets may be replaced with recordings created by professional voice actors and sound engineers to further enhance the game's atmosphere and realism.