Generative AI was used to translate (localize) the original Korean text into other languages. The original text was written by the development team, and the AI translations were reviewed before use.
The pixel art in this game was created with an AI image generation tool (Pixellab).
Generated art is never used as-is: the style, proportions and palette standards are set by a human,
every sprite is reviewed by eye, and anything off-standard is rejected and redone. Grounding,
animation continuity and color consistency are likewise human-checked before adoption.
Game design, balance and specification decisions are made by a human. AI-assisted tools are also
used in the development process.
Nothing is generated by AI at runtime (pre-generated content only).
This game includes an optional AI assistant. Players may use the AI tools during gameplay for in‑game assistance such as balloon‑shooting, feeding and other actions. No AI‑generated content will be produced.
During development, generative AI tools were used to assist with programming and some pre‑generated text. All AI‑assisted text included in the game was reviewed and edited by the development team.
No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians.
This game uses an open-source language model (Qwen2.5) bundled with the game to generate real-time NPC dialogue and ambient chatter entirely offline on the player's own machine via llama.cpp. No external server, no third-party API, and no internet connection are required. Players can toggle this feature on or off. The model runs locally using the player's CPU — no data is uploaded, collected, stored, or used for training.
Generative AI was used as a creative tool to assist with parts of the artwork, code, and written content. All design choices, creative direction, edits, and final decisions were made by the human developer, with all AI-assisted work reviewed and refined before release.
Some in-game artwork, including assets shown in screenshots and store capsules, was created by modifying AI-generated imagery. All AI-assisted content was created and reviewed in advance, and no generative AI runs during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of some static promotional artwork, interface text, and localization. All AI-assisted material was reviewed and edited by the developer before inclusion. The application does not generate content during use and does not connect to any external AI service.
Generative AI tools were used only to assist with localization and the writing of text for the Steam store page. No content is generated while the product is running.
Generative AI tools were used during development to create the game's visual art assets, including character images and animation/video assets. All AI-assisted content is pre-generated before release and included in the game. The game does not use generative AI to create content during gameplay.
This game uses AI-assisted tools during development, limited exclusively to programming assistance, assistance with the creation of certain UI assets, and multilingual translation assistance. AI-generated output is not integrated directly into the game. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use.
AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players.
Cosmo Corgis is designed and directed by one person. During development, AI tools were used as a production assistant — helping write and test the game's code and assisting with portions of the 3D asset work, always under the developer's direction. The music and sound effects were generated with AI tools. Every design decision, and the game's look and feel, are the developer's own. Nothing is generated by AI while you play: everything in the game ships fixed and tested.
Generative AI tools were used during development to create base 3D assets and some store images. The menu artwork, along with all design, direction, scene construction, lighting, and writing, is my own. Dusky's Nook does not generate any content while you play and never connects to external AI services.
The images in this game start from generative AI output and are then redrawn pixel by pixel by the developer. This covers equipment icons, character and enemy sprites, backgrounds, and the images on this store page.
The music was created with a generative AI music service under a commercial-use license.
The text is written in Japanese and machine-translated into other languages.
Most 2D art in this game — ships, enemies, bosses, icons and badges — was first created with AI image tools, then selected, edited and finalised by the developer. No AI is used during gameplay.
Generative AI tools were used during development to assist with portions of the source code and to create some variations of character artwork, such as facial expressions and color variations. All original character designs and base artwork were created by the developer. All AI-assisted outputs were reviewed, edited, and finalized by the developer. The application does not generate AI content while it is running.
Some character models, textures, animations, and visual props were created before release using generative AI tools, including Meshy image-to-3D, auto-rigging, and animation. Selected outputs were edited, integrated, and reviewed by the developer. Generative AI also assisted in drafting and refining portions of the Steam store-page text. The game does not generate AI content during gameplay and does not connect to external AI services.
Sia's art and sound - her sprites, the outfits, the tarot cards, the item and monster icons, the sound effects - were produced with the help of generative AI tools and then edited and assembled by hand. The store images were made the same way. The game's text was written in Korean by hand; the seven other language translations were AI-assisted and reviewed by a human.
Nothing is generated while you play. The game ships as fixed image, sound and text files and never contacts an AI service.
Some visual assets, including certain item artwork, icons, and promotional images, were created or assisted using generative AI. All AI-generated content was reviewed, edited, and curated by the development team before being included in the game.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
We are a small two-person studio. We apologize for using generative AI to assist with the translation and for any inaccuracies that may be present. We used it to make the game available in this language.
Generative AI assisted with selected 2D art, promotional assets,. All content was manually reviewed, edited, and integrated. The game does not generate AI content at runtime.
Generative AI tools were used during development to assist with the creation of certain visual assets, 3D assets, textures, localization text, and other pre-generated content included with the product. All such content has been manually reviewed, selected, and edited by the developer to ensure quality and to avoid illegal, infringing, or impersonating content.
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.
Parts of this game's content were created with the help of generative AI, always under human direction and review: some in-game artwork and text, and the store page's localizations. All AI-assisted content is pre-rendered — nothing is generated live while you play.
This app includes an optional AI chat feature: your cheer character can chat with you in real time, powered by generative AI. Using the chat feature consumes an in-app currency ("gems"), which can be purchased. A background image used on the store/library page (depicting a keyboard and a mug) was also created with the assistance of generative AI tools.
Generative AI was used in creating pre-rendered SVG assets for the app's UI, logo, and Steam store capsules, along with informational text for the breathing patterns and "Knowledge" section, which was carefully researched and reviewed for accuracy.
Generative AI is used solely to assist with localization and translation work. The game does not use AI-generated art, audio, or real-time in-game content.
Some visual assets were created with the assistance of generative AI and were subsequently reviewed, refined, and integrated into the game by the developer. Compadesk does not use live-generated AI during gameplay.
Generative AI was used during development to assist with localization and the creation of character voices. During gameplay, AI generates Amber’s dialogue and speech in real time and determines her actions and facial expressions based on the player’s interactions.
"AI offered the seeds, but I am the one who selected them with care, nurtured them with devotion, and waited for them to bloom.
I serve as a humble gardener, cultivating a flower that never fades, right there on your desktop. Within this space lies the fruit of countless nights at my desk; it holds the tenderness I wish to share—a sincere greeting to every lonely soul. May this bloom rest quietly on your screen, bringing a breath of peace and fragrance to your day."
Although AI tools were used during the making of this game for efficiency, we have put our love, care, and effort into every part of it so players can experience the game as intended.
AI was used only as a support tool where helpful, and its use was kept minimal. All creative decisions, final content, and gameplay direction were reviewed and shaped by the developer to make sure nothing takes away from the intended player experience.
Pocket Chief! uses generative AI for optional text conversations, activity summaries, and task organization. Some artwork and localization used in the product and its marketing were also created with AI assistance. Users can choose Pocket Chief Cloud, connect their own compatible model provider (BYOK), or use a local model endpoint.
Generative AI was used to assist with the creation and refinement of selected visual assets, promotional images, Steam store page graphics, and localization materials.
Generative AI was used during development to assist in creating certain visual assets, dialogue drafts, event text, and marketing artwork. All AI-generated content has been reviewed, edited, and integrated by the developer before being included in the game. The game does not use live-generated AI content during gameplay.
Generative AI was used to translate (localize) the original Korean text into other languages. The original text was written by the development team, and the AI translations were reviewed before use.
The pixel art in this game was created with an AI image generation tool (Pixellab).
Generated art is never used as-is: the style, proportions and palette standards are set by a human,
every sprite is reviewed by eye, and anything off-standard is rejected and redone. Grounding,
animation continuity and color consistency are likewise human-checked before adoption.
Game design, balance and specification decisions are made by a human. AI-assisted tools are also
used in the development process.
Nothing is generated by AI at runtime (pre-generated content only).
This game includes an optional AI assistant. Players may use the AI tools during gameplay for in‑game assistance such as balloon‑shooting, feeding and other actions. No AI‑generated content will be produced.
During development, generative AI tools were used to assist with programming and some pre‑generated text. All AI‑assisted text included in the game was reviewed and edited by the development team.
No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians.
This game uses an open-source language model (Qwen2.5) bundled with the game to generate real-time NPC dialogue and ambient chatter entirely offline on the player's own machine via llama.cpp. No external server, no third-party API, and no internet connection are required. Players can toggle this feature on or off. The model runs locally using the player's CPU — no data is uploaded, collected, stored, or used for training.
Generative AI was used as a creative tool to assist with parts of the artwork, code, and written content. All design choices, creative direction, edits, and final decisions were made by the human developer, with all AI-assisted work reviewed and refined before release.
Some in-game artwork, including assets shown in screenshots and store capsules, was created by modifying AI-generated imagery. All AI-assisted content was created and reviewed in advance, and no generative AI runs during gameplay.
Generative AI tools were used during development to assist with the creation and refinement of some static promotional artwork, interface text, and localization. All AI-assisted material was reviewed and edited by the developer before inclusion. The application does not generate content during use and does not connect to any external AI service.
Generative AI tools were used only to assist with localization and the writing of text for the Steam store page. No content is generated while the product is running.
Generative AI tools were used during development to create the game's visual art assets, including character images and animation/video assets. All AI-assisted content is pre-generated before release and included in the game. The game does not use generative AI to create content during gameplay.
This game uses AI-assisted tools during development, limited exclusively to programming assistance, assistance with the creation of certain UI assets, and multilingual translation assistance. AI-generated output is not integrated directly into the game. All content is manually reviewed, edited, integrated, proofread, and tested by the development team before use.
AI is not used to create characters, character illustrations, character-related artwork, animations, music, sound effects, narrative, or other core creative content. The game does not generate content in real time while running, nor does it connect to external AI services to provide generative features to players.
Cosmo Corgis is designed and directed by one person. During development, AI tools were used as a production assistant — helping write and test the game's code and assisting with portions of the 3D asset work, always under the developer's direction. The music and sound effects were generated with AI tools. Every design decision, and the game's look and feel, are the developer's own. Nothing is generated by AI while you play: everything in the game ships fixed and tested.
Generative AI tools were used during development to create base 3D assets and some store images. The menu artwork, along with all design, direction, scene construction, lighting, and writing, is my own. Dusky's Nook does not generate any content while you play and never connects to external AI services.
The images in this game start from generative AI output and are then redrawn pixel by pixel by the developer. This covers equipment icons, character and enemy sprites, backgrounds, and the images on this store page.
The music was created with a generative AI music service under a commercial-use license.
The text is written in Japanese and machine-translated into other languages.
Most 2D art in this game — ships, enemies, bosses, icons and badges — was first created with AI image tools, then selected, edited and finalised by the developer. No AI is used during gameplay.
Generative AI tools were used during development to assist with portions of the source code and to create some variations of character artwork, such as facial expressions and color variations. All original character designs and base artwork were created by the developer. All AI-assisted outputs were reviewed, edited, and finalized by the developer. The application does not generate AI content while it is running.
Some character models, textures, animations, and visual props were created before release using generative AI tools, including Meshy image-to-3D, auto-rigging, and animation. Selected outputs were edited, integrated, and reviewed by the developer. Generative AI also assisted in drafting and refining portions of the Steam store-page text. The game does not generate AI content during gameplay and does not connect to external AI services.
Sia's art and sound - her sprites, the outfits, the tarot cards, the item and monster icons, the sound effects - were produced with the help of generative AI tools and then edited and assembled by hand. The store images were made the same way. The game's text was written in Korean by hand; the seven other language translations were AI-assisted and reviewed by a human.
Nothing is generated while you play. The game ships as fixed image, sound and text files and never contacts an AI service.
Some visual assets, including certain item artwork, icons, and promotional images, were created or assisted using generative AI. All AI-generated content was reviewed, edited, and curated by the development team before being included in the game.
Generative AI technology is used in a supplementary capacity during the creation of some user interface assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
We are a small two-person studio. We apologize for using generative AI to assist with the translation and for any inaccuracies that may be present. We used it to make the game available in this language.
Generative AI assisted with selected 2D art, promotional assets,. All content was manually reviewed, edited, and integrated. The game does not generate AI content at runtime.
Generative AI tools were used during development to assist with the creation of certain visual assets, 3D assets, textures, localization text, and other pre-generated content included with the product. All such content has been manually reviewed, selected, and edited by the developer to ensure quality and to avoid illegal, infringing, or impersonating content.
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.
Parts of this game's content were created with the help of generative AI, always under human direction and review: some in-game artwork and text, and the store page's localizations. All AI-assisted content is pre-rendered — nothing is generated live while you play.
This app includes an optional AI chat feature: your cheer character can chat with you in real time, powered by generative AI. Using the chat feature consumes an in-app currency ("gems"), which can be purchased. A background image used on the store/library page (depicting a keyboard and a mug) was also created with the assistance of generative AI tools.
Generative AI was used in creating pre-rendered SVG assets for the app's UI, logo, and Steam store capsules, along with informational text for the breathing patterns and "Knowledge" section, which was carefully researched and reviewed for accuracy.
Generative AI is used solely to assist with localization and translation work. The game does not use AI-generated art, audio, or real-time in-game content.
Some visual assets were created with the assistance of generative AI and were subsequently reviewed, refined, and integrated into the game by the developer. Compadesk does not use live-generated AI during gameplay.
Generative AI was used during development to assist with localization and the creation of character voices. During gameplay, AI generates Amber’s dialogue and speech in real time and determines her actions and facial expressions based on the player’s interactions.
"AI offered the seeds, but I am the one who selected them with care, nurtured them with devotion, and waited for them to bloom.
I serve as a humble gardener, cultivating a flower that never fades, right there on your desktop. Within this space lies the fruit of countless nights at my desk; it holds the tenderness I wish to share—a sincere greeting to every lonely soul. May this bloom rest quietly on your screen, bringing a breath of peace and fragrance to your day."
Although AI tools were used during the making of this game for efficiency, we have put our love, care, and effort into every part of it so players can experience the game as intended.
AI was used only as a support tool where helpful, and its use was kept minimal. All creative decisions, final content, and gameplay direction were reviewed and shaped by the developer to make sure nothing takes away from the intended player experience.
Pocket Chief! uses generative AI for optional text conversations, activity summaries, and task organization. Some artwork and localization used in the product and its marketing were also created with AI assistance. Users can choose Pocket Chief Cloud, connect their own compatible model provider (BYOK), or use a local model endpoint.
Generative AI was used to assist with the creation and refinement of selected visual assets, promotional images, Steam store page graphics, and localization materials.
Generative AI was used during development to assist in creating certain visual assets, dialogue drafts, event text, and marketing artwork. All AI-generated content has been reviewed, edited, and integrated by the developer before being included in the game. The game does not use live-generated AI content during gameplay.