Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
AI (WAN 2.2) was used to help generate idle animation frames from 100% original, human-made art. All animations were reviewed and curated by the developer before being included in the game.
Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. The game does not generate AI content at runtime.
Some 2D artwork in the game and store assets (island background images, UI icons, and the logo/key art) was pre-generated with AI image tools, then manually reviewed, curated and edited by the developer. No AI content is generated live at runtime. The game contains no AI-generated code, text or audio dialogue.
Some development of FOOTDICE was assisted by generative AI tools. Game's code, portion of visual assets (svgs files), and text for marketing materials were created with AI assistance and then reviewed, edited, and finalized by the developer.
All content in the game is pre-generated — the game does not create content using AI while you play, and no player data is sent to AI services.
AI-generated content is used in this product. The store page capsule artwork was created using an AI image generation tool. Portions of the store page description text were drafted with the assistance of an AI writing tool and reviewed/edited by the developer.
Some 2D art was made with generative AI as a starting point, cards are renders of our real 3D models with painted backgrounds. No in-game AI, no AI voices, no real people's likenesses. Art may be replaced during Early Access.
Some in-game art - including relic icons, character/enemy art, and background imagery - was created with the assistance of generative AI tools during development. Some written content, such as boss dialogue and relic/item flavor text, was drafted with the assistance of generative AI and then reviewed and edited by the development team before being included in the game.
Generative AI tools were used to create and refine some pre-generated 2D artwork and Steam store graphical assets. All outputs were reviewed, curated, and edited by the developer before inclusion. The game does not generate AI content at runtime or connect to external AI services.
Some of the game's 2D artwork (card illustrations) was created with the assistance of generative AI tools, then curated, edited, and integrated by the developer. AI assistance was also used for in-game text and store page copy. All game design and final content decisions are the developer's own. The game contains no live/runtime AI-generated content.
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.
Generative AI is used to post-process capsule and marketing artwork on this game's Steam page; the underlying compositions and creative direction are the developer's own.
Initially used Ai generated pixel art as a place-holder, but I actually like it very much, it makes it much more wholesome and cute, fitting into the vibe of the game!
This game may use pre-generated AI-assisted visual assets in some store/marketing materials and placeholder art. All such assets are reviewed and edited by the developer. The game does not use live generative AI during gameplay.
Some creature sprites and artwork were created with the assistance of AI image generation tools (Pixellab) and subsequently edited and refined by hand. All game design, mechanics, and balance are human-made. Development tools with AI assistance were used for portions of the code. The game does not generate any content with AI at runtime.
Some artwork and visual assets in this game were created with the assistance of generative AI tools during development.
No AI content is generated during gameplay.
Knave Craps uses generative AI for some pre-rendered content. Specifically:
- Visual art: Theme artwork used in the game's user interface and the Steam store hero/capsule images were created with the assistance of AI image-generation tools. All generated images were curated, edited, and integrated into the game by the developer.
- Voiceovers: "Hot shooter" announcement audio (played during bonus side bets such as the Fire Bet) was created with an AI text-to-speech voice model. Scripts were written by the developer.
The game does not use any live-generated AI content. All gameplay logic, dice rolls, payouts, and bet resolution are deterministic and authored.
AI was used during development to assist with code generation, some graphical assets, and selected music or audio elements. All content was reviewed and edited by the developer before being included in the game.
Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product.
The game does not use AI to generate content during gameplay.
We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding.
Dice Tech Dominion was developed as a solo indie project with the help of several AI tools during production.
Meshy.ai was used to create temporary 3D monster model assets. Midjourney was used to create temporary monster portrait images and related visual concept material. Claude and Codex were used as coding assistants for implementation support, debugging help, project organization, documentation, and assistance with some visual effect and animation logic.
All gameplay design decisions, balancing decisions, final implementation choices, editing, integration, testing, and publishing decisions are made by the developer.
Some current visual assets are AI-generated or AI-assisted. My goal is to replace the AI-generated imagery and temporary visual assets with original artwork and models created by human artists as the project grows. I am opening paid work opportunities and commissions for artists to help create final human-made monster artwork, illustrations, and visual assets for the game.
No AI tool is used to generate live gameplay content during play. The AI tools were used during development as production assistance and temporary asset creation tools.
This game uses generative AI in parts of the development process. Claude was used for programming assistance, ChatGPT Images for creating and refining some visual assets, and Suno for producing some music.
All AI-assisted content was reviewed, selected, and modified as necessary by the developer before being included in the game.
The game does not generate content or code with AI during gameplay and does not connect to external AI services.
"Approximately 30 static monster sprites were created using the Nana Banana AI tool to serve as high-fidelity placeholders for this solo-developed project. These assets are a temporary measure to realize the game's tactical scope; we are committed to replacing them with handcrafted human artwork as development milestones are met. We confirm these materials do not contain illegal content or infringe on existing intellectual property."
AI was used as a supporting tool for specific visual and audio elements and is not used in gameplay, story, mechanics, or coding. All final decisions remain with the developer.
Some 2D art and sound effects were created using limited AI-assisted drafts, then fully hand-edited and finalized by our art team. No AI runs during gameplay, and players do not generate or interact with AI content.
Ridiculous Games employs artists, designers and programmers to make our games. We used generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
This game uses AI-assisted tools during development. Some visual or text assets may be initially generated or edited with AI, then reviewed and refined by the development team before being included in the game.
Art direction steered asset creation, SFX, store capsule artwork and the logo were produced with generative AI assistance then hand-edited. No generative AI runs at runtime; the game generates no content live.
Some of the 2D artwork in this game — character portraits, monster illustrations, board tiles, backgrounds and store art — was created with the help of generative AI image tools, then reviewed, edited and assembled by the developer. All generated assets were checked before shipping. The game does not generate any content live during play: everything is pre-rendered and included in the build. Game design, rules, code, text and level layout were authored by the developer.
AI (WAN 2.2) was used to help generate idle animation frames from 100% original, human-made art. All animations were reviewed and curated by the developer before being included in the game.
Some visual assets used in the game and its promotional materials were created with the assistance of generative AI. The game does not generate AI content at runtime.
Some 2D artwork in the game and store assets (island background images, UI icons, and the logo/key art) was pre-generated with AI image tools, then manually reviewed, curated and edited by the developer. No AI content is generated live at runtime. The game contains no AI-generated code, text or audio dialogue.
Some development of FOOTDICE was assisted by generative AI tools. Game's code, portion of visual assets (svgs files), and text for marketing materials were created with AI assistance and then reviewed, edited, and finalized by the developer.
All content in the game is pre-generated — the game does not create content using AI while you play, and no player data is sent to AI services.
AI-generated content is used in this product. The store page capsule artwork was created using an AI image generation tool. Portions of the store page description text were drafted with the assistance of an AI writing tool and reviewed/edited by the developer.
Some 2D art was made with generative AI as a starting point, cards are renders of our real 3D models with painted backgrounds. No in-game AI, no AI voices, no real people's likenesses. Art may be replaced during Early Access.
Some in-game art - including relic icons, character/enemy art, and background imagery - was created with the assistance of generative AI tools during development. Some written content, such as boss dialogue and relic/item flavor text, was drafted with the assistance of generative AI and then reviewed and edited by the development team before being included in the game.
Generative AI tools were used to create and refine some pre-generated 2D artwork and Steam store graphical assets. All outputs were reviewed, curated, and edited by the developer before inclusion. The game does not generate AI content at runtime or connect to external AI services.
Some of the game's 2D artwork (card illustrations) was created with the assistance of generative AI tools, then curated, edited, and integrated by the developer. AI assistance was also used for in-game text and store page copy. All game design and final content decisions are the developer's own. The game contains no live/runtime AI-generated content.
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.
Generative AI is used to post-process capsule and marketing artwork on this game's Steam page; the underlying compositions and creative direction are the developer's own.
Initially used Ai generated pixel art as a place-holder, but I actually like it very much, it makes it much more wholesome and cute, fitting into the vibe of the game!
This game may use pre-generated AI-assisted visual assets in some store/marketing materials and placeholder art. All such assets are reviewed and edited by the developer. The game does not use live generative AI during gameplay.
Some creature sprites and artwork were created with the assistance of AI image generation tools (Pixellab) and subsequently edited and refined by hand. All game design, mechanics, and balance are human-made. Development tools with AI assistance were used for portions of the code. The game does not generate any content with AI at runtime.
Some artwork and visual assets in this game were created with the assistance of generative AI tools during development.
No AI content is generated during gameplay.
Knave Craps uses generative AI for some pre-rendered content. Specifically:
- Visual art: Theme artwork used in the game's user interface and the Steam store hero/capsule images were created with the assistance of AI image-generation tools. All generated images were curated, edited, and integrated into the game by the developer.
- Voiceovers: "Hot shooter" announcement audio (played during bonus side bets such as the Fire Bet) was created with an AI text-to-speech voice model. Scripts were written by the developer.
The game does not use any live-generated AI content. All gameplay logic, dice rolls, payouts, and bet resolution are deterministic and authored.
AI was used during development to assist with code generation, some graphical assets, and selected music or audio elements. All content was reviewed and edited by the developer before being included in the game.
Some visual assets in this game were created or enhanced using generative AI tools during development. These assets were reviewed and refined by the development team before being included in the final product.
The game does not use AI to generate content during gameplay.
We are an indie team of two programmers. We are currently using AI-generated art so we can start testing the game right away. Thank you for your understanding.
Dice Tech Dominion was developed as a solo indie project with the help of several AI tools during production.
Meshy.ai was used to create temporary 3D monster model assets. Midjourney was used to create temporary monster portrait images and related visual concept material. Claude and Codex were used as coding assistants for implementation support, debugging help, project organization, documentation, and assistance with some visual effect and animation logic.
All gameplay design decisions, balancing decisions, final implementation choices, editing, integration, testing, and publishing decisions are made by the developer.
Some current visual assets are AI-generated or AI-assisted. My goal is to replace the AI-generated imagery and temporary visual assets with original artwork and models created by human artists as the project grows. I am opening paid work opportunities and commissions for artists to help create final human-made monster artwork, illustrations, and visual assets for the game.
No AI tool is used to generate live gameplay content during play. The AI tools were used during development as production assistance and temporary asset creation tools.
This game uses generative AI in parts of the development process. Claude was used for programming assistance, ChatGPT Images for creating and refining some visual assets, and Suno for producing some music.
All AI-assisted content was reviewed, selected, and modified as necessary by the developer before being included in the game.
The game does not generate content or code with AI during gameplay and does not connect to external AI services.
"Approximately 30 static monster sprites were created using the Nana Banana AI tool to serve as high-fidelity placeholders for this solo-developed project. These assets are a temporary measure to realize the game's tactical scope; we are committed to replacing them with handcrafted human artwork as development milestones are met. We confirm these materials do not contain illegal content or infringe on existing intellectual property."
AI was used as a supporting tool for specific visual and audio elements and is not used in gameplay, story, mechanics, or coding. All final decisions remain with the developer.
Some 2D art and sound effects were created using limited AI-assisted drafts, then fully hand-edited and finalized by our art team. No AI runs during gameplay, and players do not generate or interact with AI content.
Ridiculous Games employs artists, designers and programmers to make our games. We used generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
This game uses AI-assisted tools during development. Some visual or text assets may be initially generated or edited with AI, then reviewed and refined by the development team before being included in the game.