The in-game music and portions of the marketing materials (such as promotional images and text) were generated or assisted using AI. All AI-generated content was reviewed and curated by the developer.
Selected visual assets and music tracks were created using generative AI tools as part of the production process. All AI-generated material was reviewed, curated, and integrated by the developer to ensure consistency with the game’s creative direction. No AI-generated content is produced during gameplay.
Krukmore is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer.
Generative AI was used during development to support early concept exploration and rapid prototyping, including testing visual directions, compositions, and placeholder ideas. All AI-assisted material was reviewed and refined by the development team, with final creative and design decisions made by humans. The game does not generate content using AI during gameplay.
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.
Currently I am developing this game as a solo self-funded "indie dev" and games need a lot of assets to be fun. I currently have used free (Creative Commons Zero) assets for audio, and generative AI for some placeholders in the game. I am currently in the process of finding both audio and visual artists to replace the AI generated assets, it takes time and resources, but ultimately I want all the assets to be hand authored by humans.
Some 2D art (sprites, icons, key art) was generated with a locally run image model, then hand-curated and edited by the developer. Sound effects and music were generated with local audio models and hand-picked. Everything shipped was reviewed by a human; the game performs no AI generation at runtime.
Gemini was used to assist in creating card art and art in backgrounds based off of a Fantasy setting from a not yet published book which is copyrighted. Sounds were created using elevenlabs for card sounds and effects including vo.
The coding, general game mechanics, story and brancing paths are all human designed. The art and audio content of this game is strategically and intentionally produced by AI generation.
A Note on AI in This Game
Almost all of the visuals and music you'll experience in this game were created with the help of generative AI tools. These AI-generated assets were curated, refined, and integrated by me to bring the game's world to life.
I believe in being upfront with my players — AI was a creative tool in my process, not a replacement for the care and intention I put into making this experience for you.
Diggems is developed by a very small team, and we use generative AI tools to assist with some pre-generated 2D and 3D art assets outside our core skill set. All AI-assisted assets are reviewed and adjusted before being included in the game.
During the development process, we may use 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 uses AI-generated content. Marketing artwork and store capsule images were created using image generation. Voice narration audio was generated using text-to-speech AI. Game code was developed with AI assistance. All AI-generated content was reviewed and curated by the developer.
I use Claude (Anthropic) to help scale development, like bug fixes, code modularization, and translations/localization. All game design, story, world-building, and creative decisions are mine alone. Claude does not make design or balance calls and is used in development only. There's no AI running in the shipped game itself and no player data is sent anywhere during play.
Translations are AI-assisted and may contain errors. Please report any you find on our Discord.
If any of this isn't for you, I wanted to make sure you saw this before purchase, just in case you are not comfortable with these tools.
The in-game music and portions of the marketing materials (such as promotional images and text) were generated or assisted using AI. All AI-generated content was reviewed and curated by the developer.
Selected visual assets and music tracks were created using generative AI tools as part of the production process. All AI-generated material was reviewed, curated, and integrated by the developer to ensure consistency with the game’s creative direction. No AI-generated content is produced during gameplay.
Krukmore is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer.
Generative AI was used during development to support early concept exploration and rapid prototyping, including testing visual directions, compositions, and placeholder ideas. All AI-assisted material was reviewed and refined by the development team, with final creative and design decisions made by humans. The game does not generate content using AI during gameplay.
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.
Currently I am developing this game as a solo self-funded "indie dev" and games need a lot of assets to be fun. I currently have used free (Creative Commons Zero) assets for audio, and generative AI for some placeholders in the game. I am currently in the process of finding both audio and visual artists to replace the AI generated assets, it takes time and resources, but ultimately I want all the assets to be hand authored by humans.
Some 2D art (sprites, icons, key art) was generated with a locally run image model, then hand-curated and edited by the developer. Sound effects and music were generated with local audio models and hand-picked. Everything shipped was reviewed by a human; the game performs no AI generation at runtime.
Gemini was used to assist in creating card art and art in backgrounds based off of a Fantasy setting from a not yet published book which is copyrighted. Sounds were created using elevenlabs for card sounds and effects including vo.
The coding, general game mechanics, story and brancing paths are all human designed. The art and audio content of this game is strategically and intentionally produced by AI generation.
A Note on AI in This Game
Almost all of the visuals and music you'll experience in this game were created with the help of generative AI tools. These AI-generated assets were curated, refined, and integrated by me to bring the game's world to life.
I believe in being upfront with my players — AI was a creative tool in my process, not a replacement for the care and intention I put into making this experience for you.
Diggems is developed by a very small team, and we use generative AI tools to assist with some pre-generated 2D and 3D art assets outside our core skill set. All AI-assisted assets are reviewed and adjusted before being included in the game.
During the development process, we may use 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 uses AI-generated content. Marketing artwork and store capsule images were created using image generation. Voice narration audio was generated using text-to-speech AI. Game code was developed with AI assistance. All AI-generated content was reviewed and curated by the developer.
I use Claude (Anthropic) to help scale development, like bug fixes, code modularization, and translations/localization. All game design, story, world-building, and creative decisions are mine alone. Claude does not make design or balance calls and is used in development only. There's no AI running in the shipped game itself and no player data is sent anywhere during play.
Translations are AI-assisted and may contain errors. Please report any you find on our Discord.
If any of this isn't for you, I wanted to make sure you saw this before purchase, just in case you are not comfortable with these tools.