Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI tools were used to assist in the creation of some 3D models and textures in this game. All such content was pre-generated during development, reviewed and adjusted as necessary by the developer before being included in the game. The game does not use generative AI to generate content during gameplay.
Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay.
I use generative AI for some of the game’s visual assets, mainly things like ability icons, and for some of the promotional images on the Steam store page. I review and choose what actually gets used in the game. Nothing is generated by AI while the game is running.
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team.
Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service.
Some store artwork and marketing materials were created with the assistance of generative AI tools. These are pre-generated static assets; no AI content is generated in real time during gameplay.
Some visual assets and 3D assets used in this game were created with the assistance of generative AI. The generated assets were edited and adjusted by the developer as needed before being incorporated into the game. No content is generated by AI in real time during gameplay.
Generative AI is used as a support tool during development, mainly to assist with the creation and iteration of some visual assets and promotional materials. All content is selected, edited, adapted, composed and implemented by the developer. No AI-generated content is created in real time during gameplay.
Artificial intelligence tools are used only for concept art/design references and text translations. No AI-generated content is used directly in the final in-game assets.
Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.
The tools used, and what each produced:
Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips
All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.
Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.
Generative AI assistance was used during the development of selected visual assets and localized text. The developer directed the creative approach, selected and edited the results, reviewed the translations, and adapted all assisted content for use in the game.
The game's art and sound are drawn and synthesised in code at runtime rather than shipped as asset files, and that code was written with AI coding assistance under human direction. No AI runs while the game is playing. The soundtrack is licensed human-authored works.
To enhance the gaming experience, a very small portion of the video footage, visual effects, and game interface were created with the assistance of artificial intelligence. AI-generated content accounts for less than 1% of the total content. Thank you for your understanding.
Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running.
Some pre-generated visual assets currently used in Forms of War and its store materials were created with generative AI tools. Most in-game visuals are drawn procedurally in code using Phaser. AI-assisted coding tools were used during development. No generative AI is used while the game is running.
Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated during gameplay.
Dystopia uses AI to live-generate its radio: all music, DJ voices, lyrics,
song titles, and artist names are created by AI on our own servers and
streamed to every player. Our 3D environments render as Gaussian splats and
were AI generated using World Labs' Marble.
Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization.
Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release.
Dream Simulators uses generative AI to create dynamic dialogue, story continuations, characters, missions, and narrative events based on player input and the active Lore system. Each Expansion Pack features its own world, Lore, characters, and adventures, creating a unique storytelling experience. The AI also generates creative scene descriptions and prompts that players can use as inspiration for creating images and videos. Because the experience is driven by player input, generated content may vary between playthroughs.
The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content — art, code, visual effects — is authored directly and drawn procedurally, with no AI involvement.
Selected pre-generated visual and audio assets used in Tracked and its store materials were created with the assistance of generative AI tools during development. Every AI-assisted asset was selected, reviewed, and edited by the development team before use. No content is generated during gameplay, and the game does not connect to external AI services.
SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release.
This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play.
Generative AI was used during development to create visual assets and other non-dialogue content included in the game. Generated assets were selected, edited, and integrated as part of the development process.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
Generative AI tools were used to support the creation and iteration of some visual assets and development-related content. All final assets are reviewed, edited, and selected by the developer before being included in the game or promotional materials. The game does not generate AI content live during gameplay.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.
Some of this game's 2D graphics — including UI icons, part icons and mission cards — were created ahead of time with the help of AI image generation tools. Every generated asset was reviewed, selected and adjusted by the developer before being included.
No content is generated by AI while the game is running. The 3D models, stages, effects and all game logic were produced by scripts and by hand, not by AI.
Generative AI was used to draft text only: the in-game interface strings, the achievement names and descriptions, their translations into 13 non-English languages, and this store page. All of it was reviewed and edited by the developer before release.
No AI-generated images, audio or video are used. This game ships with no image or audio files at all — every shape, sound and note is produced by the game's own code at run time.
Nothing is generated while you play. The game makes no network calls and contacts no AI service.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI tools were used to assist in the creation of some 3D models and textures in this game. All such content was pre-generated during development, reviewed and adjusted as necessary by the developer before being included in the game. The game does not use generative AI to generate content during gameplay.
Neon Bastion uses pre-generated AI-assisted artwork and some written game/interface text. All content was reviewed and integrated by the developer. No AI content is generated during gameplay.
I use generative AI for some of the game’s visual assets, mainly things like ability icons, and for some of the promotional images on the Steam store page. I review and choose what actually gets used in the game. Nothing is generated by AI while the game is running.
Generative AI was used during development to assist with drafting and refining some localization text and selected promotional artwork. All AI-assisted material is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not connect to external AI services.
Almost all of the game’s content has been handmade by our art team. A small number of textures were generated with generative AI tools, then edited and integrated into the final assets by the development team.
Generative AI was used in the development of this game.
No generative AI runs during gameplay, and the game does not connect to any
external AI service.
Some store artwork and marketing materials were created with the assistance of generative AI tools. These are pre-generated static assets; no AI content is generated in real time during gameplay.
Some visual assets and 3D assets used in this game were created with the assistance of generative AI. The generated assets were edited and adjusted by the developer as needed before being incorporated into the game. No content is generated by AI in real time during gameplay.
Generative AI is used as a support tool during development, mainly to assist with the creation and iteration of some visual assets and promotional materials. All content is selected, edited, adapted, composed and implemented by the developer. No AI-generated content is created in real time during gameplay.
Artificial intelligence tools are used only for concept art/design references and text translations. No AI-generated content is used directly in the final in-game assets.
Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.
The tools used, and what each produced:
Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips
All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.
Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.
Generative AI assistance was used during the development of selected visual assets and localized text. The developer directed the creative approach, selected and edited the results, reviewed the translations, and adapted all assisted content for use in the game.
The game's art and sound are drawn and synthesised in code at runtime rather than shipped as asset files, and that code was written with AI coding assistance under human direction. No AI runs while the game is playing. The soundtrack is licensed human-authored works.
To enhance the gaming experience, a very small portion of the video footage, visual effects, and game interface were created with the assistance of artificial intelligence. AI-generated content accounts for less than 1% of the total content. Thank you for your understanding.
Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running.
Some pre-generated visual assets currently used in Forms of War and its store materials were created with generative AI tools. Most in-game visuals are drawn procedurally in code using Phaser. AI-assisted coding tools were used during development. No generative AI is used while the game is running.
Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated during gameplay.
Dystopia uses AI to live-generate its radio: all music, DJ voices, lyrics,
song titles, and artist names are created by AI on our own servers and
streamed to every player. Our 3D environments render as Gaussian splats and
were AI generated using World Labs' Marble.
Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization.
Neural Defense was developed by a five-person indie team using a combination of hand-crafted work and generative AI tools. Generative AI was used during development to assist with music composition, concept art, portions of the game's code, and the editing and expansion of some narrative text. All final in-game assets — including 3D models, textures, and visual art seen during gameplay — were hand-crafted by the studio's artists. No content or code is generated live during gameplay; everything was created, reviewed, and finalized by the team prior to release.
Dream Simulators uses generative AI to create dynamic dialogue, story continuations, characters, missions, and narrative events based on player input and the active Lore system. Each Expansion Pack features its own world, Lore, characters, and adventures, creating a unique storytelling experience. The AI also generates creative scene descriptions and prompts that players can use as inspiration for creating images and videos. Because the experience is driven by player input, generated content may vary between playthroughs.
The soundtrack of PERIHELIA was created with the assistance of generative AI music tools. All tracks were curated, edited and integrated by hand, and each ships with a hand-authored beatmap. All other content — art, code, visual effects — is authored directly and drawn procedurally, with no AI involvement.
Selected pre-generated visual and audio assets used in Tracked and its store materials were created with the assistance of generative AI tools during development. Every AI-assisted asset was selected, reviewed, and edited by the development team before use. No content is generated during gameplay, and the game does not connect to external AI services.
SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release.
This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play.
Generative AI was used during development to create visual assets and other non-dialogue content included in the game. Generated assets were selected, edited, and integrated as part of the development process.
Generative AI was used during development to assist with portions of pre-generated in-game artwork and Steam store/marketing artwork. All outputs were reviewed, cleaned, composited, color-adjusted, and quality-checked by the development team. The game does not generate AI content at runtime.
Generative AI tools were used to support the creation and iteration of some visual assets and development-related content. All final assets are reviewed, edited, and selected by the developer before being included in the game or promotional materials. The game does not generate AI content live during gameplay.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.
Some of this game's 2D graphics — including UI icons, part icons and mission cards — were created ahead of time with the help of AI image generation tools. Every generated asset was reviewed, selected and adjusted by the developer before being included.
No content is generated by AI while the game is running. The 3D models, stages, effects and all game logic were produced by scripts and by hand, not by AI.