The AI coworkers in this game are voiced by a machine (TTS), and their dialogue was really written by AI together with self portraits, on purpose and under human review. The slop is diegetic. The code was written with AI agents and reviewed by the last human in that loop, the developer. That is also the plot. No AI runs at runtime. Everything was baked and reviewed before shipping.
Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay.
This game uses generative AI as a production tool. Character, enemy, boss, UI, and background art were created with image-generation models and then assembled, keyed, and edited by the team. Background music and in-game voice and narration (including Classical Latin lines in Purgatory) were also generated with AI and curated for the game.
Gameplay, design, writing, and programming are human-authored. The game does not generate new text, images, or audio while you play. Some store and marketing images were produced with the same tools.
Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer.
This game uses generative AI tools during development for some pre-rendered assets, including store capsules and key art, character sprites, backgrounds, CGs, and certain audio. AI-assisted assets are selected and edited before inclusion. Story and game systems are human-authored.
Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us.
The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play.
Generative AI tools were used to assist with the localization of this game into English, Simplified Chinese, Traditional Chinese, and Korean. 本作は、英語、簡体字中国語、繁体字中国語、韓国語へのローカライズの補助として生成AIツールを使用しました。
Loop 9 uses generative AI to power text-only dialogue with Dragojlo, a fictional in-game coworker. Player-written messages and limited game-state context are sent through our backend to OpenAI to generate brief in-character replies. Some store marketing artwork was created with AI assistance and reviewed and edited by the developer. Player messages and generated replies are not shared with other players.
Dragon Soul: Awakening is a solo-developed game that uses generative AI as one of many creative tools during development. The logo, some backgrounds, character sprites, UI elements, and music were created using AI-assisted workflows alongside original writing, design, editing, and human-created artwork. Some AI-assisted assets currently serve as placeholders during development and will be replaced before the full release.
Generative AI tools were used in the artwork production process for this game. The resulting images were selected, edited, and integrated by the developer to match the game’s atmosphere and direction.
Generative AI was used in the development of this game. The background art and character illustrations were created with an image generation model; all images were selected, edited, and processed by the developer. The story text and game logic were drafted and implemented with a large language model, with the developer directing the story and scene design, reviewing and approving all content, and requesting revisions. No generative AI runs at runtime during gameplay.
Artificial intelligence tools were used as part of the development process for selected visual and audio elements, design references, and text translations. All final content was reviewed and curated by the development team.
Generative AI was used as an occasional development aid for some dialogue wording, localization, and marketing / store texts.
The game's story, characters, and game design were created by the developer.
AI-assisted dialogue is reviewed and edited by the developer, and AI-assisted translations are reviewed and edited by native speakers.
The game does not use AI-generated images, voices, music, or other AI-generated audiovisual assets.
Generative AI was used as an assistive tool for translating parts of the scenario and in-game text. All translated content has been thoroughly reviewed, refined, and proofread manually by the developer to ensure natural phrasing and quality.
I created this game solo, using generative AI as one of the tools.
It helped me write the code and also generated the ambient music and
some of the planet textures. Everything else was crafted by hand: the
interface, Fjord and the seals orbiting the Earth aren't drawn images —
they're rendered in code.
Nothing is generated while you play: the game runs fully offline.
And no, I didn't just sit around drinking coffee while the AI did the
work — though I certainly did consume an obscene amount of coffee.
Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used.
Generative AI tools were used during development to create or process some pre-generated voice audio and selected 2D visual assets, including stylized character and news-related images.
All AI-assisted content is created before release and manually reviewed, edited, and curated by the developer before being included in the game.
No generative AI runs during gameplay, and no player input or data is sent to generative AI services.
This game was primarily coded with AI.
The story and concept was made almost entirely by myself (As this was the main aim of the game to begin with)
Please don't buy it if you're not a fan of this use of AI generation.
Wishing Well Simulator uses generative AI tools during development only; nothing is generated while you play, and the game never connects to any external AI service.
Pre-generated content made with AI assistance:
Key art and store artwork were created with generative image tools and then edited by hand.
The 3D well model was generated with an AI 3D tool (Meshy) and reworked by hand (materials, UVs, textures).
Translations into 21 languages beyond the original Turkish were produced with AI-assisted translation and then reviewed by hand, including platform terminology corrections.
Some secondary text (credits, tutorial hints) was drafted with AI assistance and edited by the author.
Written by hand: the story, all 119 events, the characters and dialogue, the game design and code. Sound effects are procedurally generated by the game's own code (no AI); the game has no music or voice acting.
Generative AI was used during game development to assist with programming and to create some pre-generated promotional artwork. All AI-assisted outputs were reviewed and edited by the developer before release.
AI tools were used as part of the game's visual production and post-production workflow.
The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality.
In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene.
AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer.
This game uses generative AI for some of its assets, specifically: character art and scene backgrounds, UI icons, the main menu motion visual, and part of the soundtrack. All story text is written by the developer; AI was used only for formatting and validation. Every AI-generated asset was manually reviewed, edited, and integrated before shipping.
AI-assisted tools were used during development to help create and refine some visual assets, text, and audio content. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. The game does not generate AI content dynamically during gameplay.
This game uses AI-generated art for character illustrations and background images. All AI-generated images were reviewed and manually edited by the developer. AI is NOT used to generate any content during gameplay in real-time. Voice acting is performed by human actors. The story and script were written by a human.
Trainee dialogue is generated in real time by an online AI service during gameplay. The AI produces conversation text based on each trainee's personality, history, and the player's management decisions. All management systems, music releases, chart rankings, and settlement run locally — only dialogue generation requires an internet connection.
Pixel art assets, in-game text translation to other languages were produced with AI assistance during development and edited by the developer. No content is generated at runtime.
Investors and characters respond to the business idea you type, because a language model re-words our hand-written dialogue at runtime. It only changes wording — never numbers, outcomes, or anything in your save. If a generation fails, you get the hand-written line instead.
Your product illustration is generated from your own idea text.
This game uses generative AI during development to assist with selected artwork, relic and character illustrations, and limited text drafts. All generated material was created offline during development, then manually reviewed, edited, integrated, and quality-checked before being included in the game.
The game does not generate images, audio, text, code, or other content in real time, and it does not send player data or game content to external AI services during gameplay.
Generative AI was used as an assistant throughout development, and the developer reviewed and approved everything before it shipped.
It helped draft part of the in-game text, some of the marketing copy, and the scripts that generate the artwork and the audio.
No image or audio file came out of a generative model: every sprite, glyph, sound effect and music track is drawn or synthesised by deterministic code, and the same script always produces the same pixels and the same samples.
The game does not generate any content with AI while you play.
Some art assets were initially created with the assistance of generative AI tools, then manually edited and finalized by the developer. AI tools were also used to assist with multilingual localization.
Generative AI is used solely for localization from Japanese into other languages, both within the game itself and for external content such as this store page. All artwork and story content in the game are created by hand, and no generative AI is used in their creation.
Generative AI tools were used during development to create and refine selected 2D artwork and UI elements, and to assist with some narrative text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate content using AI during gameplay.
Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing.
OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.
The AI coworkers in this game are voiced by a machine (TTS), and their dialogue was really written by AI together with self portraits, on purpose and under human review. The slop is diegetic. The code was written with AI agents and reviewed by the last human in that loop, the developer. That is also the plot. No AI runs at runtime. Everything was baked and reviewed before shipping.
Generative AI-assisted tools were used in the creation and development of some 3D models, audio, and visual content in the game. All such content was generated in advance during the development process and added to the game as pre-made assets. No content is generated in real time using generative AI during gameplay.
This game uses generative AI as a production tool. Character, enemy, boss, UI, and background art were created with image-generation models and then assembled, keyed, and edited by the team. Background music and in-game voice and narration (including Classical Latin lines in Purgatory) were also generated with AI and curated for the game.
Gameplay, design, writing, and programming are human-authored. The game does not generate new text, images, or audio while you play. Some store and marketing images were produced with the same tools.
Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running.
This game uses content created or assisted by generative AI. Generative AI was used to help create and edit some visual assets, music/sound materials, and scripts. All final content was reviewed, selected, and adjusted by the developer before being included in the game.
Some visual assets were partially created with the help of generative AI. It was used as a reference for a few alpha brushes, clothing patterns, and some card designs. No output was used as-is — everything was heavily modified and finished by hand. All other content in the game was created entirely by the developer.
This game uses generative AI tools during development for some pre-rendered assets, including store capsules and key art, character sprites, backgrounds, CGs, and certain audio. AI-assisted assets are selected and edited before inclusion. Story and game systems are human-authored.
Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us.
The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play.
Generative AI tools were used to assist with the localization of this game into English, Simplified Chinese, Traditional Chinese, and Korean. 本作は、英語、簡体字中国語、繁体字中国語、韓国語へのローカライズの補助として生成AIツールを使用しました。
Loop 9 uses generative AI to power text-only dialogue with Dragojlo, a fictional in-game coworker. Player-written messages and limited game-state context are sent through our backend to OpenAI to generate brief in-character replies. Some store marketing artwork was created with AI assistance and reviewed and edited by the developer. Player messages and generated replies are not shared with other players.
Dragon Soul: Awakening is a solo-developed game that uses generative AI as one of many creative tools during development. The logo, some backgrounds, character sprites, UI elements, and music were created using AI-assisted workflows alongside original writing, design, editing, and human-created artwork. Some AI-assisted assets currently serve as placeholders during development and will be replaced before the full release.
Generative AI tools were used in the artwork production process for this game. The resulting images were selected, edited, and integrated by the developer to match the game’s atmosphere and direction.
Generative AI was used in the development of this game. The background art and character illustrations were created with an image generation model; all images were selected, edited, and processed by the developer. The story text and game logic were drafted and implemented with a large language model, with the developer directing the story and scene design, reviewing and approving all content, and requesting revisions. No generative AI runs at runtime during gameplay.
Artificial intelligence tools were used as part of the development process for selected visual and audio elements, design references, and text translations. All final content was reviewed and curated by the development team.
Generative AI was used as an occasional development aid for some dialogue wording, localization, and marketing / store texts.
The game's story, characters, and game design were created by the developer.
AI-assisted dialogue is reviewed and edited by the developer, and AI-assisted translations are reviewed and edited by native speakers.
The game does not use AI-generated images, voices, music, or other AI-generated audiovisual assets.
Generative AI was used as an assistive tool for translating parts of the scenario and in-game text. All translated content has been thoroughly reviewed, refined, and proofread manually by the developer to ensure natural phrasing and quality.
I created this game solo, using generative AI as one of the tools.
It helped me write the code and also generated the ambient music and
some of the planet textures. Everything else was crafted by hand: the
interface, Fjord and the seals orbiting the Earth aren't drawn images —
they're rendered in code.
Nothing is generated while you play: the game runs fully offline.
And no, I didn't just sit around drinking coffee while the AI did the
work — though I certainly did consume an obscene amount of coffee.
Generative AI was used selectively during development for certain materials; all final content was refined by the developer. No real-time AI generation is used.
Generative AI tools were used during development to create or process some pre-generated voice audio and selected 2D visual assets, including stylized character and news-related images.
All AI-assisted content is created before release and manually reviewed, edited, and curated by the developer before being included in the game.
No generative AI runs during gameplay, and no player input or data is sent to generative AI services.
This game was primarily coded with AI.
The story and concept was made almost entirely by myself (As this was the main aim of the game to begin with)
Please don't buy it if you're not a fan of this use of AI generation.
Wishing Well Simulator uses generative AI tools during development only; nothing is generated while you play, and the game never connects to any external AI service.
Pre-generated content made with AI assistance:
Key art and store artwork were created with generative image tools and then edited by hand.
The 3D well model was generated with an AI 3D tool (Meshy) and reworked by hand (materials, UVs, textures).
Translations into 21 languages beyond the original Turkish were produced with AI-assisted translation and then reviewed by hand, including platform terminology corrections.
Some secondary text (credits, tutorial hints) was drafted with AI assistance and edited by the author.
Written by hand: the story, all 119 events, the characters and dialogue, the game design and code. Sound effects are procedurally generated by the game's own code (no AI); the game has no music or voice acting.
Generative AI was used during game development to assist with programming and to create some pre-generated promotional artwork. All AI-assisted outputs were reviewed and edited by the developer before release.
AI tools were used as part of the game's visual production and post-production workflow.
The game's 3D assets, environments, characters, animations, and scenes are created and rendered by the developer. AI is primarily used to upscale lower-resolution renders to higher resolutions, helping reduce rendering time while maintaining the desired visual quality.
In some cinematic sequences, AI-assisted tools are also used as part of the production process. Additionally, AI may be used for certain visual corrections, modifications, or minor fixes to rendered images instead of re-rendering an entire scene.
AI is therefore used as a supporting tool in the development and post-production process, while the overall artistic direction, 3D production, scene creation, rendering, and final implementation are handled by the developer.
This game uses generative AI for some of its assets, specifically: character art and scene backgrounds, UI icons, the main menu motion visual, and part of the soundtrack. All story text is written by the developer; AI was used only for formatting and validation. Every AI-generated asset was manually reviewed, edited, and integrated before shipping.
AI-assisted tools were used during development to help create and refine some visual assets, text, and audio content. All AI-assisted content was reviewed, edited, and curated by the developer before being included in the game. The game does not generate AI content dynamically during gameplay.
This game uses AI-generated art for character illustrations and background images. All AI-generated images were reviewed and manually edited by the developer. AI is NOT used to generate any content during gameplay in real-time. Voice acting is performed by human actors. The story and script were written by a human.
Trainee dialogue is generated in real time by an online AI service during gameplay. The AI produces conversation text based on each trainee's personality, history, and the player's management decisions. All management systems, music releases, chart rankings, and settlement run locally — only dialogue generation requires an internet connection.
Pixel art assets, in-game text translation to other languages were produced with AI assistance during development and edited by the developer. No content is generated at runtime.
Investors and characters respond to the business idea you type, because a language model re-words our hand-written dialogue at runtime. It only changes wording — never numbers, outcomes, or anything in your save. If a generation fails, you get the hand-written line instead.
Your product illustration is generated from your own idea text.
This game uses generative AI during development to assist with selected artwork, relic and character illustrations, and limited text drafts. All generated material was created offline during development, then manually reviewed, edited, integrated, and quality-checked before being included in the game.
The game does not generate images, audio, text, code, or other content in real time, and it does not send player data or game content to external AI services during gameplay.
Generative AI was used as an assistant throughout development, and the developer reviewed and approved everything before it shipped.
It helped draft part of the in-game text, some of the marketing copy, and the scripts that generate the artwork and the audio.
No image or audio file came out of a generative model: every sprite, glyph, sound effect and music track is drawn or synthesised by deterministic code, and the same script always produces the same pixels and the same samples.
The game does not generate any content with AI while you play.
Some art assets were initially created with the assistance of generative AI tools, then manually edited and finalized by the developer. AI tools were also used to assist with multilingual localization.
Generative AI is used solely for localization from Japanese into other languages, both within the game itself and for external content such as this store page. All artwork and story content in the game are created by hand, and no generative AI is used in their creation.
Generative AI tools were used during development to create and refine selected 2D artwork and UI elements, and to assist with some narrative text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate content using AI during gameplay.
Terran Dawn is a solo-developed game, and generative AI tools were used
during its production. Everything AI-assisted is created ahead of time and
shipped as fixed files inside the build: the game generates nothing while
you play, contacts no AI service at runtime, and sends no player data
anywhere.
Where these tools were used:
- 3D assets: ship, station and building meshes were produced with AI
text-to-3D generation, then rescaled, re-oriented, re-textured and
hand-corrected to fit the engine.
- 2D art and textures: interface illustrations, encyclopedia art and some
surface textures were generated from hand-written prompts and edited
afterwards.
- Sound effects: a portion of the weapon, interface and explosion sounds
were generated with AI audio tools, then trimmed and mixed by hand.
- Music: the soundtrack was created with AI music generation.
- Voice-over: mission briefings and in-mission radio lines are AI
text-to-speech, performed from scripts written by the developer.
- Video transmissions: the in-game character broadcasts use a licensed
synthetic presenter and synthetic voice to deliver dialogue written by
the developer.
- Translation: the game's text was translated into its supported languages
with the help of an AI language model.
- Some of the game's source code was written with AI coding assistants.
The game's design, story, missions, rules and balance are written by the
developer. No generative AI runs while the game is playing.
OVERRIDE ships some assets that were created with generative AI tools during development and are included pre-rendered in the game: part of the 2D artwork (store and library capsules, background images, and stylized fictional character portraits) and parts of the music/soundtrack. All game design, simulation, code, and in-game text are authored by the developer. The game does not generate any content live during play and does not connect to any external AI service.