Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay.
Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios.
Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA.
Some pre-rendered assets were created with generative AI tools and then curated, edited and integrated by hand: music tracks and their cover art, some sound effects and portions of 2d artwork (weapon, prop, and enemy sprites.) All generated content was reviewed by the developer before inclusion. No content is AI-generated at runtime.
This game used generative AI tools during development to assist with a limited portion of visual and audio asset creation. All AI-assisted content was reviewed and curated by the developer before release. No AI content is generated live during gameplay.
HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames.
AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game.
As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game.
AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
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 tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
Portions of the game's code were written with AI assistance and reviewed, tested and integrated by the developer. Localization into non-English languages was machine-assisted and human-reviewed. Some 2D concept/marketing artwork was AI-assisted and manually refined. All gameplay, game design and audio are human-made. The game does not generate any content with AI at runtime.
A solo dev made this game. Some of the art was created or refined with AI tools; the design, code, UI, music (using fruit loops), writing, and everything the game actually does are hand-built.
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.
Artwork, music and parts of the text were created with AI tools and individually curated, refined and hand-fitted into the game by the developer. No AI content is generated at runtime.
AI tools were used to assist in writing, optimizing, and debugging code scripts during development. All game mechanics were manually implemented and tested
AI was used during development to help produce the game's code and visual art, including item icons. All AI-assisted work is reviewed, refined, and finalized by the developer. No content is generated by AI while the game is running.
Generative AI tools were used during the development of the game in the following areas:
Programming & Code: The vast majority of the game's codebase was written with the assistance of AI.
Graphics & Visuals: A portion of the 2D artwork, promotional graphics, and UI icons were generated or created using AI tools.
Audio & Music: AI tools were used to generate some of the soundtrack.
All AI-generated content was reviewed, edited, and integrated into the final game by human developers.
Generative AI tools were used during development to assist with selected pre-generated visual assets, promotional and store-page materials, and localization/text. All AI-assisted content was reviewed, edited, curated, and approved by the developer before inclusion. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
LIMP MODE is made by a solo developer who uses generative AI as a tool during production.
Where AI was used: the game's code, the cover artwork that all store page capsule images are built from, the songs played on the in-game radio, the spoken lines of one story character (text-to-speech), parts of the in-game visual and audio assets, and the drafting of the English store page and marketing texts. The player character's voice lines are recorded by the developer himself and are not AI-generated.
All game design, mechanics, balancing and creative direction come from the developer. Every AI-assisted result was reviewed and edited by the developer before it shipped.
The game does not generate any content while it is running and does not connect to any AI service during gameplay.
Generative AI tools were used during development to assist with the creation of some 2D graphical assets and illustrations used in the game. These assets were reviewed and edited by the developer before being included in the final game. The game does not use generative AI to create content during gameplay.
Generative AI was used as an assistive tool during development to create certain visual assets and other supporting content. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI.
We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized.
It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team.
The 2D art in OBOLUS is made with image generation models running locally on my own machine — Stable Diffusion XL through ComfyUI, including a style model I trained myself on 1930s cartoon references. None of it is a raw output: every sprite, backdrop, card frame and icon was directed through many passes, then cut out, colour-corrected, upscaled and assembled frame by frame into animation sheets.
Everything else is not AI: the rules, every card and every number on it, the balance, the 22 heroes, the six lands, the writing and the interface. The sound effects are synthesised by code written for this game.
Nothing is generated while you play. The game makes no network calls and ships with no model — nothing runs on your machine, and none of your data goes anywhere.
Generative AI tools were used during development to assist with portions of the game's code, visual asset creation, localization, and marketing artwork. All included content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content during gameplay.
This game used generative artificial intelligence to assist in creating certain content, including: concept designs for the opening comic and concept art for some UI elements. All AI-assisted content has been reviewed, edited, and remade manually. The game does not generate real-time AI content during runtime.
This game uses generative AI for the following:
Images: the source material for both the scene artwork and the item icons (backpack, hand cart and so on) is photographs taken by the developer — the scenes in the lanes, stairwells and apartment courtyards of Anping, Tainan; the items shot as physical objects. Each photograph is processed first — removing things that should not appear in frame, commercial branding, and anything touching on privacy — and then stylised into animation by AI.
Music: planned to be AI-generated (not yet implemented).
Localisation: Traditional Chinese is the language the game is written in. Every other language — English, Japanese, German, and Taiwanese Pe̍h-ōe-jī — is AI-translated, with no native-speaker editing pass. If you find a mistake, please do tell me.
Store page and marketing images also include AI-generated elements.
Some music, sound effects, and UI icons in this game were created with the assistance of generative AI tools during development. All AI-generated content has been directly reviewed, selected, and retouched for optimal integration.
Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay.
The two announcer voices, BroadcASH and BOBcast, are generated with ElevenLabs from scripts we write and edit ourselves. Every line is approved, levelled and listened to by hand before it ships.
Nothing else in the game is AI generated. The card art is emoji placeholder today, and is being replaced with original illustrations commissioned from human artists. The music is composed in-house by our own procedural scripts, and every track has a written provenance log. The rules, the design and the natural history research are ours.
Some marketing and store copy is drafted with AI assistance and edited before use.
All artwork, character art, animation and audio in Fleshgrinder were created by human artists — the use of generative AI for art was contractually prohibited on this project. Generative AI was used to translate the game's text into its ten non-English languages, and to draft a portion of the in-game item descriptions and dialogue. No generative AI runs while you play; nothing is generated at runtime.
Generative AI was used during development to assist in creating some pre-generated visual artwork and illustrative assets, including artwork used within the Chronicle system. All AI-assisted content is created and reviewed during development and is included in the game as finished assets. Echo Harvest does not use generative AI to create content dynamically during gameplay.
Este jogo foi desenvolvido por um único criador com o auxílio de Inteligência Artificial (IA) no processo de programação e na criação de alguns efeitos sonoros e áudios.
Todas as artes, imagens, sprites e frames dentro do jogo foram criados inteiramente à mão, sem qualquer uso de IA.
Some pre-rendered assets were created with generative AI tools and then curated, edited and integrated by hand: music tracks and their cover art, some sound effects and portions of 2d artwork (weapon, prop, and enemy sprites.) All generated content was reviewed by the developer before inclusion. No content is AI-generated at runtime.
This game used generative AI tools during development to assist with a limited portion of visual and audio asset creation. All AI-assisted content was reviewed and curated by the developer before release. No AI content is generated live during gameplay.
HaddyForge utilizes PixelLab AI as part of our development workflow to assist with the prototyping and production of select pixel-art sprites, character concepts, and animation frames.
AI-assisted output is primarily used as a starting point for development and is not typically considered game-ready in its initial form. Assets are reviewed, refined, edited, and iterated upon by the developer using PixelLab, Aseprite, and our broader pixel-art workflow until they meet the visual, animation, and technical requirements of the game.
As an independent studio combining pixel-art creation and software development, HaddyForge uses AI-assisted tools to accelerate experimentation and prototyping while maintaining direct creative control over the final assets included in the game.
AI-assisted development tools have also been used during software development to help review and iterate on game systems, identify potential bugs, improve testing, and increase development efficiency. All resulting game systems and implementations are reviewed, tested, and integrated by the developer before release.
Generative AI tools were used to assist with store page text localization and marketing copy drafts. All content was reviewed and edited by the developer before publication.
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 tools were used during development to assist in creating and refining some pre-generated 2D artwork and Steam store marketing assets. All AI-assisted content was reviewed and edited by the development team. The game does not generate AI content during gameplay.
Generative AI tools were used during development to assist with creating and refining some 2D artwork, visual assets, and promotional images. All AI-assisted content is pre-generated, reviewed, and edited by the developer before inclusion. The game does not generate AI content during gameplay and does not send player data to generative AI services.
Generative AI tools were used during development to assist in creating various game assets, including visual assets, UI elements, and some audio content. All AI-assisted content was reviewed, selected, and integrated by the developer as part of the game's overall creative direction. The game does not use generative AI to create content in real time during gameplay.
Portions of the game's code were written with AI assistance and reviewed, tested and integrated by the developer. Localization into non-English languages was machine-assisted and human-reviewed. Some 2D concept/marketing artwork was AI-assisted and manually refined. All gameplay, game design and audio are human-made. The game does not generate any content with AI at runtime.
A solo dev made this game. Some of the art was created or refined with AI tools; the design, code, UI, music (using fruit loops), writing, and everything the game actually does are hand-built.
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.
Artwork, music and parts of the text were created with AI tools and individually curated, refined and hand-fitted into the game by the developer. No AI content is generated at runtime.
AI tools were used to assist in writing, optimizing, and debugging code scripts during development. All game mechanics were manually implemented and tested
AI was used during development to help produce the game's code and visual art, including item icons. All AI-assisted work is reviewed, refined, and finalized by the developer. No content is generated by AI while the game is running.
Generative AI tools were used during the development of the game in the following areas:
Programming & Code: The vast majority of the game's codebase was written with the assistance of AI.
Graphics & Visuals: A portion of the 2D artwork, promotional graphics, and UI icons were generated or created using AI tools.
Audio & Music: AI tools were used to generate some of the soundtrack.
All AI-generated content was reviewed, edited, and integrated into the final game by human developers.
Generative AI tools were used during development to assist with selected pre-generated visual assets, promotional and store-page materials, and localization/text. All AI-assisted content was reviewed, edited, curated, and approved by the developer before inclusion. No generative AI is used during gameplay, and the game does not connect to external AI services while running.
LIMP MODE is made by a solo developer who uses generative AI as a tool during production.
Where AI was used: the game's code, the cover artwork that all store page capsule images are built from, the songs played on the in-game radio, the spoken lines of one story character (text-to-speech), parts of the in-game visual and audio assets, and the drafting of the English store page and marketing texts. The player character's voice lines are recorded by the developer himself and are not AI-generated.
All game design, mechanics, balancing and creative direction come from the developer. Every AI-assisted result was reviewed and edited by the developer before it shipped.
The game does not generate any content while it is running and does not connect to any AI service during gameplay.
Generative AI tools were used during development to assist with the creation of some 2D graphical assets and illustrations used in the game. These assets were reviewed and edited by the developer before being included in the final game. The game does not use generative AI to create content during gameplay.
Generative AI was used as an assistive tool during development to create certain visual assets and other supporting content. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not use live-generated AI.
We are committed to the ethical use of AI. As such, limited assistance with some text, spoken dialogue, narrative, localization, and store/marketing copy may have been utilized.
It is not used to generate artwork or live gameplay content, and all final content is reviewed by the team.
The 2D art in OBOLUS is made with image generation models running locally on my own machine — Stable Diffusion XL through ComfyUI, including a style model I trained myself on 1930s cartoon references. None of it is a raw output: every sprite, backdrop, card frame and icon was directed through many passes, then cut out, colour-corrected, upscaled and assembled frame by frame into animation sheets.
Everything else is not AI: the rules, every card and every number on it, the balance, the 22 heroes, the six lands, the writing and the interface. The sound effects are synthesised by code written for this game.
Nothing is generated while you play. The game makes no network calls and ships with no model — nothing runs on your machine, and none of your data goes anywhere.
Generative AI tools were used during development to assist with portions of the game's code, visual asset creation, localization, and marketing artwork. All included content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content during gameplay.
This game used generative artificial intelligence to assist in creating certain content, including: concept designs for the opening comic and concept art for some UI elements. All AI-assisted content has been reviewed, edited, and remade manually. The game does not generate real-time AI content during runtime.
This game uses generative AI for the following:
Images: the source material for both the scene artwork and the item icons (backpack, hand cart and so on) is photographs taken by the developer — the scenes in the lanes, stairwells and apartment courtyards of Anping, Tainan; the items shot as physical objects. Each photograph is processed first — removing things that should not appear in frame, commercial branding, and anything touching on privacy — and then stylised into animation by AI.
Music: planned to be AI-generated (not yet implemented).
Localisation: Traditional Chinese is the language the game is written in. Every other language — English, Japanese, German, and Taiwanese Pe̍h-ōe-jī — is AI-translated, with no native-speaker editing pass. If you find a mistake, please do tell me.
Store page and marketing images also include AI-generated elements.
Some music, sound effects, and UI icons in this game were created with the assistance of generative AI tools during development. All AI-generated content has been directly reviewed, selected, and retouched for optimal integration.
Some pre-rendered visual artwork, promotional material, as well as game elements were created with AI and then selected, edited, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to third-party AI services during gameplay.
The two announcer voices, BroadcASH and BOBcast, are generated with ElevenLabs from scripts we write and edit ourselves. Every line is approved, levelled and listened to by hand before it ships.
Nothing else in the game is AI generated. The card art is emoji placeholder today, and is being replaced with original illustrations commissioned from human artists. The music is composed in-house by our own procedural scripts, and every track has a written provenance log. The rules, the design and the natural history research are ours.
Some marketing and store copy is drafted with AI assistance and edited before use.
All artwork, character art, animation and audio in Fleshgrinder were created by human artists — the use of generative AI for art was contractually prohibited on this project. Generative AI was used to translate the game's text into its ten non-English languages, and to draft a portion of the in-game item descriptions and dialogue. No generative AI runs while you play; nothing is generated at runtime.