Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay.
Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay.
SIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand.
This game uses generative AI tools as part of its art creation process. Visual assets — including background and environment art, character and unit art, and card illustrations — were generated with the assistance of AI and then reviewed and refined by hand. All AI-assisted content is checked to ensure it meets our quality and originality standards.
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.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human.
I’m a solo developer doing my first-ever coding project. With no prior coding experience, I relied heavily on tons of tutorials to write the code and used AI to assist when troubleshooting some bugs. I also used AI to generate some of the project's visual content and images but mainly tried to use actual human work. It's been a massive learning experience, so thanks for your time, and I hope you can enjoy my project :)
Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service.
During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story.
Generative AI was used to help write portions of this game's text content, and parts of this store page. All game code, visuals, music, and sound design were created directly by the developer without generative AI. AI was used to help debug and troubleshoot code.
Artificial Intelligence Usage Notice:
We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts.
Generative AI was used during development to assist in creating some pre-generated 2D artwork and written text used in the game. All AI-assisted content was reviewed, edited, and integrated by the developers. The game does not use generative AI to create new content at runtime.
Generative AI was used to translate (localize) the original Korean text into other languages. The original text was written by the development team, and the AI translations were reviewed before use.
Some of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop).
Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible.
AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them.
Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo.
A small number of textures in this game were generated with the assistance of AI tools. These are placeholders intended to be replaced with hand-made assets in future updates. As for the rest of the assets, they were hand made using 3D modelling and texturing software.
The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer.
The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game.
Generative AI was used to create selected store and library artwork, music, and sound-effect source material. The outputs were curated and edited by the developer before inclusion. No generative AI runs during gameplay, and players cannot generate AI content.
During development we used generative AI tools to create the some of this game's assets. This includes 2D art and audios. All AI-generated assets were produced during development, reviewed by us, and ship as fixed files in the build. Some were hand-edited, recoloured, composited or retimed afterwards. Game code, design, writing and dialogue are authored by us.
The vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked.
These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release.
Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team.
Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
Generative AI was used during development to assist in the creation of some visual assets and music. All AI-assisted content was reviewed, selected, and integrated by the development team. The game does not use generative AI to create content in real time during gameplay.
Generative AI tools were used during development to assist with selected 2D and 3D visual assets, sounds, localization, and marketing materials.
All AI-assisted content was reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and intended design.
This game has been developed using AI programming agents, and also contains audio and image files generated by AI. No AI contents are generated during gameplay.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game.
Beneath Solmere includes pre-generated content created with the assistance of generative AI tools. This includes six music tracks created with Google Gemini/Lyria, AI-assisted localization for nine non-English languages, and AI-generated artwork used in Steam Store marketing materials. No generative AI is used during gameplay.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
AI tools were used during development to assist with asset creation, texture generation, and development workflows. All AI-generated content was reviewed, modified, and curated by the development team.
Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay.
Generative AI tools were used during development to assist in the creation of certain game assets. For visual assets such as units and characters, the developer first created original line art manually, then used AI-assisted coloring as part of the workflow, followed by additional manual editing and refinement. For music, AI was used to generate an initial melodic idea, which was then manually edited, arranged, and refined by the developer in LMMS. All AI-assisted content is pre-generated and reviewed by the developer before being included in the game. The game does not use live-generated AI during gameplay.
SIDE OUT was built with AI-assisted development tools. No artwork, audio, text or other content in the game is generated by AI. All visuals are drawn procedurally in code, and all store text is written by hand.
This game uses generative AI tools as part of its art creation process. Visual assets — including background and environment art, character and unit art, and card illustrations — were generated with the assistance of AI and then reviewed and refined by hand. All AI-assisted content is checked to ensure it meets our quality and originality standards.
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.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
AI-generated content in this project is limited to the store page and marketing materials. The game build itself contains no AI-generated content.
Store page text: The store description and Early Access questionnaire answers were drafted with the assistance of a large language model, then reviewed and edited by the developer.
Not AI-generated: All in-game art, models, textures and animation. 3D assets are CC0-licensed (Kenney) or built by the developer in Blender; textures are CC0/licensed sets from Poly Haven, ambientCG and Poliigon. All screenshots and capsule images are real frames captured from the game's renderer, composited with the game's own title typography. No image generation model was used to produce any art in the game or on the store page.
AI was used in the coding and content creation for this game. That should not take away from this project the thousands of hours spent on its creation, honing and reshaping its style, direction and gameplay which was all done by a human.
I’m a solo developer doing my first-ever coding project. With no prior coding experience, I relied heavily on tons of tutorials to write the code and used AI to assist when troubleshooting some bugs. I also used AI to generate some of the project's visual content and images but mainly tried to use actual human work. It's been a massive learning experience, so thanks for your time, and I hope you can enjoy my project :)
Some small props and interface icons in this game began as AI-generated meshes and textures (text-to-3D / image-to-3D), which were then reworked by hand, retopologised, re-scaled, colour-graded and assembled before shipping. All other art comes from licensed asset packs and hand kitbashing. Nothing is generated live: no AI runs during play, and no player input is sent to an AI service.
During development of this game, generative AI was used for the creation of some sound effects and background music, localization.
Generative AI was not used in the creation of the game's artwork or story.
Generative AI was used to help write portions of this game's text content, and parts of this store page. All game code, visuals, music, and sound design were created directly by the developer without generative AI. AI was used to help debug and troubleshoot code.
Artificial Intelligence Usage Notice:
We have used some generative models to prototype new ideas, and some of them have been made into production. However, AI-generated content is no more than 1% of the total game assets and arts.
Generative AI was used during development to assist in creating some pre-generated 2D artwork and written text used in the game. All AI-assisted content was reviewed, edited, and integrated by the developers. The game does not use generative AI to create new content at runtime.
Generative AI was used to translate (localize) the original Korean text into other languages. The original text was written by the development team, and the AI translations were reviewed before use.
Some of the placeholder unit and terrain sprites that I'm using while the game is in development were generated with the help of AI (with a lot of manual curation and editing... I promise that you will not be confronted by any noticeably ugly slop).
Initial sales will contribute toward creating hand-drawn, unique sprites for as many units as possible.
AI was primarily used in two sections of the game. To aid and assist with turning 2d sprites that were created into animated variations of them.
Steam store page pictures use AI to create variants of my logo. The background itself is AI the logo was designed by me and AI was used to adjust it in the photo.
A small number of textures in this game were generated with the assistance of AI tools. These are placeholders intended to be replaced with hand-made assets in future updates. As for the rest of the assets, they were hand made using 3D modelling and texturing software.
The game is developed entirely by a solo developer. AI has therefore only been leveraged as a tool for productivity and efficiency - the overall game is fully imagined, designed, and brought together by the developer.
The game is primarily developed using Houdini, VEX and Godot. Generative AI assists with concept/reference artwork, initial 3D asset generation, and programming. Assets are further processed, optimized, rigged and animated in Houdini before integration into the game.
Generative AI was used to create selected store and library artwork, music, and sound-effect source material. The outputs were curated and edited by the developer before inclusion. No generative AI runs during gameplay, and players cannot generate AI content.
During development we used generative AI tools to create the some of this game's assets. This includes 2D art and audios. All AI-generated assets were produced during development, reviewed by us, and ship as fixed files in the build. Some were hand-edited, recoloured, composited or retimed afterwards. Game code, design, writing and dialogue are authored by us.
The vast majority of Dominar Sanctum has been created and developed without generative AI. Generative AI has only been used selectively for a small number of 2D icons, slide narration and a narrative voiceover, primarily for early prototyping and development. Even those icons have been manually reworked.
These few AI-assisted assets are not representative of the game's overall art, design, programming, or development process. They may be replaced or further refined before the full release.
Our work incorporates commissioned artwork, licensed and publicly available assets, and AI-generated content. Regardless of the source materials used, the final product is the creative expression of our development team.
Generative AI was used during development to assist with coding and the creation of pre-generated visual assets. No AI content is generated during gameplay.
Pixel art assets (characters, monsters, bosses, projectiles, spirits, tiles) were created with PixelLab, an AI pixel-art tool, and then edited by hand to fit the game. No AI is used at runtime. All code, game design, sound effects and music are human-authored (audio is synthesized in code).
Generative AI was used during development to assist in the creation of some visual assets and music. All AI-assisted content was reviewed, selected, and integrated by the development team. The game does not use generative AI to create content in real time during gameplay.
Generative AI tools were used during development to assist with selected 2D and 3D visual assets, sounds, localization, and marketing materials.
All AI-assisted content was reviewed, edited, and integrated by the developer to ensure consistency with the game's visual style and intended design.
This game has been developed using AI programming agents, and also contains audio and image files generated by AI. No AI contents are generated during gameplay.
Ashen Wild was created almost exclusively with AI tools to generate the code and graphics, VFX, sound etc. The store page, website and other marketing materials were created using AI.
Ages TD was made with the help of generative AI tools. All AI-generated content is
pre-generated during development, reviewed and edited by the developer; nothing is
generated live while you play.
- Some 3D models and their textures (enemies, towers, props) — generated with Meshy,
then edited and integrated by the developer.
- Music — generated with Suno from prompts written by the developer.
- Cutscene illustrations and store page artwork — created with AI image tools,
then edited by the developer.
- Parts of the in-game dialogue and hint texts — drafted with AI assistance and
rewritten by the developer.
There is no AI-generated voice acting in the game.