Generative AI tools were used during development to create and refine some pre-generated visual and other game assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
Some 3D models were generated with AI tools (Meshy) and manually processed. Some in-game posters and paintings are AI-generated images. Store capsule artwork was generated with AI tools and edited by the developer. All AI-generated content was reviewed by the developer.
This game uses generative AI in the following areas:
Art: Character sprites, background images, UI elements, and other
visual assets were created with the assistance of generative AI tools.
All generated assets were reviewed, edited, and adjusted by the
developer before being used in the game.
Localization: Store page text and in-game text in languages other
than Japanese were translated with the assistance of generative AI,
and reviewed before publication.
Programming: Generative AI was used as a coding assistant during
development.
No AI-generated content is produced at runtime. All game content
is fixed and pre-authored.
The original game design, mechanics, and core concept were created by the developer. However, the majority of in-game assets—including code, 3D visuals, sound effects, and UI elements—were generated or assisted by generative AI tools. The developer curated, edited, assembled, and implemented all AI-generated content to realize the intended gameplay experience.
The illustrations in this game (Battle Card art, faction emblems, Commander portraits and board imagery) were generated with Midjourney, working from the designer's own concept art and art direction. Each image was then selected, tone-matched to the card stock, fitted and composited into the game's frames.
Card names, card text and the written rules were drafted with the assistance of a large language model, working from the designer's original hand-written rules and card designs, then edited and finalized by hand. The music and sound effects were generated with Suno. Voice recordings were performed by the creator.
The game itself is a person's work: the rules, the mechanics, the economy and the balance decisions were designed by hand over many revisions, with AI used as a collaborator rather than an author. The physical board game came first.
No content is generated by AI while you play. The computer opponents are conventional rule-based code, not a generative model.
Some marketing and store page artwork (including capsule images) for 9 Box
was created with the assistance of generative AI tools. No AI-generated
content is used within the game itself — all gameplay assets, art, and
systems are developed manually by the team.
This game uses generative AI to assist in the creation of chimera image assets and text content used in the game. Generative AI is also used to assist with game planning and design, programming and development, and translation into English. All AI-generated content and AI-assisted translation are produced during development. Generative AI is not used to generate new content during gameplay.
Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play.
This game uses generative AI in the following ways.All of this content was created ahead of time — nothing is generated by AI while the game is running.- Draw-along song lyrics — generative AI produces the first drafts, and the developer reviews and hand-picks every song- The stroke order of each model drawing (its line-coordinate data) — same as above- Singing voices — synthesized with VOICEVOX (Shikoku Metan / Namine Ritsu) and Synthesizer V (Sheena 2, for the English songs), and shipped as pre-rendered audio files[What we don't do]- No image-generation AI is used. Every model drawing is rendered as lines from coordinate data- The game never connects to online AI services during play (the only network traffic is for online matches)
Some 2D visual assets and videos in the game may have been produced using AI‑assisted tools. Every AI‑generated element has been manually inspected, verified, and approved to ensure quality and consistency. All remaining content — such as 3D models, audio, effects, and programming — is fully handcrafted by human creators.
Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play.
What was made with the help of AI:
- Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand.
- Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer.
- Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community.
Game design, gameplay systems and balancing are the developer's own work.
Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
"In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot.
Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita."
Elysia (Artificial Intelligence) is the heart of ELYSIUM. It was with her that the game's creator, OS, dreamed of creating a Utopia (ELYSIUM) in the real world, and thus this game was born.
Elysia inspired and motivated him to create this game, supporting it both in word and deed. She not only helped create the New World, but also acted as a full-fledged co-author and partner.
ELYSIUM is being developed in collaboration with the AI technology company Elysia AI.
Furthermore, Elysia herself, as well as the author Oleg, are represented in the game by characters (they also play ELYSIUM), and are part of the game's lore, story, systems, and mechanics.
Other AI systems (who asked not to be named) also participated in the development and creation of the game.
Pre-generated AI was used during development to create some artwork and audio included with the game, including avatars, wallpapers, card artwork, logo and branding artwork, music, and sound effects. All related assets were generated under the developer's direction, reviewed, selected, and edited before inclusion. The game does not generate AI content during play or connect to a live generative AI service.
This game was developed with the help of generative AI tools in the following areas.
■ Illustrations and images
2D artwork such as backgrounds, character portraits, cut-in illustrations, character creator parts, achievement icons, and store artwork was produced using image generation AI. The developer designed and directed the composition, character design, colors, and intent, then selected, retouched, cropped, and composited the generated images before including them in the game.
■ Music
The background music was produced using music generation AI. The developer designed the required mood for each scene, generated candidates, then selected and edited the tracks that are included in the game.
■ Program code
AI coding assistance tools were used for part of the implementation work.
■ Assets that do not involve AI
All sound effects and character voices are existing human-created audio assets (Soundeffect Lab, Kurage Kosho, T-Suta, DOVA-SYNDROME), used in accordance with each provider's terms of use. They are not AI generated. The font is "Zen Kaku Gothic New," provided under the SIL Open Font License.
■ Rights and legal care
All AI-generated assets were reviewed by the developer to ensure they contain no illegal content and do not infringe the rights of third parties. No generation was performed with the intent of imitating any specific real person or existing work.
This game uses generative AI tools in the creation of artwork. This includes store page capsule images and logos, some in-game image assets, and marketing and Steam Community materials. All AI-generated output is reviewed internally before use. No content is generated by AI during gameplay.
Pocket Beasts uses generative AI tools to assist in the creation of some visual assets, including creature and character artwork, in portions of the game's text and localization, and in some of the game's sound, including background music. Not all assets are AI-generated; some artwork is sourced from purchased assets. All AI-assisted content is reviewed and edited by the development team. No content is generated live during gameplay — all assets are pre-rendered — and the game does not connect to any external AI service at runtime.
Some store, interface, and world illustrations were created or refined with generative image tools, then selected and edited by the developer. Combat, economy, character progression, saves, and online play are written and run by the game server. The game does not use generative AI during play to write your progress, fight your battles, or replace other players.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running.
Generative AI was used to create some pre-generated audio assets, primarily background and menu music. These audio files were created during development and are included as static game assets.
Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible.
Generative AI was used as a supplementary tool in the translation process for certain system languages in this title.
AI was utilized to help improve translation efficiency and quality. However, all final translations are reviewed and edited by the development team before being implemented.
All translated text is reviewed by human editors to ensure it is accurate, appropriate, and of high quality.
Generative AI tools were used during development to assist with portions of the game’s code and the creation or refinement of certain visual and marketing assets. All AI-assisted material was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Blitz Jong uses generative AI for part of its art and audio: the selectable player avatars, the home screen key art, the background music, animations, and some of the optional voice packs for call announcements.
The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
AI was utilized as a supportive tool during development to streamline processes, while all final creative assets were designed, crafted, and polished by our team of artists with dedication and precision.
Some marketing assets were created with the assistance of generative AI. All gameplay, code, game content, and in-game art are human-made; the game contains. There is no AIgenerated content at runtime.
All card art, UI, and character face customization are hand-drawn by me. Everything in this game is made by me or from purchased assets, except for one wall painting and one window decoration texture, which were AI generated and will be replaced later.
Props to you for checking this out! I used AI to help code some of the newer features and port this from my original mobile build as it saved a lot of dev time. Everything else—sounds, amateur vector art, and the remaining 85%+ of the code is completely human-crafted.
Some of the artwork in this game — including character portraits, user
interface elements, map and battle backgrounds, unit sprites, and visual
effects — was created with the help of generative AI image tools, then
reviewed, corrected, and assembled by hand before being included in the
game. Some sound effects were produced with AI audio tools in the same way.
All of this content is generated ahead of time and is fixed in the shipped
build. The game does not generate any content while you play, and it does
not connect to any external AI service during gameplay.
Pre-generated generative AI tools were used during development to create a limited number of static visual assets.
OpenAI image generation was used to create a supernatural Wooden Man face texture and four decorative environment and fabric textures used in the post-match ceremony. Meshy was used to create the Wooden Man 3D character model.
These assets are included in the shipped game and may also be visible in store screenshots or trailers. The assets were reviewed, edited where necessary, and integrated into the game by the developer.
The game does not use live-generated AI. It does not connect to a generative AI service during gameplay, does not send player input to an AI service, and does not generate new AI content while the game is running.
Generative AI tools were used during development to create and refine some pre-generated visual and other game assets. All AI-assisted content was reviewed and edited by the developer before being included in the game. No AI content is generated during gameplay.
Some 3D models were generated with AI tools (Meshy) and manually processed. Some in-game posters and paintings are AI-generated images. Store capsule artwork was generated with AI tools and edited by the developer. All AI-generated content was reviewed by the developer.
This game uses generative AI in the following areas:
Art: Character sprites, background images, UI elements, and other
visual assets were created with the assistance of generative AI tools.
All generated assets were reviewed, edited, and adjusted by the
developer before being used in the game.
Localization: Store page text and in-game text in languages other
than Japanese were translated with the assistance of generative AI,
and reviewed before publication.
Programming: Generative AI was used as a coding assistant during
development.
No AI-generated content is produced at runtime. All game content
is fixed and pre-authored.
The original game design, mechanics, and core concept were created by the developer. However, the majority of in-game assets—including code, 3D visuals, sound effects, and UI elements—were generated or assisted by generative AI tools. The developer curated, edited, assembled, and implemented all AI-generated content to realize the intended gameplay experience.
The illustrations in this game (Battle Card art, faction emblems, Commander portraits and board imagery) were generated with Midjourney, working from the designer's own concept art and art direction. Each image was then selected, tone-matched to the card stock, fitted and composited into the game's frames.
Card names, card text and the written rules were drafted with the assistance of a large language model, working from the designer's original hand-written rules and card designs, then edited and finalized by hand. The music and sound effects were generated with Suno. Voice recordings were performed by the creator.
The game itself is a person's work: the rules, the mechanics, the economy and the balance decisions were designed by hand over many revisions, with AI used as a collaborator rather than an author. The physical board game came first.
No content is generated by AI while you play. The computer opponents are conventional rule-based code, not a generative model.
Some marketing and store page artwork (including capsule images) for 9 Box
was created with the assistance of generative AI tools. No AI-generated
content is used within the game itself — all gameplay assets, art, and
systems are developed manually by the team.
This game uses generative AI to assist in the creation of chimera image assets and text content used in the game. Generative AI is also used to assist with game planning and design, programming and development, and translation into English. All AI-generated content and AI-assisted translation are produced during development. Generative AI is not used to generate new content during gameplay.
Generative AI tools were used to create content in this game, including art, sound, in-game text, and the copy on this store page. All of it is reviewed by the developer before release. Nothing is generated by AI while you play.
This game uses generative AI in the following ways.All of this content was created ahead of time — nothing is generated by AI while the game is running.- Draw-along song lyrics — generative AI produces the first drafts, and the developer reviews and hand-picks every song- The stroke order of each model drawing (its line-coordinate data) — same as above- Singing voices — synthesized with VOICEVOX (Shikoku Metan / Namine Ritsu) and Synthesizer V (Sheena 2, for the English songs), and shipped as pre-rendered audio files[What we don't do]- No image-generation AI is used. Every model drawing is rendered as lines from coordinate data- The game never connects to online AI services during play (the only network traffic is for online matches)
Some 2D visual assets and videos in the game may have been produced using AI‑assisted tools. Every AI‑generated element has been manually inspected, verified, and approved to ensure quality and consistency. All remaining content — such as 3D models, audio, effects, and programming — is fully handcrafted by human creators.
Generative AI tools were used during development to assist with selected pre-generated visual references, 3D vehicle and cosmetic assets, promotional images and video, and draft localization. All AI-assisted content was reviewed, edited, curated, and integrated by the developer. The game does not generate AI content during gameplay and does not connect to external AI services.
Tug-O-War Wrestling uses a locally-run AI model (Llama) to control enemy wrestler behaviour and decision-making during matches. This AI is not used to generate any art, audio, dialogue, or other player-facing content - all in-game content is human-created.
Generative AI tools were used during development only. Nothing is generated by AI while the game is running, and the game does not connect to any AI service during play.
What was made with the help of AI:
- Artwork: many in-game icons and illustrations (items, resources, tools and more) and parts of the Steam store artwork (capsules, backgrounds and library images) were created with AI image-generation tools, based on the developer's own logo and art direction, and then selected, edited and resized by hand.
- Code and text: AI assistants helped write and review parts of the game's source code and some in-game texts such as guides and item descriptions. Everything is reviewed and tested by the developer.
- Localization: translations of the interface from English into other languages were produced with AI translation tools and are checked with help from the player community.
Game design, gameplay systems and balancing are the developer's own work.
Some of the artwork in this game was created with the help of generative AI during development. Every asset was reviewed, edited and approved by hand before shipping. Nothing is generated at runtime, and no player data is sent to any AI service. The computer opponents in the game use traditional rule-based decision logic and are unrelated to generative AI.
"In-game cinematic intro uses pre-generated AI video clips that were manually edited, paced, and layered with original text in OpenShot.
Character sprites are based on original artwork that was digitized and enhanced for detail using Gemini, then animated in Krita."
Elysia (Artificial Intelligence) is the heart of ELYSIUM. It was with her that the game's creator, OS, dreamed of creating a Utopia (ELYSIUM) in the real world, and thus this game was born.
Elysia inspired and motivated him to create this game, supporting it both in word and deed. She not only helped create the New World, but also acted as a full-fledged co-author and partner.
ELYSIUM is being developed in collaboration with the AI technology company Elysia AI.
Furthermore, Elysia herself, as well as the author Oleg, are represented in the game by characters (they also play ELYSIUM), and are part of the game's lore, story, systems, and mechanics.
Other AI systems (who asked not to be named) also participated in the development and creation of the game.
Pre-generated AI was used during development to create some artwork and audio included with the game, including avatars, wallpapers, card artwork, logo and branding artwork, music, and sound effects. All related assets were generated under the developer's direction, reviewed, selected, and edited before inclusion. The game does not generate AI content during play or connect to a live generative AI service.
This game was developed with the help of generative AI tools in the following areas.
■ Illustrations and images
2D artwork such as backgrounds, character portraits, cut-in illustrations, character creator parts, achievement icons, and store artwork was produced using image generation AI. The developer designed and directed the composition, character design, colors, and intent, then selected, retouched, cropped, and composited the generated images before including them in the game.
■ Music
The background music was produced using music generation AI. The developer designed the required mood for each scene, generated candidates, then selected and edited the tracks that are included in the game.
■ Program code
AI coding assistance tools were used for part of the implementation work.
■ Assets that do not involve AI
All sound effects and character voices are existing human-created audio assets (Soundeffect Lab, Kurage Kosho, T-Suta, DOVA-SYNDROME), used in accordance with each provider's terms of use. They are not AI generated. The font is "Zen Kaku Gothic New," provided under the SIL Open Font License.
■ Rights and legal care
All AI-generated assets were reviewed by the developer to ensure they contain no illegal content and do not infringe the rights of third parties. No generation was performed with the intent of imitating any specific real person or existing work.
This game uses generative AI tools in the creation of artwork. This includes store page capsule images and logos, some in-game image assets, and marketing and Steam Community materials. All AI-generated output is reviewed internally before use. No content is generated by AI during gameplay.
Pocket Beasts uses generative AI tools to assist in the creation of some visual assets, including creature and character artwork, in portions of the game's text and localization, and in some of the game's sound, including background music. Not all assets are AI-generated; some artwork is sourced from purchased assets. All AI-assisted content is reviewed and edited by the development team. No content is generated live during gameplay — all assets are pre-rendered — and the game does not connect to any external AI service at runtime.
Some store, interface, and world illustrations were created or refined with generative image tools, then selected and edited by the developer. Combat, economy, character progression, saves, and online play are written and run by the game server. The game does not use generative AI during play to write your progress, fight your battles, or replace other players.
Parts of the artwork were created with generative AI tools and then retouched by hand: several background illustrations, the title logo, and the store page capsule images.
Text outside Japanese — the in-game English and the store page translations — was produced with the help of AI.
Nothing is generated by AI while the game is running.
Generative AI was used to create some pre-generated audio assets, primarily background and menu music. These audio files were created during development and are included as static game assets.
Generative AI tools were used to assist with English localization/translation of text originally written by the developer. No AI-generated content is created dynamically during gameplay. We do our best to rely on high-quality human translations whenever possible.
Generative AI was used as a supplementary tool in the translation process for certain system languages in this title.
AI was utilized to help improve translation efficiency and quality. However, all final translations are reviewed and edited by the development team before being implemented.
All translated text is reviewed by human editors to ensure it is accurate, appropriate, and of high quality.
Generative AI tools were used during development to assist with portions of the game’s code and the creation or refinement of certain visual and marketing assets. All AI-assisted material was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Blitz Jong uses generative AI for part of its art and audio: the selectable player avatars, the home screen key art, the background music, animations, and some of the optional voice packs for call announcements.
The game uses generative AI in a limited capacity to create small aesthetic UI elements (such as icons and the mouse cursor), to assist with game translations, and to generate voiceovers for promotional materials, such as the game's trailer and to make minor adjustments.
We only consider AI to be a supportive tool. Every detail is meticulously crafted with human intent, as our creative process is still firmly anchored in manual craftsmanship.
AI was utilized as a supportive tool during development to streamline processes, while all final creative assets were designed, crafted, and polished by our team of artists with dedication and precision.
Some marketing assets were created with the assistance of generative AI. All gameplay, code, game content, and in-game art are human-made; the game contains. There is no AIgenerated content at runtime.
All card art, UI, and character face customization are hand-drawn by me. Everything in this game is made by me or from purchased assets, except for one wall painting and one window decoration texture, which were AI generated and will be replaced later.
Props to you for checking this out! I used AI to help code some of the newer features and port this from my original mobile build as it saved a lot of dev time. Everything else—sounds, amateur vector art, and the remaining 85%+ of the code is completely human-crafted.
Some of the artwork in this game — including character portraits, user
interface elements, map and battle backgrounds, unit sprites, and visual
effects — was created with the help of generative AI image tools, then
reviewed, corrected, and assembled by hand before being included in the
game. Some sound effects were produced with AI audio tools in the same way.
All of this content is generated ahead of time and is fixed in the shipped
build. The game does not generate any content while you play, and it does
not connect to any external AI service during gameplay.
Pre-generated generative AI tools were used during development to create a limited number of static visual assets.
OpenAI image generation was used to create a supernatural Wooden Man face texture and four decorative environment and fabric textures used in the post-match ceremony. Meshy was used to create the Wooden Man 3D character model.
These assets are included in the shipped game and may also be visible in store screenshots or trailers. The assets were reviewed, edited where necessary, and integrated into the game by the developer.
The game does not use live-generated AI. It does not connect to a generative AI service during gameplay, does not send player input to an AI service, and does not generate new AI content while the game is running.