Some pre-rendered assets were created with the help of generative AI during development: 2D line-art images (mascot sprites, badges, store artwork), portions of the game code, and drafts of store/in-game text (human-reviewed). Nothing is generated at runtime, and the game never connects to any AI service while you play. Sound effects are procedurally synthesized without AI.
Graphics (sprites, logo, artwork) were generated with Google Gemini API models,
then curated, edited, and integrated by the developer.
Music and sound effects were generated locally with ACE-Step 1.5, directed,
curated, and post-processed by the developer.
No AI runs during gameplay.
We used Claude (Anthropic) during development for the following:
- Writing the store page description
- Assisting with the translation of in-game text
- Generating some simple in-game objects
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.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
Generative AI tools were used during development to help create some content, including the English localization, music and sound effects, the 3D-rendered block art pipeline, and parts of the store/marketing materials. All AI-assisted content was reviewed and refined by the developer. No content is generated by AI at runtime.
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.
Generative AI technologies were utilized during the development and content creation process of our game. In addition to software development support, AI tools were used to draft in-game narratives, assist with localization, and generate store page descriptions. All AI-assisted content has been thoroughly reviewed, edited, and curated by the development team to ensure quality standards and compliance with copyright policies.
Some pre-generated visual assets used in Roulettegeddon, including portions of promotional artwork and certain in-game visual elements, were created or refined with the assistance of generative AI. The game's gameplay, mechanics, and player progression do not rely on AI-generated content during play.
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).
All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
Some title and UI illustration assets were created with image generation tools during development, then selected and implemented by the developer. Audio is procedurally synthesized in-engine and is not generative-AI music. The game does not generate AI content at runtime.
Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services.
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation.
Generative AI was used in a limited, supporting role during development:
• Portions of this store page description were drafted with the help of AI text tools and then reviewed and edited by the developer.
• A small number of icons (used on the store page) were created with the assistance of AI image generation tools and refined by the developer.
The game itself does not use generative AI at runtime.
Store page and marketing artwork (capsule images, library assets)
were created with the assistance of generative AI image tools.
Some in-game art assets were also produced with AI assistance.
All generated content was reviewed, edited, and finalized by
the developer.
We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026)
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.
Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source.
Some store page art and description text were produced with AI assistance. All in-game art, audio and text are hand-authored or procedurally generated.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.
Generative AI tools are used to assist with pre-generated localization and translation of game text and Steam Store content. No generative AI is used during gameplay.
Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer.
Generative AI tools were used during development to assist with code and selected pre-generated game and marketing content. All shipped content was reviewed by the developer. No AI content is generated during gameplay.
Generative AI was used as a creative tool to assist with parts of the artwork, code, and written content. All design choices, creative direction, edits, and final decisions were made by the human developer, with all AI-assisted work reviewed and refined before release.
During development, generative AI was used to create initial drafts for some in-game 2D icons, which were then manually retouched. Generative AI was also used to remix original melodies composed and whistled by the developer into background music.
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 of MORTAROT's visual assets were created with the assistance of generative AI image tools and then edited, composited, and refined by hand by the artist. Some interface text and the English localization were drafted with AI assistance and reviewed by the team. AI coding assistants were also used during development. All AI-generated content has been reviewed to ensure that it does not contain infringing or illegal material.
Some promotional artwork on the store page (capsule images and logo) was created with the assistance of generative AI tools, based on the game's own original key art and branding. The game itself contains no AI-generated content: all gameplay, music, visuals, and levels are hand-crafted.
Generative AI was used only for a small set of supporting assets — some interface icons, a few decorative visuals and some sound effects. It is not used while the game is running, and no part of the gameplay or the paintings depends on it.
Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made.
Generative AI was used during development to assist with the creation of some visual assets, including concept exploration, initial image generation, and partial redraws. All such assets were reviewed, edited, integrated, and finalized by the developer.
The game does not use generative AI at runtime and does not generate any content live.
Generative AI tools were used during development to assist with pre-generated content. No generative AI content is created during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer.
Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Development of Wandering Bard used generative AI tools to assist with some pre-generated character portraits, environment and store artwork, narrative and dialogue text, fixed character voice recordings, and instrumental music. All of this content was generated before release, then reviewed, selected, edited and integrated by the developer. The game does not generate content during play and does not connect to external AI services during play.
Some pre-rendered assets were created with the help of generative AI during development: 2D line-art images (mascot sprites, badges, store artwork), portions of the game code, and drafts of store/in-game text (human-reviewed). Nothing is generated at runtime, and the game never connects to any AI service while you play. Sound effects are procedurally synthesized without AI.
Graphics (sprites, logo, artwork) were generated with Google Gemini API models,
then curated, edited, and integrated by the developer.
Music and sound effects were generated locally with ACE-Step 1.5, directed,
curated, and post-processed by the developer.
No AI runs during gameplay.
We used Claude (Anthropic) during development for the following:
- Writing the store page description
- Assisting with the translation of in-game text
- Generating some simple in-game objects
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.
Some pre-rendered 2D art was created with the assistance of generative AI tools: the playable characters' animation frames, world backgrounds and tile art were generated from the developer's original character and world designs, then hand-edited, aligned and baked into final game assets by the developer. A small number of sound effects were also created with AI audio tools and then mixed by hand. The store page capsule images are composed from the same AI-assisted paintings plus hand-set typography. All AI-assisted content is pre-rendered, was reviewed by the developer before shipping, and no content is generated by AI at runtime.
Generative AI tools were used during development to help create some content, including the English localization, music and sound effects, the 3D-rendered block art pipeline, and parts of the store/marketing materials. All AI-assisted content was reviewed and refined by the developer. No content is generated by AI at runtime.
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.
Generative AI technologies were utilized during the development and content creation process of our game. In addition to software development support, AI tools were used to draft in-game narratives, assist with localization, and generate store page descriptions. All AI-assisted content has been thoroughly reviewed, edited, and curated by the development team to ensure quality standards and compliance with copyright policies.
Some pre-generated visual assets used in Roulettegeddon, including portions of promotional artwork and certain in-game visual elements, were created or refined with the assistance of generative AI. The game's gameplay, mechanics, and player progression do not rely on AI-generated content during play.
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).
All artwork (characters, monsters, environments, visual effects) and much of the game's code were created with generative AI tools. No content is AI-generated while the game runs.
Some title and UI illustration assets were created with image generation tools during development, then selected and implemented by the developer. Audio is procedurally synthesized in-engine and is not generative-AI music. The game does not generate AI content at runtime.
Some of this game's shipped assets were created with the assistance of generative AI and then manually curated and edited by the developers: background artwork (landscape silhouettes), the current music tracks (temporary, until our hand-crafted soundtrack is finished), and parts of the English localization. No content is generated by AI at runtime, and the game does not connect to any AI services.
All shipped assets are first-party or CC0/OFL-licensed human-made packs. Some 3D
meshes (enemy armor fused onto CC0 base rigs, the drone, weapon models) and the
entire soundtrack are produced by deterministic, first-party procedural build
scripts; those scripts were written with the help of an AI code assistant. No
image-, audio- or voice-generation model produced any shipped asset. The game's
written text — squad comms, item and mission descriptions, narrative screens —
and this store page's copy were drafted with AI assistance under developer
direction, then reviewed and edited by the developer. The game contains no
runtime or live AI generation.
Generative AI was used in a limited, supporting role during development:
• Portions of this store page description were drafted with the help of AI text tools and then reviewed and edited by the developer.
• A small number of icons (used on the store page) were created with the assistance of AI image generation tools and refined by the developer.
The game itself does not use generative AI at runtime.
Store page and marketing artwork (capsule images, library assets)
were created with the assistance of generative AI image tools.
Some in-game art assets were also produced with AI assistance.
All generated content was reviewed, edited, and finalized by
the developer.
We have AI placeholders for audio and visual 2D placements (i.e logo, 2D art). The rest of assets are purchased through Unity or hand made as of writing this (8/14/2026)
Some visual assets, audio, voice-over and cinematic elements were created with the assistance of generative AI tools, then selected, edited, refined and integrated by the developer. No generative AI is used live during gameplay.
Text content only, all pre-generated during development and reviewed by the developer. AI assistance was used to write the in-game story text, the user interface translations for the 8 supported languages, the achievement names and descriptions, and the store page copy. Nothing is generated live at runtime and the game does not connect to any AI service. Art, sprites, capsule images, icons and the soundtrack are NOT AI-generated: they are produced by procedural scripts written by the developer and included in the project source.
Some store page art and description text were produced with AI assistance. All in-game art, audio and text are hand-authored or procedurally generated.
Some 2D art assets in this game (character illustrations, sprites, backgrounds, and UI decorations) were created using generative AI (Google Gemini) and then retouched and processed under human supervision. Text, code, and game design were created with AI-assisted tools under human direction and review. All generated content has been reviewed by a human to ensure it does not resemble existing copyrighted works.
Generative AI tools are used to assist with pre-generated localization and translation of game text and Steam Store content. No generative AI is used during gameplay.
Generative AI was used to create artwork for the in-game How to Play instructional image. All other game artwork and visual assets were created by the developer.
Generative AI tools were used during development to assist with code and selected pre-generated game and marketing content. All shipped content was reviewed by the developer. No AI content is generated during gameplay.
Generative AI was used as a creative tool to assist with parts of the artwork, code, and written content. All design choices, creative direction, edits, and final decisions were made by the human developer, with all AI-assisted work reviewed and refined before release.
During development, generative AI was used to create initial drafts for some in-game 2D icons, which were then manually retouched. Generative AI was also used to remix original melodies composed and whistled by the developer into background music.
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 of MORTAROT's visual assets were created with the assistance of generative AI image tools and then edited, composited, and refined by hand by the artist. Some interface text and the English localization were drafted with AI assistance and reviewed by the team. AI coding assistants were also used during development. All AI-generated content has been reviewed to ensure that it does not contain infringing or illegal material.
Some promotional artwork on the store page (capsule images and logo) was created with the assistance of generative AI tools, based on the game's own original key art and branding. The game itself contains no AI-generated content: all gameplay, music, visuals, and levels are hand-crafted.
Generative AI was used only for a small set of supporting assets — some interface icons, a few decorative visuals and some sound effects. It is not used while the game is running, and no part of the gameplay or the paintings depends on it.
Some pre-generated 2D illustrations (menu backgrounds, mode card images, app icon, and store capsule artwork) were created with AI image generation tools and reviewed by a human. The game itself contains no live-generated AI content — all gameplay, 3D models, audio, and code are human-made.
Generative AI was used during development to assist with the creation of some visual assets, including concept exploration, initial image generation, and partial redraws. All such assets were reviewed, edited, integrated, and finalized by the developer.
The game does not use generative AI at runtime and does not generate any content live.
Generative AI tools were used during development to assist with pre-generated content. No generative AI content is created during gameplay, and the game does not connect to external AI services.
Generative AI tools were used during the development of Bubblecore: Survivors to assist with programming and to create some of the game’s visual and audio assets. All AI-assisted content was selected, edited, integrated, and reviewed by the developer.
Generative AI is not used at runtime: the game does not connect to AI services or generate content while the player is playing.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
Development of Wandering Bard used generative AI tools to assist with some pre-generated character portraits, environment and store artwork, narrative and dialogue text, fixed character voice recordings, and instrumental music. All of this content was generated before release, then reviewed, selected, edited and integrated by the developer. The game does not generate content during play and does not connect to external AI services during play.