The developer first created a visual guide for the character NULL. Based on that guide, Meshy AI was used to create one pre-generated 3D character model. No AI-generated content is created during gameplay. All other game content, music, audiovisual works, film, website, and Unreal Engine and Wwise systems were created by the developer.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI tools were used to assist in the creation or editing of certain visual assets, promotional materials, cinematic elements, draft copy, and audio elements.
All final outputs were reviewed and selected by the development team, and were revised where necessary before being incorporated into the game and related materials.
Generative AI is not used during gameplay, and the game does not connect to any generative AI services.
During the development of Spacepawn, generative AI tools were used to speed up coding, create certain in-game visuals, and assist with localization (translations). As an indie developer, AI was utilized as a support tool to fill expertise gaps in non-programming areas such as art design and translation. All AI-generated content has been carefully reviewed and edited by us to ensure it aligns perfectly with the game's overall vision and integrity.
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released.
No AI-generated assets are used in the game itself.
Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage.
Some of the game's artwork — environments, ships, collectible objects — was created with the help of generative AI tools, then reworked, cropped and integrated by hand by the developer.
Some store artwork and marketing materials were created with the assistance of generative AI tools. These are pre-generated static assets; no AI content is generated in real time during gameplay.
Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed.
Parts of this game's text were created with the assistance of generative AI: the translation of the interface into several of its 13 supported languages, and portions of the store page text. All in-game art, music and sound effects are procedurally generated by hand-written code, not by AI, and no AI-generated content is created while you play.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
Some of the game’s visual assets were created with the assistance of AI tools.
All music featured in the game was created by human artists and is not AI-generated.
Quiet Sky uses generative AI during gameplay to simulate evolving societies and create narrative observation reports, summaries, Companion responses, and optional report illustrations based on the current simulation and the player’s decisions. The Steam desktop edition runs the included generative models locally on the player’s computer. Generated results vary between campaigns.
This game uses generative AI in a limited capacity on the game server in real time. The AI is used solely to generate narrative text: mission names and descriptions, in-world news broadcasts, and some NPC dialogue. All game logic — including mission mechanics, rewards, and balance — is governed by deterministic code and is never decided by AI. If the AI service is unavailable, the game automatically falls back to pre-written text templates.
Portions of imagery were produced with the assistance of generative AI.
The game's art and sound are drawn and synthesised in code at runtime rather than shipped as asset files, and that code was written with AI coding assistance under human direction. No AI runs while the game is playing. The soundtrack is licensed human-authored works.
All pre-rendered visual artwork was created using generative AI under developer direction. This includes environment backgrounds, interface and menu artwork, branding, icons, and promotional/title-card images.
An AI coding assistant was used while developing Orrery to write and review source code, and to draft the text of this store page. No artwork, audio, or in-app content is AI-generated: the planetary surface maps are re-projected NASA and USGS imagery from Solar System Scope, every position is computed from published JPL and Hipparcos data, and the store images are captured from the running program by a script. Nothing is generated by AI while the program runs.
Generative AI tools were used during the development process to assist with writing script dialogues and to generate background music and songs for the game. All AI assets were pre-generated prior to release, and no AI content is generated in real time during gameplay.
Generative AI tools were used to create and refine selected promotional artwork for the Steam store page. All resulting materials were reviewed and curated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay.
The majority of this game is hand-coded. AI support was used to generate code for CPU player states, modify/rearrange UI elements, create custom shaders, and generate the main menu background image.
Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running.
Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated during gameplay.
The ship and part artwork was generated with AI, then hand-edited and traced by me into the sprites and collision shapes the game actually uses.
Nothing generative runs while you play. There is no AI service wired into the build, and the game never calls one.
The music is licensed from real artists, and the sound effects come out of a script I wrote. Neither is AI.
I want to replace the AI art with work from real artists before Early Access ends. I am not going to promise a date for that, but it is what I am working toward.
Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization.
Generative AI tools were used during development to assist in creating a limited number of in-game UI design elements and texture assets. Generative AI is not used to create content dynamically during gameplay.
SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release.
This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play.
Generative AI was used during development to create visual assets and other non-dialogue content included in the game. Generated assets were selected, edited, and integrated as part of the development process.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.
The developer first created a visual guide for the character NULL. Based on that guide, Meshy AI was used to create one pre-generated 3D character model. No AI-generated content is created during gameplay. All other game content, music, audiovisual works, film, website, and Unreal Engine and Wwise systems were created by the developer.
Pre-generated AI content: TROPHY FLEET's visual assets and its synthetic character voice performances were produced using AI image and voice generation as a starting point during development. Every generated asset was then selected, chroma-keyed against a solid key background, retouched, resized and hand-aligned by the developer before shipping. Boss artwork is collision-aligned to gameplay: each visible weak point on a boss sprite corresponds to an actual targetable hitbox at that exact position. Source masters and shipped runtime assets are both retained in the project repository.
The soundtrack is not AI-generated. It consists of 39 CC0-licensed music tracks, curated per world and normalized to -16 LUFS, with full attribution shipped in the game's THIRD_PARTY_NOTICES file.
All game design, code, level authoring, enemy behaviour, boss mechanics and balance systems are the developer's own work.
The game generates no content while it is running. It sends no player data or prompts to any AI service or any other service, requires no network connection, and functions fully offline.
Generative AI tools were used to assist in the creation or editing of certain visual assets, promotional materials, cinematic elements, draft copy, and audio elements.
All final outputs were reviewed and selected by the development team, and were revised where necessary before being incorporated into the game and related materials.
Generative AI is not used during gameplay, and the game does not connect to any generative AI services.
During the development of Spacepawn, generative AI tools were used to speed up coding, create certain in-game visuals, and assist with localization (translations). As an indie developer, AI was utilized as a support tool to fill expertise gaps in non-programming areas such as art design and translation. All AI-generated content has been carefully reviewed and edited by us to ensure it aligns perfectly with the game's overall vision and integrity.
Development used generative AI tools to create pre-generated visual assets: seven battlefield and escalation backgrounds, twenty-six combat-art atlases, and one progression-card atlas (34 bitmap files total). AI tools also helped translate the store page and in-game text from the original, manually written English into eight languages. All generated content is pre-generated and curated; the game does not generate content while running. No third-party logos, characters, or source art were used as image-generation references.
The images currently used on the Steam store page, including the capsule art, were generated using AI. All of these images will be replaced with final, original artwork when the game demo is released.
No AI-generated assets are used in the game itself.
Ai-assisted tools were used during development for programming support. Some visuals and audio were created through developer-directed, deterministic code and exported as fixed assets—not generated by image, video, or audio models. Screenshots and trailers show actual gameplay footage.
Some of the game's artwork — environments, ships, collectible objects — was created with the help of generative AI tools, then reworked, cropped and integrated by hand by the developer.
Some store artwork and marketing materials were created with the assistance of generative AI tools. These are pre-generated static assets; no AI content is generated in real time during gameplay.
Starflare Dominion uses generative AI in two ways. Some visual assets, music, and sound effects were created with assistance from generative AI tools and were selected, edited, processed, and integrated by Whimstead LLC. During Story play, hosted OpenAI models may generate bounded narrative text, including pilot backgrounds, quotes, Cantina news, Old Man Rich stories, campaign consequences, and final legends. Players do not directly prompt an unrestricted chatbot. Generated text is checked by structured rules and validators, with retries and curated local fallback content when needed.
Parts of this game's text were created with the assistance of generative AI: the translation of the interface into several of its 13 supported languages, and portions of the store page text. All in-game art, music and sound effects are procedurally generated by hand-written code, not by AI, and no AI-generated content is created while you play.
Some pre-rendered art assets (enemy and background artwork) and localization were created with generative AI tools under human direction, then manually cleaned up and integrated by the developers. Development used AI-assisted coding tools. No content is AI-generated at runtime.
Some of the game’s visual assets were created with the assistance of AI tools.
All music featured in the game was created by human artists and is not AI-generated.
Quiet Sky uses generative AI during gameplay to simulate evolving societies and create narrative observation reports, summaries, Companion responses, and optional report illustrations based on the current simulation and the player’s decisions. The Steam desktop edition runs the included generative models locally on the player’s computer. Generated results vary between campaigns.
This game uses generative AI in a limited capacity on the game server in real time. The AI is used solely to generate narrative text: mission names and descriptions, in-world news broadcasts, and some NPC dialogue. All game logic — including mission mechanics, rewards, and balance — is governed by deterministic code and is never decided by AI. If the AI service is unavailable, the game automatically falls back to pre-written text templates.
Portions of imagery were produced with the assistance of generative AI.
The game's art and sound are drawn and synthesised in code at runtime rather than shipped as asset files, and that code was written with AI coding assistance under human direction. No AI runs while the game is playing. The soundtrack is licensed human-authored works.
All pre-rendered visual artwork was created using generative AI under developer direction. This includes environment backgrounds, interface and menu artwork, branding, icons, and promotional/title-card images.
An AI coding assistant was used while developing Orrery to write and review source code, and to draft the text of this store page. No artwork, audio, or in-app content is AI-generated: the planetary surface maps are re-projected NASA and USGS imagery from Solar System Scope, every position is computed from published JPL and Hipparcos data, and the store images are captured from the running program by a script. Nothing is generated by AI while the program runs.
Generative AI tools were used during the development process to assist with writing script dialogues and to generate background music and songs for the game. All AI assets were pre-generated prior to release, and no AI content is generated in real time during gameplay.
Generative AI tools were used to create and refine selected promotional artwork for the Steam store page. All resulting materials were reviewed and curated by the developer. The game does not generate AI content during gameplay or connect to external AI services.
Generative AI was used as an assistive tool during the development of ASTROLANDER. It helped accelerate certain prototyping phases, explore concept art ideas, and experiment with programming solutions. All assets integrated into the game were modified or recreated by the developer to align with the project's art direction and gameplay.
The majority of this game is hand-coded. AI support was used to generate code for CPU player states, modify/rearrange UI elements, create custom shaders, and generate the main menu background image.
Some 2D art assets in this game — including UI textures, item icons, and the title and loading screens — were created with the help of generative AI tools and then hand-edited for use in the game. All game design, simulation systems, and gameplay logic are authored and directed by the developer. No content is generated by AI while the game is running.
Generative AI was used to create some pre-rendered marketing artwork for the Steam store page and to assist with drafting and translating store-page text. No generative AI content is generated during gameplay.
The ship and part artwork was generated with AI, then hand-edited and traced by me into the sprites and collision shapes the game actually uses.
Nothing generative runs while you play. There is no AI service wired into the build, and the game never calls one.
The music is licensed from real artists, and the sound effects come out of a script I wrote. Neither is AI.
I want to replace the AI art with work from real artists before Early Access ends. I am not going to promise a date for that, but it is what I am working toward.
Towards the end of development, we used modern tools to find bugs faster and further improve the player experience. Some graphics are still temporary and will be replaced with original artwork before the full release. These tools will continue to support testing, bug hunting, and technical optimization.
Generative AI tools were used during development to assist in creating a limited number of in-game UI design elements and texture assets. Generative AI is not used to create content dynamically during gameplay.
SpaceBuddies uses generative AI tools during development to create pre-rendered content included in the game and on this store page. AI was used to help produce some 3D models (Rodin), marketing/game imagery (ChatGPT), sound effects (Eleven Labs), and background music (Suno). All AI-generated assets were reviewed and edited by the development team before release.
This game does not use generative AI to create content during gameplay, and it does not connect to third-party AI services while you play.
Generative AI was used during development to create visual assets and other non-dialogue content included in the game. Generated assets were selected, edited, and integrated as part of the development process.
The game's art assets were created with the assistance of AI tools, including ChatGPT and Tencent Hunyuan. The game's music and sound effects were generated using Suno. Localized text for languages other than Chinese was translated with the assistance of ChatGPT. AI-assisted programming tools, including ChatGPT, were also used during the game's development.
This game uses generative AI to assist with multilingual translation and to create some of its in-game music. All related content was generated in advance during development and reviewed and edited by the development team.
Generative AI tools were used extensively during the development of DashBreaker. They assisted with programming, selected sound effects and visual materials, player-facing text and localization, and Steam store and marketing materials. All AI-assisted output was reviewed, edited, tested, and integrated by the developer. No content or code is generated by AI during gameplay, and the game does not connect to external AI services while running.
As a solo developer, AI has been used as a tool to get the game where it is today. Primary used as a tool to help with areas of development and certain text generations.
No art or music was generated by AI. 95% of the artwork in the game is procedurally generated by code, while the rest is hand done by me. The music was also created by me specifically for the game.
AI was used in places like name and description generations for items in the game as well as some text areas within the tutorial coach text to help guide players through the initial stages of the game.