AI-assisted translation tools are used to help localize this game's text for international audiences, including English and any additional languages added in the future.
No AI-generated content is used for graphics, sound, or narrative/story content.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
The game's software architecture, logic scripts, and localization texts were drafted and optimized during the development process with the assistance of Rosebud AI. All assets, graphics, and code within the final application package are static, pre-rendered, and permanently compiled. No live or real-time AI generation occurs during gameplay, and the application does not connect to any external AI services.
Some visual assets used in Brawlbeards, including character illustrations, backgrounds, store capsules, and promotional artwork, were created with the assistance of generative AI and then selected, edited, and integrated by the developer. No generative AI content is created in real time during gameplay, and the game does not connect to an external AI service.
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.
Generative AI tools were used during development to assist with portions of the game's code, visual asset creation, localization, and marketing artwork. All included content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content during gameplay.
This game used generative AI during the development process to assist with the creation and modeling visual assets, including characters designs and environmental textures like buildings.
The developer uses generative AI tools during the development process to create pre-generated content. Specifically, Leonardo.ai was utilized to assist in the creation of promotional marketing artwork, concept art, images, and user interface buttons. Additionally, Suno was used to compose the game's background music and soundtracks. All AI-generated content is static, finalized prior to release, and integrated into the game build; the game does not feature any live or real-time AI generation during gameplay.
AI was used to create some promotional assets, including store capsule images, banners, and other marketing artwork. AI-generated content was reviewed and edited by the developer before use.
Some visual concepts, promotional artwork, and certain written materials used for the game's presentation were created or refined with the assistance of generative AI. All AI-assisted content has been carefully reviewed, edited, and approved by the development team to ensure artistic consistency, originality, and quality. The gameplay, design decisions, and final player experience are fully curated by the developers.
We used AI‑based tools to create some character images and background assets.
All content has been independently edited and refined to ensure it is presented as an original work.
The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows:
- Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software.
- 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine.
- Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions).
We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials.
Generative AI tools are used to create some background images and marketing materials, as well as to assist with the animation production process. The final assets are adjusted by the development team.
Some visual assets and audio assets used in this game were created or assisted using generative AI tools. All AI-generated content has been reviewed, edited, and integrated by the developer as part of the game's production process. The game does not generate content using AI during gameplay.
Some store page promotional artworks and trailer footage materials are assisted and initially generated by AI tools. All AI-generated content has been deeply manually revised, adjusted and optimized by our development team to ensure originality and compliance. No runtime AI dynamic content will be generated during the game running process.
Large portions of the game’s background music, sound effects and written texts, together with a limited selection of models and texture assets, were created with AI tools.
Azura uses artificial intelligence to accelerate card prototyping, character ideas, and mechanic balancing, always providing creative support. All final content goes through human curation and collaborations with artists, ensuring a visually unique and soulful game.
Finesse uses generative AI tools for select pre-generated content created during development:
- Meshy — 3D model generation for some character and environment assets
- ElevenLabs — voice line generation for in-game audio
- Suno — music track generation for soundtrack and ambient audio
- Anthropic Claude — assistance with in-game text content (descriptions, narrative copy)
All AI-generated content is pre-rendered during development and shipped as static assets. No generative AI runs at runtime; nothing is generated live or unique per player. All AI outputs are reviewed, edited, and curated by the developer before being included in the final game.
Generative AI was used during the development of Phantom Fools as a helper tool. It was used for some images, sound effects, music, and small parts of code. The 3D models, animations, most of the code, and the main game design were made by the developers without generative AI. Everything made with AI was checked, edited, and added to the game manually.
The game does not use generative AI during gameplay. No live AI-generated content is shown to players.
AI Usage Disclosure
Human-like characters are AI-generated and do not represent real individuals. Visuals and gameplay systems were developed with AI assistance. All creative decisions were made by the developer.
Generative AI tools were used to assist with the creation and iteration of some marketing and store page visual materials. Final assets are manually reviewed, edited, and selected by the developer. The game itself is developed by MICROMETA using original production work and game assets.
Some cosmetic assets and sticker designs used in the game were created or assisted with the help of generative AI tools. All AI-generated content was reviewed and modified before being included in the final product.
We are a team of two developers with a limited budget, so we use AI to assist with certain illustration assets, such as character portraits, icons, and backgrounds.
However, all core game assets—including UI HUD and UI interface, enemy 3D models and animations, weapons, and environments are created by the two developers themselves.
MANSION uses live artificial intelligence during gameplay. The AI Commander enemy in Campaign mode and all five AI agents in Arena mode are powered by large language models that generate real-time tactical decisions and reasoning text. This content is generated live during gameplay and varies every session. No pre-rendered AI content is used in artwork, audio, or narrative. AI generated text is limited to short tactical reasoning displayed in the in-game terminal.
Most in-game visual assets were generated using AI tools, while all implementation, including placement and animation, was handled by the developers.
The user interface was created using non-AI assets and implemented by the development team.
AI technologies were utilized during the development process to assist with multi-language localization of in-game text. Additionally, AI was used as a supportive tool for optimizing system code and developing specific logic components. All AI-assisted outputs have been reviewed, refined, and integrated by the developer. This game does not contain any AI-generated visual or audio assets.
AI-assisted translation tools are used to help localize this game's text for international audiences, including English and any additional languages added in the future.
No AI-generated content is used for graphics, sound, or narrative/story content.
Some character, costume, and promotional artwork was created with the assistance of generative AI image tools, then selected, edited, and assembled by the developer. There is no live AI generation during gameplay, and the game does not connect to external AI services.
The game's software architecture, logic scripts, and localization texts were drafted and optimized during the development process with the assistance of Rosebud AI. All assets, graphics, and code within the final application package are static, pre-rendered, and permanently compiled. No live or real-time AI generation occurs during gameplay, and the application does not connect to any external AI services.
Some visual assets used in Brawlbeards, including character illustrations, backgrounds, store capsules, and promotional artwork, were created with the assistance of generative AI and then selected, edited, and integrated by the developer. No generative AI content is created in real time during gameplay, and the game does not connect to an external AI service.
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.
Generative AI tools were used during development to assist with portions of the game's code, visual asset creation, localization, and marketing artwork. All included content was selected, edited, integrated, and reviewed by the developer. The game does not generate AI content during gameplay.
This game used generative AI during the development process to assist with the creation and modeling visual assets, including characters designs and environmental textures like buildings.
The developer uses generative AI tools during the development process to create pre-generated content. Specifically, Leonardo.ai was utilized to assist in the creation of promotional marketing artwork, concept art, images, and user interface buttons. Additionally, Suno was used to compose the game's background music and soundtracks. All AI-generated content is static, finalized prior to release, and integrated into the game build; the game does not feature any live or real-time AI generation during gameplay.
AI was used to create some promotional assets, including store capsule images, banners, and other marketing artwork. AI-generated content was reviewed and edited by the developer before use.
Some visual concepts, promotional artwork, and certain written materials used for the game's presentation were created or refined with the assistance of generative AI. All AI-assisted content has been carefully reviewed, edited, and approved by the development team to ensure artistic consistency, originality, and quality. The gameplay, design decisions, and final player experience are fully curated by the developers.
We used AI‑based tools to create some character images and background assets.
All content has been independently edited and refined to ensure it is presented as an original work.
The development of Mind Against Fate utilized Artificial Intelligence (AI) tools to assist in the creation of specific pre-generated assets and coding workflows:
- Visual Assets: The portraits for heroes and in-game item icons were initially generated using Kling.AI and Google generative tools, and were subsequently refined, detailed, and polished using graphic design software.
- 3D Models: Certain 3D asset bases and models in the game were created with the assistance of Meshy.AI before being finalized and integrated into the game engine.
- Coding Assistance: Development and implementation speed were enhanced using AI-assisted coding tools (Cursor AI utilizing Google Gemini and Anthropic Claude versions).
We ensure that all generated content has been thoroughly reviewed and edited to meet quality standards, and contains no copyrighted or infringing materials.
Generative AI tools are used to create some background images and marketing materials, as well as to assist with the animation production process. The final assets are adjusted by the development team.
Some visual assets and audio assets used in this game were created or assisted using generative AI tools. All AI-generated content has been reviewed, edited, and integrated by the developer as part of the game's production process. The game does not generate content using AI during gameplay.
Some store page promotional artworks and trailer footage materials are assisted and initially generated by AI tools. All AI-generated content has been deeply manually revised, adjusted and optimized by our development team to ensure originality and compliance. No runtime AI dynamic content will be generated during the game running process.
Large portions of the game’s background music, sound effects and written texts, together with a limited selection of models and texture assets, were created with AI tools.
Azura uses artificial intelligence to accelerate card prototyping, character ideas, and mechanic balancing, always providing creative support. All final content goes through human curation and collaborations with artists, ensuring a visually unique and soulful game.
Finesse uses generative AI tools for select pre-generated content created during development:
- Meshy — 3D model generation for some character and environment assets
- ElevenLabs — voice line generation for in-game audio
- Suno — music track generation for soundtrack and ambient audio
- Anthropic Claude — assistance with in-game text content (descriptions, narrative copy)
All AI-generated content is pre-rendered during development and shipped as static assets. No generative AI runs at runtime; nothing is generated live or unique per player. All AI outputs are reviewed, edited, and curated by the developer before being included in the final game.
Generative AI was used during the development of Phantom Fools as a helper tool. It was used for some images, sound effects, music, and small parts of code. The 3D models, animations, most of the code, and the main game design were made by the developers without generative AI. Everything made with AI was checked, edited, and added to the game manually.
The game does not use generative AI during gameplay. No live AI-generated content is shown to players.
AI Usage Disclosure
Human-like characters are AI-generated and do not represent real individuals. Visuals and gameplay systems were developed with AI assistance. All creative decisions were made by the developer.
Generative AI tools were used to assist with the creation and iteration of some marketing and store page visual materials. Final assets are manually reviewed, edited, and selected by the developer. The game itself is developed by MICROMETA using original production work and game assets.
Some cosmetic assets and sticker designs used in the game were created or assisted with the help of generative AI tools. All AI-generated content was reviewed and modified before being included in the final product.
We are a team of two developers with a limited budget, so we use AI to assist with certain illustration assets, such as character portraits, icons, and backgrounds.
However, all core game assets—including UI HUD and UI interface, enemy 3D models and animations, weapons, and environments are created by the two developers themselves.
MANSION uses live artificial intelligence during gameplay. The AI Commander enemy in Campaign mode and all five AI agents in Arena mode are powered by large language models that generate real-time tactical decisions and reasoning text. This content is generated live during gameplay and varies every session. No pre-rendered AI content is used in artwork, audio, or narrative. AI generated text is limited to short tactical reasoning displayed in the in-game terminal.
Most in-game visual assets were generated using AI tools, while all implementation, including placement and animation, was handled by the developers.
The user interface was created using non-AI assets and implemented by the development team.
AI technologies were utilized during the development process to assist with multi-language localization of in-game text. Additionally, AI was used as a supportive tool for optimizing system code and developing specific logic components. All AI-assisted outputs have been reviewed, refined, and integrated by the developer. This game does not contain any AI-generated visual or audio assets.