Generative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team.
We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
This game's music was created with the assistance of generative AI. The interface and Enemy Guide text were also translated into multiple languages with AI assistance, alongside human review. No AI-generated artwork or gameplay code ships in the final game.
The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay.
Generative AI tools were used to assist with translations of user interface text and game descriptions into some supported languages. All localization content is pre-generated and included in the game files. The game does not generate any content using AI at runtime.
AI Was used to generate the page description, it was also used to test certain parts of the game and help debug a few problems, there was partial AI usage also for the game music, while the music itself was created in FL Studio there was usage to generate some of the variants of the tracks
Generative AI tools were used during the development of ScrapBound to assist with the creation of some visual and audio assets. AI-generated imagery was used as a starting point for various game assets, which were then modified, edited, and integrated to fit the game's visual style. Many of these assets will over time be replaced as the development of the game continues.
Some images in the current version were created with the assistance of generative AI. These assets are planned to be replaced with original artwork during development.
As a solo developer, I used AI-assisted tools to support development, including implementation and some audio-related work. All final content was reviewed and edited by me. Character sprite art is hand-drawn, and the game does not use generative AI while running.
Generative AI tools were used during development to assist with portions of debugging and gameplay balancing. All AI-assisted output was reviewed, modified, tested, and integrated by the developer. The game does not connect to generative AI services or generate AI content during gameplay.
Generative AI tools were used during development to assist with programming and code generation, and to create or refine certain pre-generated visual assets, including promotional artwork and selected in-game UI and art assets. All AI-assisted code and assets were reviewed, tested, and edited by the developer before inclusion. The released game does not generate content or code during gameplay and does not connect to external AI services.
Some 2D art was made with generative AI as a starting point, cards are renders of our real 3D models with painted backgrounds. No in-game AI, no AI voices, no real people's likenesses. Art may be replaced during Early Access.
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
MonsterBash includes pre-generated AI-assisted artwork for certain menu backgrounds and between-level illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer. No AI-generated content is created during gameplay.
Portions of the game's written content (interface text, in-game help, Russian/English localization) and store page texts were created with the assistance of AI tools, directed, reviewed and edited by the developer. All graphics are hand-coded procedural visuals and all audio is procedurally synthesized in code — no AI-generated images or audio are included.
Some of Gunmetal Orbit's art and audio assets - including concept art used to build 3D models, UI icons, sound effects, and the store page key art - were created during development with the help of generative AI tools, then curated, edited, and integrated by the developers. All gameplay code and game design are human-made, and the game does not generate any AI content while you play.
Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team.
Some of this game's visual assets (character art, icons, and UI) were created with the help of generative AI tools and were manually edited and reviewed by the developer.
Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service.
Generative AI tools were utilized to create some base visual and audio assets for Warix. AI was used to generate background textures, character sprites, and promotional store art. All AI-generated imagery was subsequently edited, composited, and polished by hand to fit the game's final aesthetic.
Some visual assets in its store and marketing materials were created with the help of generative AI image tools, and were then edited, refined, and integrated by hand.
Some 2D art assets in MutantTide (including promotional key art) were created with the assistance of AI based pixel art tools. All game design, code, systems, and gameplay were hand crafted by the developer. No AI generated content is produced live during gameplay.
Some store page visuals and marketing materials
were created with the assistance of AI image
generation tools. All in-game assets are
human-made or licensed from asset stores.
Chrome Circuit is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer.
DEFLEKT uses AI-generated assets created during development ("pre-generated"): 3D models for ships, bosses and environment dioramas, background artwork, and portions of the music soundtrack were generated with AI tools and then curated, edited and integrated by the developer. Sound effects are CC0 licensed (Kenney.nl). The game does not generate any content with AI at runtime.
Most art has been hand-crafted but some art has been assisted by generative AI. Art assisted by generative AI includes UI Icons, monsters, items and marketing promotional art. All ingame art has been finalized by hand.
Some of this game's Steam store and marketing art was created using AI image-generation tools. Specifically, the store capsule images (header, main, small, and vertical capsules), the library artwork (library capsule and hero image), and the logo background were AI-generated.
AI was used only for this promotional store art. All in-game content — pixel-art sprites, backgrounds, UI, animations, and effects — is made from licensed, human-authored pixel-art assets and contains no AI-generated content. The game's audio and gameplay contain no AI-generated content.
Some promotional art assets and in-game
artwork were created with the assistance of AI image generation tools.
All AI-generated output was reviewed, edited, and curated by the development
team before inclusion.
StarCinder includes some content created with the assistance of generative AI tools. This includes certain music tracks, ship concept art, ship models, and background/menu imagery. The developer directed the style, mood, and design goals for these assets, then reviewed, selected, and integrated the final content into the game. StarCinder does not generate AI content during gameplay and does not connect to external AI services while players are playing.
Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay.
Some of the artwork in Hunters Trial: One Breath was created with the assistance of generative AI tools. Specifically, AI was used to help produce certain background and environment images, and as a visual reference aid during the design of our menus and user interface.
Generative AI was used only as a development aid during production. All content included in the final game was reviewed and approved by the developer. The released game does not generate content using AI.
We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio.
Some store page assets and library assets (marketing banner etc), as well as some artwork and maybe 10% of the sound effects, were created with the assistance of AI.
The music is entirely human. No AI music in the game.
Hollow Signal contains pre-generated AI-assisted content, including portions of visual artwork, promotional imagery, and certain game assets. All content has been reviewed, curated, edited, and integrated into the final game by the solo developer.
During development, procedural and AI-assisted tools may be used to support certain content creation tasks. All content is reviewed, refined, and integrated by the developer. Examples include artwork coloring and sound effect generation.
AI was used to assist in producing the in-game user-interface text translations for French, Spanish, German and Italian, which were then reviewed for accuracy. The English and Portuguese text is human-authored. All visual art, sound effects and music in NEON SURGE are generated procedurally by our own code — no AI models were used to create art, audio or gameplay assets.
Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized.
Generative AI was used to assist in creating select art assets, which were reviewed, edited, and integrated by the developer. All gameplay, programming, and overall design were created by the development team.
We used AI tools in two places during development, and in neither of them to replace creative work.
Our French, Spanish, Italian, Japanese and Korean localisations are made using AI. We also used AI assistance while writing and restructuring parts of our codebase.
Everything players see and hear — art, animation, sound, music, game design and all original writing — was made by people.
There is usage of generative AI in two places and everything it produced has been reviewed. The soundtrack was created with the assistance of AI, and some of the writing was drafted with an AI assistant and then edited afterwards: card, UI and help text, the Simplified Chinese translation, and the store page and marketing copy. Nothing else is model output — the logo, the app icon and every visual in the game are drawn by the game's own code from geometry in the source, and the sound effects are synthesized as you play.
This game's music was created with the assistance of generative AI. The interface and Enemy Guide text were also translated into multiple languages with AI assistance, alongside human review. No AI-generated artwork or gameplay code ships in the final game.
The game's core visual presentation is built around human-created playable character sprite sheets and map artwork, while the level layouts and game design are created by the developer. Generative AI was used for selected pre-generated audio, localization, and supporting visual content such as the logo and key art. No generative AI content is generated during gameplay.
Generative AI tools were used to assist with translations of user interface text and game descriptions into some supported languages. All localization content is pre-generated and included in the game files. The game does not generate any content using AI at runtime.
AI Was used to generate the page description, it was also used to test certain parts of the game and help debug a few problems, there was partial AI usage also for the game music, while the music itself was created in FL Studio there was usage to generate some of the variants of the tracks
Generative AI tools were used during the development of ScrapBound to assist with the creation of some visual and audio assets. AI-generated imagery was used as a starting point for various game assets, which were then modified, edited, and integrated to fit the game's visual style. Many of these assets will over time be replaced as the development of the game continues.
Some images in the current version were created with the assistance of generative AI. These assets are planned to be replaced with original artwork during development.
As a solo developer, I used AI-assisted tools to support development, including implementation and some audio-related work. All final content was reviewed and edited by me. Character sprite art is hand-drawn, and the game does not use generative AI while running.
Generative AI tools were used during development to assist with portions of debugging and gameplay balancing. All AI-assisted output was reviewed, modified, tested, and integrated by the developer. The game does not connect to generative AI services or generate AI content during gameplay.
Generative AI tools were used during development to assist with programming and code generation, and to create or refine certain pre-generated visual assets, including promotional artwork and selected in-game UI and art assets. All AI-assisted code and assets were reviewed, tested, and edited by the developer before inclusion. The released game does not generate content or code during gameplay and does not connect to external AI services.
Some 2D art was made with generative AI as a starting point, cards are renders of our real 3D models with painted backgrounds. No in-game AI, no AI voices, no real people's likenesses. Art may be replaced during Early Access.
Some of the visual assets in this game including character key art, promotional images, and certain 3D art were created with the assistance of generative AI tools during development. All AI-generated content was reviewed, edited, and integrated by the developer. No generative AI is used at runtime; nothing is generated live while you play. All gameplay, code, and design are hand-crafted by a developer.
MonsterBash includes pre-generated AI-assisted artwork for certain menu backgrounds and between-level illustrations. All AI-generated assets were reviewed, edited, and integrated by the developer. No AI-generated content is created during gameplay.
Portions of the game's written content (interface text, in-game help, Russian/English localization) and store page texts were created with the assistance of AI tools, directed, reviewed and edited by the developer. All graphics are hand-coded procedural visuals and all audio is procedurally synthesized in code — no AI-generated images or audio are included.
Some of Gunmetal Orbit's art and audio assets - including concept art used to build 3D models, UI icons, sound effects, and the store page key art - were created during development with the help of generative AI tools, then curated, edited, and integrated by the developers. All gameplay code and game design are human-made, and the game does not generate any AI content while you play.
Generative tools were used during development to assist with certain aspects of the games rendering systems; all such content was curated, reviewed, and integrated by the development team.
Some of this game's visual assets (character art, icons, and UI) were created with the help of generative AI tools and were manually edited and reviewed by the developer.
Some promotional key art (store capsule illustrations and website artwork) was created with generative AI tools and then curated and edited by the developer. All in-game content - graphics (procedural vector rendering), gameplay, text, and audio - is hand-authored. The game does not generate any content with AI at runtime and does not connect to any AI service.
Generative AI tools were utilized to create some base visual and audio assets for Warix. AI was used to generate background textures, character sprites, and promotional store art. All AI-generated imagery was subsequently edited, composited, and polished by hand to fit the game's final aesthetic.
Some visual assets in its store and marketing materials were created with the help of generative AI image tools, and were then edited, refined, and integrated by hand.
Some 2D art assets in MutantTide (including promotional key art) were created with the assistance of AI based pixel art tools. All game design, code, systems, and gameplay were hand crafted by the developer. No AI generated content is produced live during gameplay.
Some store page visuals and marketing materials
were created with the assistance of AI image
generation tools. All in-game assets are
human-made or licensed from asset stores.
Chrome Circuit is developed by a solo developer who uses generative AI as part of the production pipeline. Character and environment sprite art was created using AI image generation, then processed, edited, and integrated by hand. Portions of the game's code were written with AI assistance under the developer's direction, with all systems designed, reviewed, and tested by the developer. All AI-generated content is created during development ("pre-generated") — the game does not generate any content while you play, and no AI runs on your machine. Game design, writing, and all creative decisions are the work of the developer.
DEFLEKT uses AI-generated assets created during development ("pre-generated"): 3D models for ships, bosses and environment dioramas, background artwork, and portions of the music soundtrack were generated with AI tools and then curated, edited and integrated by the developer. Sound effects are CC0 licensed (Kenney.nl). The game does not generate any content with AI at runtime.
Most art has been hand-crafted but some art has been assisted by generative AI. Art assisted by generative AI includes UI Icons, monsters, items and marketing promotional art. All ingame art has been finalized by hand.
Some of this game's Steam store and marketing art was created using AI image-generation tools. Specifically, the store capsule images (header, main, small, and vertical capsules), the library artwork (library capsule and hero image), and the logo background were AI-generated.
AI was used only for this promotional store art. All in-game content — pixel-art sprites, backgrounds, UI, animations, and effects — is made from licensed, human-authored pixel-art assets and contains no AI-generated content. The game's audio and gameplay contain no AI-generated content.
Some promotional art assets and in-game
artwork were created with the assistance of AI image generation tools.
All AI-generated output was reviewed, edited, and curated by the development
team before inclusion.
StarCinder includes some content created with the assistance of generative AI tools. This includes certain music tracks, ship concept art, ship models, and background/menu imagery. The developer directed the style, mood, and design goals for these assets, then reviewed, selected, and integrated the final content into the game. StarCinder does not generate AI content during gameplay and does not connect to external AI services while players are playing.
Parts of Hollow Orbit were made with help from generative AI tools — assisting with the game's code, some in-engine visuals and audio, and store/marketing assets like the logo and trailer graphics. All output was reviewed and finalized by the developer, and no content is generated by AI during gameplay.
Some of the artwork in Hunters Trial: One Breath was created with the assistance of generative AI tools. Specifically, AI was used to help produce certain background and environment images, and as a visual reference aid during the design of our menus and user interface.
Generative AI was used only as a development aid during production. All content included in the final game was reviewed and approved by the developer. The released game does not generate content using AI.
We currently use AI for some of the audio dialogue as well as some of the placeholder 2D art assets. Our goal is to get art made for these where possible and we already have a voice actor and musician on board who is working on our audio.
Some store page assets and library assets (marketing banner etc), as well as some artwork and maybe 10% of the sound effects, were created with the assistance of AI.
The music is entirely human. No AI music in the game.
Hollow Signal contains pre-generated AI-assisted content, including portions of visual artwork, promotional imagery, and certain game assets. All content has been reviewed, curated, edited, and integrated into the final game by the solo developer.
During development, procedural and AI-assisted tools may be used to support certain content creation tasks. All content is reviewed, refined, and integrated by the developer. Examples include artwork coloring and sound effect generation.
AI was used to assist in producing the in-game user-interface text translations for French, Spanish, German and Italian, which were then reviewed for accuracy. The English and Portuguese text is human-authored. All visual art, sound effects and music in NEON SURGE are generated procedurally by our own code — no AI models were used to create art, audio or gameplay assets.
Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized.