Generative AI was used near the end of the development process to make the colored fur on the wolves seen in the cinematic video and also used side by side with the developer to create a simple but clean UI (user interface).
Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay.
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.
Pueblo Duerme uses generative AI during gameplay to create short in-game text chat messages for bot players in social deduction matches. The game includes local Qwen3 GGUF models that run on the player's PC through a local llama-server process, with Quality and Performance modes available in the settings menu. Player messages are not sent to an external AI service. The system is limited to gameplay dialogue and uses validation and fallback responses to keep messages within the game's rules.
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.
English (AI Disclosure)
This game includes AI-assisted NPC dialogue and text generation to create dynamic conversations and world events. AI-generated text is reviewed and integrated by the developer before release.
The game does not generate images, audio, or code on the player's device. AI is used to enhance dialogue variety and immersive world interactions while core gameplay, progression, and game systems are designed by the developer.
Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated):
Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated.
AI tools were used during development to assist with writing and improving the game’s C# code. All AI-assisted code was reviewed, manually adjusted, and fully tested by the developer. No AI is used during gameplay, and no AI-generated assets (such as images or sounds) are included in the final game
Generative AI was used near the end of the development process to make the colored fur on the wolves seen in the cinematic video and also used side by side with the developer to create a simple but clean UI (user interface).
Some card artwork, character illustrations, and marketing text were created with the assistance of generative AI tools, then reviewed, edited, and curated by the developer. All game design and code direction is human-led. No AI content is generated live during gameplay.
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.
Pueblo Duerme uses generative AI during gameplay to create short in-game text chat messages for bot players in social deduction matches. The game includes local Qwen3 GGUF models that run on the player's PC through a local llama-server process, with Quality and Performance modes available in the settings menu. Player messages are not sent to an external AI service. The system is limited to gameplay dialogue and uses validation and fallback responses to keep messages within the game's rules.
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.
English (AI Disclosure)
This game includes AI-assisted NPC dialogue and text generation to create dynamic conversations and world events. AI-generated text is reviewed and integrated by the developer before release.
The game does not generate images, audio, or code on the player's device. AI is used to enhance dialogue variety and immersive world interactions while core gameplay, progression, and game systems are designed by the developer.
Godwright ships some generative-AI content, all pre-rendered (baked into the build, never live-generated):
Localization: the non-English UI text (Simplified Chinese, Spanish, Portuguese-BR, Russian, German, French, Japanese, Korean, Turkish, Indonesian) was machine-translated.
AI tools were used during development to assist with writing and improving the game’s C# code. All AI-assisted code was reviewed, manually adjusted, and fully tested by the developer. No AI is used during gameplay, and no AI-generated assets (such as images or sounds) are included in the final game