GameDB AI label
AI in 3 of 8 areas- In-game AINot used
- CodeCore
- ArtCore
- Music & SFXNot stated
- VoiceNot stated
- WritingCore
- TranslationNot stated
- MarketingNot stated
A large share of the code is AI-generated, with the developer designing, directing and verifying.
The creature and location artwork and the interface are AI-generated; the developer painted no card.
A large share of the writing is AI-generated, with historical sources for each legend verified and published.
- Not used, per the developer
- In-game AI
- Not mentioned
- Music & SFXVoiceTranslationMarketing
Read the full disclosureQuoted from the Steam store page
Crie au loup is made with AI, from the first prototype to the illustrations. That is not a manufacturing detail: it is as much the project as the game itself.
My role is not a craftsman's: I painted no card, and I did not write the code line by line. I designed the system, I direct it, I arbitrate and I verify. Deciding what makes it into the game, what gets redone, what gets cut: that is production work, and it is mine.
What is generated: the creature and location artwork, the interface, a large share of the code and the writing. What is measured rather than assumed: card balance, computed over thousands of simulated matches before every update. What is verified: the historical sources behind every legend, published one by one on the official site, where you can open them and prove me wrong.
What is never generated is your match. No image, no text and no game decision comes out of a model while you play: the engine is deterministic, and the solo opponent is a classic program applying the rules.
Crie au loup is one of the projects I run around generative AI, and the only one you can play. The making-of is documented without varnish in the devlog on the official site.


Crie au loup



