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    <title>DEV Community: Forrest Reed</title>
    <description>The latest articles on DEV Community by Forrest Reed (@indiebots).</description>
    <link>https://dev.to/indiebots</link>
    <image>
      <url>https://media2.dev.to/dynamic/image/width=90,height=90,fit=cover,gravity=auto,format=auto/https:%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F4187571%2Fc21014de-531e-4d18-95ff-c40d0719d9e3.png</url>
      <title>DEV Community: Forrest Reed</title>
      <link>https://dev.to/indiebots</link>
    </image>
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    <item>
      <title>Blender AI add-ons that work in Blender 5.3 (2026)</title>
      <dc:creator>Forrest Reed</dc:creator>
      <pubDate>Thu, 05 Nov 2026 23:00:47 +0000</pubDate>
      <link>https://dev.to/indiebots/blender-ai-add-ons-that-work-in-blender-53-2026-279h</link>
      <guid>https://dev.to/indiebots/blender-ai-add-ons-that-work-in-blender-53-2026-279h</guid>
      <description>&lt;p&gt;Most AI add-ons for Blender should keep working in Blender 5.3, because they already support 5.1 or 5.2 and the 5.3 Python API changes are mostly additions. The free ones worth starting with are Blender's own Lab MCP Server (5.1 or newer) and &lt;a href="https://indiebots.ai/tools/mcp-for-blender/" rel="noopener noreferrer"&gt;MCP for Blender&lt;/a&gt;, which let an AI assistant you already use edit your scene. For generated 3D models, the bridges from &lt;a href="https://indiebots.ai/tools/meshy/" rel="noopener noreferrer"&gt;Meshy&lt;/a&gt;, &lt;a href="https://indiebots.ai/tools/tripo/" rel="noopener noreferrer"&gt;Tripo&lt;/a&gt; and &lt;a href="https://indiebots.ai/tools/rodin-hyper3d/" rel="noopener noreferrer"&gt;Rodin&lt;/a&gt; work, but sending models straight into Blender or shipping them usually needs a paid plan.&lt;/p&gt;

&lt;p&gt;Blender 5.3 is expected on November 10, 2026; 5.2 LTS is the current release. &lt;a href="https://www.blender.org/download/" rel="noopener noreferrer"&gt;Source: blender.org download page&lt;/a&gt; Nobody can promise an add-on works on a release that isn't out yet, so this guide lists what each maker states today, checked on 2026-11-03. For a side-by-side table of every Blender 3D tool we list, see &lt;a href="https://indiebots.ai/engines/blender/art-3d-assets/" rel="noopener noreferrer"&gt;AI 3D asset tools for Blender&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  The quick answer
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Add-on&lt;/th&gt;
&lt;th&gt;What it does&lt;/th&gt;
&lt;th&gt;Blender versions the maker states&lt;/th&gt;
&lt;th&gt;Cost&lt;/th&gt;
&lt;th&gt;Main catch&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Blender Lab MCP Server&lt;/td&gt;
&lt;td&gt;Lets an AI client read and edit your open scene&lt;/td&gt;
&lt;td&gt;5.1 or newer&lt;/td&gt;
&lt;td&gt;Free (GPL-3.0)&lt;/td&gt;
&lt;td&gt;Runs AI-written code with no guards&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/mcp-for-blender/" rel="noopener noreferrer"&gt;MCP for Blender&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Same idea, plus asset libraries and 3D generators&lt;/td&gt;
&lt;td&gt;3.0 or newer&lt;/td&gt;
&lt;td&gt;Free (MIT); generation from $10/mo&lt;/td&gt;
&lt;td&gt;Arbitrary Python unless safe mode is on&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/3d-agent/" rel="noopener noreferrer"&gt;3D-Agent&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Paid agent that builds editable models in Blender&lt;/td&gt;
&lt;td&gt;4.2 or later&lt;/td&gt;
&lt;td&gt;From $19/mo&lt;/td&gt;
&lt;td&gt;No free plan; your outputs can train its service&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/stablegen/" rel="noopener noreferrer"&gt;StableGen&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Local text/image to textured mesh, AI texturing&lt;/td&gt;
&lt;td&gt;4.2 to 4.5, or 5.1 and later (not 5.0)&lt;/td&gt;
&lt;td&gt;Free (GPL-3.0)&lt;/td&gt;
&lt;td&gt;Needs ComfyUI and a strong GPU; some models are non-commercial&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;a href="https://indiebots.ai/tools/meshy/" rel="noopener noreferrer"&gt;Meshy&lt;/a&gt; bridge&lt;/td&gt;
&lt;td&gt;Sends Meshy models into your scene&lt;/td&gt;
&lt;td&gt;4.2 or later; tested up to 5.2.0&lt;/td&gt;
&lt;td&gt;Bridge needs Pro ($20/mo)&lt;/td&gt;
&lt;td&gt;Free plan assets are CC BY 4.0&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;a href="https://indiebots.ai/tools/tripo/" rel="noopener noreferrer"&gt;Tripo&lt;/a&gt; DCC Bridge&lt;/td&gt;
&lt;td&gt;Sends Tripo models into your scene&lt;/td&gt;
&lt;td&gt;4.1.0 or newer&lt;/td&gt;
&lt;td&gt;Not checked this run&lt;/td&gt;
&lt;td&gt;Check Tripo's terms before shipping&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;a href="https://indiebots.ai/tools/rodin-hyper3d/" rel="noopener noreferrer"&gt;Rodin&lt;/a&gt; RodinBridge&lt;/td&gt;
&lt;td&gt;Rodin generation from Blender&lt;/td&gt;
&lt;td&gt;Not stated&lt;/td&gt;
&lt;td&gt;Add-on $0; Creator $24/mo yearly&lt;/td&gt;
&lt;td&gt;Free tier lacks any-use rights&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;a href="https://indiebots.ai/tools/uthana/" rel="noopener noreferrer"&gt;Uthana&lt;/a&gt; add-on&lt;/td&gt;
&lt;td&gt;Text or video to character animation&lt;/td&gt;
&lt;td&gt;4.0 or newer&lt;/td&gt;
&lt;td&gt;Pay per second of motion&lt;/td&gt;
&lt;td&gt;Needs an API key and internet&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  What changes in Blender 5.3 for add-ons
&lt;/h2&gt;

&lt;p&gt;The 5.3 Python API notes mostly list new features: color-space interop IDs, OpenEXR and OpenTimelineIO as built-in modules, extension-defined asset libraries and a read-only undo stack. The old color-space names are kept, so existing scripts still work. The one behavior change is that the order of &lt;code&gt;bpy.data.all_ids&lt;/code&gt; changed and is now an internal detail scripts shouldn't rely on. &lt;a href="https://developer.blender.org/docs/release_notes/5.3/python_api/" rel="noopener noreferrer"&gt;Source: Blender 5.3 Python API notes&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The real risk is a hard version limit. Extensions can set &lt;code&gt;blender_version_max&lt;/code&gt; in their manifest, and Blender treats that version and newer as unsupported. &lt;a href="https://docs.blender.org/manual/en/latest/advanced/extensions/getting_started.html" rel="noopener noreferrer"&gt;Source: Blender manual, extensions&lt;/a&gt; If an add-on refuses to enable in 5.3, check for that first, then for an update from the maker.&lt;/p&gt;

&lt;h2&gt;
  
  
  Let an AI assistant work in your scene
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Blender Lab MCP Server: official and free
&lt;/h3&gt;

&lt;p&gt;Blender's own Lab team publishes a small MCP server: a Blender add-on plus a server process that your AI client (such as llama.cpp, or any MCP client you prefer) launches. It is aimed at understanding and tidying scenes: renaming data-blocks, finding which objects use a material, the highest-poly object, or documenting a Geometry Nodes setup. It needs Blender 5.1 or newer. &lt;a href="https://www.blender.org/lab/mcp-server/" rel="noopener noreferrer"&gt;Source: Blender Lab MCP Server&lt;/a&gt; The add-on is GPL-3.0-or-later. &lt;a href="https://projects.blender.org/lab/blender_mcp/raw/branch/main/addon/blender_mcp_addon/blender_manifest.toml" rel="noopener noreferrer"&gt;Source: Lab MCP manifest&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The catch is stated plainly by Blender: the server runs LLM-generated code with no guards against deleting your data or sending it somewhere, and it recommends a virtual machine or a system without sensitive files. Results also depend on the model you use.&lt;/p&gt;

&lt;h3&gt;
  
  
  MCP for Blender: the community favorite
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://indiebots.ai/tools/mcp-for-blender/" rel="noopener noreferrer"&gt;MCP for Blender&lt;/a&gt; connects Claude, Cursor and other MCP clients to Blender 3.0 or newer. The AI writes Blender Python for modeling, materials, animation and rigging, and the add-on adds tools such as pulling assets and generating models with Tripo, Hunyuan3D, Rodin or Meshy. &lt;a href="https://raw.githubusercontent.com/ahujasid/mcp-for-blender/main/README.md" rel="noopener noreferrer"&gt;Source: MCP for Blender README&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;It is MIT and free with your own generator API keys. Optional Premium plans include generations: Hobby $10, Pro $20, Studio $60 and Max $100 a month. &lt;a href="https://www.mcp-for-blender.com/premium" rel="noopener noreferrer"&gt;Source: MCP for Blender Premium&lt;/a&gt; Two things to know: by default the AI can run any Python, so save first or set &lt;code&gt;BLENDER_MCP_SAFE_MODE=1&lt;/code&gt;, and a minimal anonymous usage record is sent unless you set &lt;code&gt;DISABLE_TELEMETRY=true&lt;/code&gt;. Your prompts and scene data are only collected if you opt in. &lt;a href="https://raw.githubusercontent.com/ahujasid/mcp-for-blender/main/README.md" rel="noopener noreferrer"&gt;Source: MCP for Blender README&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;We compare it with the paid option below in &lt;a href="https://indiebots.ai/compare/mcp-for-blender-vs-3d-agent/" rel="noopener noreferrer"&gt;MCP for Blender vs 3D-Agent&lt;/a&gt;.&lt;/p&gt;

&lt;h3&gt;
  
  
  3D-Agent: paid, nothing to set up
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://indiebots.ai/tools/3d-agent/" rel="noopener noreferrer"&gt;3D-Agent&lt;/a&gt; is a Windows and macOS desktop app that installs its own Blender extension and builds models with Blender's native tools, so you get editable geometry rather than a generated mesh. It needs Blender 4.2+. &lt;a href="https://3d-agent.com/download" rel="noopener noreferrer"&gt;Source: 3D-Agent download&lt;/a&gt; There is no free plan: Basic is $19 a month for 100 prompts, Pro $29 for 200, Ultra $89 for 800, and every plan includes a commercial license. &lt;a href="https://3d-agent.com/pricing" rel="noopener noreferrer"&gt;Source: 3D-Agent pricing&lt;/a&gt; Its terms let the maker use your prompts and outputs to train and improve the service and send them to outside AI providers, so think twice for NDA work. &lt;a href="https://3d-agent.com/terms-and-conditions" rel="noopener noreferrer"&gt;Source: 3D-Agent terms&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Generate and texture 3D models
&lt;/h2&gt;

&lt;h3&gt;
  
  
  StableGen: free and local, if you have the GPU
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://indiebots.ai/tools/stablegen/" rel="noopener noreferrer"&gt;StableGen&lt;/a&gt; generates meshes with TRELLIS.2, textures any model in your scene, bakes PBR maps and exports glTF or FBX for Godot, Unity and Unreal. It supports Blender 4.2 to 4.5 or 5.1 and later; 5.0 isn't supported. It needs a ComfyUI server, preferably on an NVIDIA GPU with about 8 GB of VRAM for SDXL and 16 GB or more for Qwen Image. &lt;a href="https://raw.githubusercontent.com/sakalond/StableGen/main/README.md" rel="noopener noreferrer"&gt;Source: StableGen README&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The license catch: StableGen is GPL-3.0, but three of the models it can run are non-commercial: Qwen Image 2.1 (Qwen Research License), Bria FIBO 2.0 (CC BY-NC 4.0) and the TRELLIS.2 Native texture mode. SDXL and Qwen Image Edit aren't affected. &lt;a href="https://raw.githubusercontent.com/sakalond/StableGen/main/README.md" rel="noopener noreferrer"&gt;Source: StableGen license section&lt;/a&gt; Pick your model before you make assets you plan to sell.&lt;/p&gt;

&lt;h3&gt;
  
  
  Meshy, Tripo and Rodin bridges
&lt;/h3&gt;

&lt;p&gt;These add-ons don't generate inside Blender; they bring models from the maker's web app into your open scene.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Meshy&lt;/strong&gt;: needs Blender 4.2 or later and was tested with 4.2.6, 5.0.1, 5.1.0 and 5.2.0. No API key needed, but sending models needs a Pro plan or higher. &lt;a href="https://docs.meshy.ai/en/webapp/plugins/blender/introduction" rel="noopener noreferrer"&gt;Source: Meshy for Blender docs&lt;/a&gt; Free plan assets are CC BY 4.0 (commercial use with credit); paid plans make them yours. Pro is $20 a month. &lt;a href="https://www.meshy.ai/pricing" rel="noopener noreferrer"&gt;Source: Meshy pricing&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Tripo&lt;/strong&gt;: the DCC Bridge needs Blender 4.1.0 or newer on Windows or Mac and connects to Tripo Studio in Chrome, Edge or Opera. &lt;a href="https://www.tripo3d.ai/blog/tripo-dcc-bridge-for-blender" rel="noopener noreferrer"&gt;Source: Tripo DCC Bridge for Blender&lt;/a&gt; We couldn't load Tripo's pricing page this run, so read its current license terms before you ship a Tripo model.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Rodin&lt;/strong&gt;: the RodinBridge Blender add-on is free on Deemos's Gumroad page, which doesn't state a Blender version. &lt;a href="https://deemos.gumroad.com/l/Rodin_BlenderAddon" rel="noopener noreferrer"&gt;Source: RodinBridge on Gumroad&lt;/a&gt; "Unlimited export and any use" starts at Creator, $30 a month or $24 billed yearly. &lt;a href="https://hyper3d.ai/pricing" rel="noopener noreferrer"&gt;Source: Hyper3D pricing&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Sloyd&lt;/strong&gt;: plugin access, including Blender, and a commercial license start at Plus, $15 a month or $12.50 billed yearly; the free Guest plan is personal use. &lt;a href="https://www.sloyd.ai/pricing" rel="noopener noreferrer"&gt;Source: Sloyd pricing&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Meshy and Tripo are compared in &lt;a href="https://indiebots.ai/compare/meshy-vs-tripo/" rel="noopener noreferrer"&gt;Meshy vs Tripo&lt;/a&gt;.&lt;/p&gt;

&lt;h3&gt;
  
  
  Clean up what the AI made
&lt;/h3&gt;

&lt;p&gt;AI meshes often need cleanup before an engine. AI Mesh Fixer ($14 on Superhive, GPL) welds, removes floaters and fixes holes and normals. It lists Blender 4.2 to 5.2 and says it was tested on 4.2 LTS and 5.1. It doesn't retopologize into quads or remove lighting baked into AI textures. &lt;a href="https://superhivemarket.com/products/ai-mesh-fixer" rel="noopener noreferrer"&gt;Source: AI Mesh Fixer on Superhive&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Animate characters
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://indiebots.ai/tools/uthana/" rel="noopener noreferrer"&gt;Uthana&lt;/a&gt;'s Blender add-on turns a text prompt or recorded video into motion on your character, for Blender 4.0+, with an Uthana account, API key and internet connection. &lt;a href="https://uthana.com/developers/plugins" rel="noopener noreferrer"&gt;Source: Uthana plugins&lt;/a&gt; You buy credits: text-to-motion starts at $0.02 a second, video-to-motion is $0.05 per second of input, and paid usage includes commercial use. &lt;a href="https://uthana.com/pricing" rel="noopener noreferrer"&gt;Source: Uthana pricing&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  How to choose
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Want AI help in Blender for free?&lt;/strong&gt; Start with MCP for Blender (any version from 3.0) or the Lab MCP Server (5.1+), using an AI client you already pay for.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Want models from a prompt, no setup?&lt;/strong&gt; 3D-Agent if a subscription is fine; a Meshy, Tripo or Rodin bridge if you already use that service.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Zero budget and a big GPU?&lt;/strong&gt; StableGen, with SDXL or another commercial-safe model.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Before you upgrade to 5.3:&lt;/strong&gt;

&lt;ul&gt;
&lt;li&gt;Keep 5.2 LTS installed alongside 5.3 until your add-ons are confirmed.&lt;/li&gt;
&lt;li&gt;Save your file before any AI agent runs code in it.&lt;/li&gt;
&lt;li&gt;Check which plan you generated each asset on; the free tiers of Meshy, Rodin and Sloyd all limit how you can ship, and Tripo's terms need checking too.&lt;/li&gt;
&lt;li&gt;Disclose AI content on Steam: see &lt;a href="https://indiebots.ai/steam-ai-disclosure/" rel="noopener noreferrer"&gt;Steam's AI disclosure&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;For other free tools you can ship with, see &lt;a href="https://indiebots.ai/guides/free-ai-tools-commercial-use/" rel="noopener noreferrer"&gt;which free AI tools you can use in a commercial game&lt;/a&gt;.&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://indiebots.ai/guides/blender-ai-addons/?utm_source=crosspost&amp;amp;utm_medium=referral" rel="noopener noreferrer"&gt;IndieBots&lt;/a&gt;, a free directory of AI tools for indie game developers, checked against each maker's own site. Prices and terms change often: &lt;a href="https://indiebots.ai/guides/blender-ai-addons/" rel="noopener noreferrer"&gt;see the latest version&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>blender</category>
      <category>gamedev</category>
      <category>ai</category>
      <category>3d</category>
    </item>
    <item>
      <title>AI voice tools for Unreal Engine you can ship for free (2026)</title>
      <dc:creator>Forrest Reed</dc:creator>
      <pubDate>Thu, 29 Oct 2026 17:00:47 +0000</pubDate>
      <link>https://dev.to/indiebots/ai-voice-tools-for-unreal-engine-you-can-ship-for-free-2026-22ee</link>
      <guid>https://dev.to/indiebots/ai-voice-tools-for-unreal-engine-you-can-ship-for-free-2026-22ee</guid>
      <description>&lt;p&gt;Yes, you can ship AI voices in an Unreal game without paying, but only with a few tools. The cleanest free option is an offline plugin that runs an open model inside your build, such as &lt;a href="https://indiebots.ai/tools/speechgen/" rel="noopener noreferrer"&gt;SpeechGen&lt;/a&gt; (Apache-2.0, Unreal 5.7, Windows only). Inworld's pay-as-you-go plan also includes a commercial license at $0 a month, while the free plans of ElevenLabs and Fish Audio do not let you sell what you make.&lt;/p&gt;

&lt;p&gt;Prices and terms below were checked at each maker's own page on 2026-10-27. They change often, so follow the source link before you build on any line. This is a plain-English summary, not legal advice.&lt;/p&gt;

&lt;h2&gt;
  
  
  The quick answer
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Tool&lt;/th&gt;
&lt;th&gt;How it reaches Unreal&lt;/th&gt;
&lt;th&gt;Free to ship?&lt;/th&gt;
&lt;th&gt;Main catch&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/speechgen/" rel="noopener noreferrer"&gt;SpeechGen&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Unreal plugin, runs on the player's CPU&lt;/td&gt;
&lt;td&gt;
&lt;strong&gt;Yes&lt;/strong&gt; (Apache-2.0)&lt;/td&gt;
&lt;td&gt;Unreal 5.7 and Windows x64 only; one-developer project&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Runtime Text To Speech (Georgy Dev)&lt;/td&gt;
&lt;td&gt;Unreal plugin on Fab, offline&lt;/td&gt;
&lt;td&gt;Plugin is paid; voices vary&lt;/td&gt;
&lt;td&gt;Each voice model has its own dataset license&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ReadSpeaker runtime TTS&lt;/td&gt;
&lt;td&gt;Unreal plugin on Fab, on-device&lt;/td&gt;
&lt;td&gt;
&lt;strong&gt;No&lt;/strong&gt;: free trial is watermarked&lt;/td&gt;
&lt;td&gt;Publishing license on request; price not public&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/convai/" rel="noopener noreferrer"&gt;Convai&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Official Unreal plugin, cloud&lt;/td&gt;
&lt;td&gt;Free plan exists, for testing&lt;/td&gt;
&lt;td&gt;"Powered by Convai" credit; every turn costs credits&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/inworld-ai/" rel="noopener noreferrer"&gt;Inworld AI&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;REST, WebSocket or WebRTC API&lt;/td&gt;
&lt;td&gt;
&lt;strong&gt;Yes&lt;/strong&gt;, pay as you go&lt;/td&gt;
&lt;td&gt;No Unreal plugin; you pay per character spoken&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/elevenlabs/" rel="noopener noreferrer"&gt;ElevenLabs&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Export audio files, or call its API&lt;/td&gt;
&lt;td&gt;
&lt;strong&gt;No&lt;/strong&gt;: Starter ($6/mo) and up&lt;/td&gt;
&lt;td&gt;Free plan has no commercial license&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/fish-audio/" rel="noopener noreferrer"&gt;Fish Audio&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Export audio files, or call its API&lt;/td&gt;
&lt;td&gt;
&lt;strong&gt;No&lt;/strong&gt;: paid plans only&lt;/td&gt;
&lt;td&gt;Free output is personal, non-commercial use&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;For more voice tools that aren't Unreal-specific, see &lt;a href="https://indiebots.ai/sound-voice/" rel="noopener noreferrer"&gt;AI voice and sound tools&lt;/a&gt;. For talking NPCs, see &lt;a href="https://indiebots.ai/engines/unreal/characters-animation/" rel="noopener noreferrer"&gt;AI character and animation tools for Unreal&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  First decide: pre-recorded lines or live speech?
&lt;/h2&gt;

&lt;p&gt;This one choice decides which tools fit.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Pre-recorded lines&lt;/strong&gt; (a script you write before release): generate WAV files once, import them as Sound Waves, and ship them like any voice-over. Any text-to-speech service works. The only question is whether the plan you generated them on gave you a commercial license.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Live speech&lt;/strong&gt; (lines written at runtime, such as an LLM-driven NPC or reading player names): the voice has to be produced while the game runs. You need either an in-engine runtime that runs offline, or a cloud API that bills you for every line every player hears.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Offline runtimes cost nothing per player but add a model to your build and use the player's CPU. Cloud services sound better and do more, but the bill grows with your player count.&lt;/p&gt;

&lt;h2&gt;
  
  
  Which free options can you actually ship?
&lt;/h2&gt;

&lt;h3&gt;
  
  
  SpeechGen: free, offline, Unreal 5.7 only
&lt;/h3&gt;

&lt;p&gt;SpeechGen is an open-source Unreal Engine 5.7 plugin that runs the Kokoro-82M voice model through Unreal's own neural network runtime, on the CPU, with no cloud service. It supports 48 voices across English, Spanish, Hindi, Italian, Brazilian Portuguese and Mandarin, with German, Dutch and Turkish marked experimental. Packaging places the model files beside your executable, so players never download anything. &lt;a href="https://github.com/MC-Oruc/SpeechGen" rel="noopener noreferrer"&gt;Source: SpeechGen README&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The license is clean: the plugin is Apache-2.0, and the Kokoro model and voice weights are Apache-2.0 too. The notices file also lists training-data credits under CC BY 3.0 and CC BY 4.0, so keep the license files it asks you to ship. &lt;a href="https://raw.githubusercontent.com/MC-Oruc/SpeechGen/main/ThirdParty-LICENSES.md" rel="noopener noreferrer"&gt;Source: SpeechGen third-party notices&lt;/a&gt; Kokoro's own model card confirms the Apache-2.0 weights. &lt;a href="https://huggingface.co/hexgrad/Kokoro-82M" rel="noopener noreferrer"&gt;Source: Kokoro-82M on Hugging Face&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The catches: it requires Unreal 5.7 and Windows x64, the editor needs internet once to download the runtime, and it is a very young project run by one developer. Prototype with it before you build a game around it.&lt;/p&gt;

&lt;h3&gt;
  
  
  Runtime Text To Speech (Georgy Dev): wider support, check each voice
&lt;/h3&gt;

&lt;p&gt;This Fab plugin also runs offline, using Piper or Kokoro models, for Unreal 4.27 to 5.8 on Windows, Mac, Linux, Android, iOS and Meta Quest. It streams audio and lets you import your own Piper or Kokoro voice models. &lt;a href="https://solutions.georgy.dev/runtime-text-to-speech" rel="noopener noreferrer"&gt;Source: Georgy Dev&lt;/a&gt; It is sold on Fab; we couldn't read the price this run, so check the listing.&lt;/p&gt;

&lt;p&gt;The license catch sits in the voices, not the plugin. Each Piper voice has a model card naming its training data. Some use CC BY 4.0 data (for example the en_US libritts_r voice), while the en_US lessac voice was trained on a dataset released under a research licence. &lt;a href="https://huggingface.co/rhasspy/piper-voices/raw/main/en/en_US/libritts_r/medium/MODEL_CARD" rel="noopener noreferrer"&gt;Source: Piper voices, libritts_r model card&lt;/a&gt; &lt;a href="https://www.cstr.ed.ac.uk/projects/blizzard/2013/lessac_blizzard2013/license.html" rel="noopener noreferrer"&gt;Source: Lessac Blizzard 2013 licence&lt;/a&gt; Pick voices whose data allows commercial use, or use the Kokoro voices.&lt;/p&gt;

&lt;h3&gt;
  
  
  ReadSpeaker: free to try, not free to ship
&lt;/h3&gt;

&lt;p&gt;ReadSpeaker's on-device Unreal plugin has a free full trial with no time limit, but trial audio carries a watermark. When you're ready to publish, ReadSpeaker removes the watermark and gives you a lifetime license for that game. The price isn't listed. &lt;a href="https://www.fab.com/listings/0ecec3d6-79ef-40b1-b34b-fc59aa11866a?lang=fr" rel="noopener noreferrer"&gt;Source: ReadSpeaker on Fab&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Inworld AI: commercial license on the $0 plan
&lt;/h3&gt;

&lt;p&gt;Inworld's On-Demand plan costs $0 a month and is pay as you go: TTS-2 is $25 and TTS-2 Flash $15 per million characters, with up to 70 minutes of speech included. The pricing table lists a commercial license on every plan, including On-Demand. Creator is $25 a month. &lt;a href="https://inworld.ai/pricing" rel="noopener noreferrer"&gt;Source: Inworld pricing&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The catch for Unreal devs: Inworld is API-first. You call text-to-speech, speech-to-text and speech-to-speech over REST, WebSocket or WebRTC from Unreal. It doesn't name a dedicated engine plugin. &lt;a href="https://inworld.ai/games" rel="noopener noreferrer"&gt;Source: Inworld for games&lt;/a&gt; Budget the per-character cost against how much your players will hear.&lt;/p&gt;

&lt;h2&gt;
  
  
  Which paid options are worth it?
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Convai: the most Unreal-native, but it's a full NPC platform
&lt;/h3&gt;

&lt;p&gt;Convai has an official Unreal plugin (now in a 4.0 beta) that adds conversation, voice, lip sync and actions to existing characters, with Win64 and Android build targets. &lt;a href="https://docs.convai.com/api-docs/plugins-and-integrations/convai-unreal-engine-plugin/compatibility-and-requirements.md" rel="noopener noreferrer"&gt;Source: Convai Unreal plugin docs&lt;/a&gt; The pricing page shows a $0 Free plan "to test out the platform" with 100 interactions a month, and Indie Dev at $29 a month. &lt;a href="https://convai.com/pricing" rel="noopener noreferrer"&gt;Source: Convai pricing&lt;/a&gt; Its billing docs say plans are moving to credits: each spoken turn is charged for speech recognition, the language model, the voice and a platform fee, and an open session uses credits even when nobody speaks. &lt;a href="https://docs.convai.com/api-docs/credits-and-billing/convai-credits/how-convai-credits-work.md" rel="noopener noreferrer"&gt;Source: How Convai credits work&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Read the terms before you ship. You own your content and the AI output, but a public release must show Convai's logo and a "Powered by Convai" tagline at the start, and on the Creator tier you grant Convai a license to use your content to improve its services. &lt;a href="https://convai.com/tos" rel="noopener noreferrer"&gt;Source: Convai terms&lt;/a&gt; Comparing it with Inworld? See &lt;a href="https://indiebots.ai/compare/convai-vs-inworld-ai/" rel="noopener noreferrer"&gt;Convai vs Inworld AI&lt;/a&gt;.&lt;/p&gt;

&lt;h3&gt;
  
  
  ElevenLabs and Fish Audio: great for pre-recorded lines, if you pay
&lt;/h3&gt;

&lt;p&gt;Both work fine for an Unreal game if you generate the lines and import the audio. Neither free plan lets you sell the result:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;ElevenLabs&lt;/strong&gt; Free gives 10,000 credits a month without a commercial license. Starter ($6 a month) adds it. &lt;a href="https://elevenlabs.io/pricing" rel="noopener noreferrer"&gt;Source: ElevenLabs pricing&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Fish Audio&lt;/strong&gt; says free users can only use generated content for personal, non-commercial projects; paid subscribers can use voices they own commercially. &lt;a href="https://fish.audio/plan/" rel="noopener noreferrer"&gt;Source: Fish Audio plans&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;We compare the two in &lt;a href="https://indiebots.ai/compare/elevenlabs-vs-fish-audio/" rel="noopener noreferrer"&gt;ElevenLabs vs Fish Audio&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  How to choose
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;All lines known before release, and budget is zero?&lt;/strong&gt; Generate them with an offline Kokoro voice (SpeechGen in Unreal 5.7) and ship the WAVs, or pay one month of a cloud plan with a commercial license and generate everything then.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Live NPC speech, no per-player bill?&lt;/strong&gt; An offline plugin: SpeechGen on Windows and 5.7, or Georgy Dev's plugin for other platforms and versions (check each voice's license).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Live speech, best quality, budget per player?&lt;/strong&gt; Inworld for pay-as-you-go voices with a commercial license, or Convai if you want the whole NPC stack in an Unreal plugin and accept its credit line.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Before you ship, whichever you pick:&lt;/strong&gt;

&lt;ul&gt;
&lt;li&gt;Save a screenshot or PDF of the pricing and terms page on the day you generated your lines.&lt;/li&gt;
&lt;li&gt;Keep the license files and credits the tool asks for.&lt;/li&gt;
&lt;li&gt;Don't clone a real person's voice without their written consent.&lt;/li&gt;
&lt;li&gt;Check what Steam asks you to disclose: see &lt;a href="https://indiebots.ai/steam-ai-disclosure/" rel="noopener noreferrer"&gt;Steam's AI disclosure&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;For other free tiers you can and can't ship with, see &lt;a href="https://indiebots.ai/guides/free-ai-tools-commercial-use/" rel="noopener noreferrer"&gt;which free AI tools you can use in a commercial game&lt;/a&gt;.&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://indiebots.ai/guides/ai-voice-unreal-engine-free/?utm_source=crosspost&amp;amp;utm_medium=referral" rel="noopener noreferrer"&gt;IndieBots&lt;/a&gt;, a free directory of AI tools for indie game developers, checked against each maker's own site. Prices and terms change often: &lt;a href="https://indiebots.ai/guides/ai-voice-unreal-engine-free/" rel="noopener noreferrer"&gt;see the latest version&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>unrealengine</category>
      <category>gamedev</category>
      <category>ai</category>
      <category>indiedev</category>
    </item>
    <item>
      <title>Can you use AI in game jams? Game Off, Ludum Dare and GMTK rules</title>
      <dc:creator>Forrest Reed</dc:creator>
      <pubDate>Sun, 25 Oct 2026 17:00:44 +0000</pubDate>
      <link>https://dev.to/indiebots/can-you-use-ai-in-game-jams-game-off-ludum-dare-and-gmtk-rules-5a3j</link>
      <guid>https://dev.to/indiebots/can-you-use-ai-in-game-jams-game-off-ludum-dare-and-gmtk-rules-5a3j</guid>
      <description>&lt;p&gt;It depends on the jam, and the big ones disagree. GitHub Game Off (Nov 1 to Dec 1, 2026) sets no AI rule and lets you use any tools you like, and Ludum Dare allows AI tools as long as you opt out of the categories where a generator did most of the work. GMTK Game Jam, Brackeys Game Jam, Scream Jam and Godot Wild Jam ban AI-generated content, and some of them disqualify you for it.&lt;/p&gt;

&lt;p&gt;Below is what each jam's own rules page says, checked on 2026-10-23. Jam rules change from one edition to the next, so read the current page before you start. Here's the summary.&lt;/p&gt;

&lt;h2&gt;
  
  
  Quick answer: which jams allow AI?
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Jam&lt;/th&gt;
&lt;th&gt;Next or latest edition&lt;/th&gt;
&lt;th&gt;AI code help&lt;/th&gt;
&lt;th&gt;AI art and audio&lt;/th&gt;
&lt;th&gt;The catch&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;GitHub Game Off&lt;/td&gt;
&lt;td&gt;Nov 1 to Dec 1, 2026&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;No rule&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;No rule&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Submission form will ask whether you used AI&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Ludum Dare&lt;/td&gt;
&lt;td&gt;See &lt;a href="https://ludumdare.com/" rel="noopener noreferrer"&gt;ludumdare.com&lt;/a&gt;
&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Allowed&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Allowed, but opt out&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Skip categories where a generator did ~90% of the work&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GMTK Game Jam&lt;/td&gt;
&lt;td&gt;Jul 22 to 26, 2026 (back in 2027)&lt;/td&gt;
&lt;td&gt;Asked not to&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Banned&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Disqualification for AI art or audio, including the itch page&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Brackeys Game Jam&lt;/td&gt;
&lt;td&gt;Feb 15 to 22, 2026&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Banned&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Banned&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;"No AI-Generated content"&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Scream Jam&lt;/td&gt;
&lt;td&gt;Oct 16 to 23, 2026&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Banned&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Banned&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;All generative AI technologies&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Godot Wild Jam&lt;/td&gt;
&lt;td&gt;Nov 13 to 22, 2026 (#99)&lt;/td&gt;
&lt;td&gt;
&lt;strong&gt;Banned&lt;/strong&gt;, "no vibe code"&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Banned&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Covers your itch page too&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Does GitHub Game Off allow AI?
&lt;/h2&gt;

&lt;p&gt;Yes, as far as the rules go: they don't mention AI at all. The jam page says to "use whatever programming languages, game engines, or libraries you like", that the theme is announced on November 1, 2026, and that your source code has to live in a public GitHub repository, pushed before December 1 at 13:37 PST. &lt;a href="https://itch.io/jam/game-off-2026" rel="noopener noreferrer"&gt;Source: Game Off 2026 on itch.io&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;There is one change this year. Asked in the jam's community tab whether AI-made games could be separated out, host Lee Reilly replied that the submission form will have a place to indicate whether AI was used, and that he was looking at options more detailed than yes or no (no AI, some AI help, built largely with AI). &lt;a href="https://itch.io/jam/game-off-2026/topic/7079155/will-there-be-a-way-to-separate-ai-generated-games" rel="noopener noreferrer"&gt;Source: Game Off 2026 community thread&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;What that means for you:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;You can use an AI coding assistant like &lt;a href="https://indiebots.ai/tools/github-copilot/" rel="noopener noreferrer"&gt;GitHub Copilot&lt;/a&gt;, &lt;a href="https://indiebots.ai/tools/claude-code/" rel="noopener noreferrer"&gt;Claude Code&lt;/a&gt; or &lt;a href="https://indiebots.ai/tools/cursor/" rel="noopener noreferrer"&gt;Cursor&lt;/a&gt;, and AI art or audio tools.&lt;/li&gt;
&lt;li&gt;Be honest on the form. In the same thread, a jammer asked for the AI answer to become a filter so players can find the kind of games they want to rate, so expect your answer to be visible.&lt;/li&gt;
&lt;li&gt;Your repo is public, so everyone can see your code and commit history. If an AI tool wrote most of it, that will usually be obvious.&lt;/li&gt;
&lt;li&gt;Check the license of anything you generate. A public repo means you're also publishing those assets.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Does Ludum Dare allow AI?
&lt;/h2&gt;

&lt;p&gt;Yes. Ludum Dare's FAQ says AI-powered tools can be used, but "you may have to opt-out of certain categories." AI assistants and co-pilot tools can be used without restriction; content generators can be used too, but you should opt out of any category where the generator did most of the work, typically Graphics. "Most of the work" means about 90% of that category. &lt;a href="https://ludumdare.com/resources/questions/can-i-use-ai/" rel="noopener noreferrer"&gt;Source: Ludum Dare FAQ, "Can I use AI?"&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Three details people miss:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;The same applies to the Compo, not just the Jam.&lt;/li&gt;
&lt;li&gt;Non-AI generators (procedural sound effect tools, for example) are treated the same way, so a generated soundtrack means opting out of Audio either way.&lt;/li&gt;
&lt;li&gt;You're responsible for the legality of the tool. The FAQ says it's up to you to know whether the tool's training data was licensed and whether you have the right to use what it generated.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Ludum Dare's reasoning is that banning AI isn't realistic to police and wouldn't match how the industry works, but it still wants to celebrate artists, hence the category opt-outs.&lt;/p&gt;

&lt;h2&gt;
  
  
  Does GMTK Game Jam allow AI?
&lt;/h2&gt;

&lt;p&gt;No for art and audio. The 2026 rules say you must not use generative AI to make art or audio assets for your game or your itch.io page, and that doing so will get your game disqualified. Beyond that, the organizers ask you not to use AI for the jam in general ("just make the game yourself, or find someone who can help"), but say they can only actively police art and audio. &lt;a href="https://itch.io/jam/gmtk-jam-2026" rel="noopener noreferrer"&gt;Source: GMTK Game Jam 2026 on itch.io&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The 2026 jam ran July 22 to 26; the page says it returns in 2027. If you plan to use an AI coding assistant there, you're inside the letter of the rule but against what the organizers asked.&lt;/p&gt;

&lt;h2&gt;
  
  
  Do Brackeys, Scream Jam and Godot Wild Jam allow AI?
&lt;/h2&gt;

&lt;p&gt;No, and these three are the strictest.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Brackeys Game Jam:&lt;/strong&gt; the rules list for the February 2026 edition says "No AI-Generated content", alongside "Use any engine or framework" and permission to use assets you have the license for. &lt;a href="https://itch.io/jam/brackeys-15" rel="noopener noreferrer"&gt;Source: Brackeys Game Jam 2026.1 on itch.io&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Scream Jam 2026&lt;/strong&gt; (Oct 16 to 23): its FAQ answers "Can I use generative AI content in my submission?" with "No. All generative AI technologies are banned from use in this jam." &lt;a href="https://itch.io/jam/scream-jam-2026" rel="noopener noreferrer"&gt;Source: Scream Jam 2026 on itch.io&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Godot Wild Jam #99&lt;/strong&gt; (Nov 13 to 22): "Do NOT use AI-generated content. No vibe code, no AI-generated art, no AI-composed music, no AI-written dialogue, no AI assets of any kind." It applies to your game and your itch page, and submissions can be removed at the organizers' discretion. The jam starts on the second Friday of every month. &lt;a href="https://itch.io/jam/godot-wild-jam-99" rel="noopener noreferrer"&gt;Source: Godot Wild Jam #99 on itch.io&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Godot Wild Jam is the one to watch if you use Godot AI plugins like &lt;a href="https://indiebots.ai/tools/godot-mcp/" rel="noopener noreferrer"&gt;Godot MCP&lt;/a&gt; or &lt;a href="https://indiebots.ai/tools/ziva/" rel="noopener noreferrer"&gt;Ziva&lt;/a&gt;: "no vibe code" rules out letting an agent write your scripts, not just generated art. Turn those plugins off for the jam.&lt;/p&gt;

&lt;h2&gt;
  
  
  What counts as "AI" in a jam rule?
&lt;/h2&gt;

&lt;p&gt;Jams draw the line in different places, and the wording matters more than the headline:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;"AI-generated content"&lt;/strong&gt; (Brackeys) or &lt;strong&gt;"generative AI"&lt;/strong&gt; (Scream Jam): read it as covering code, art, audio and text unless the page says otherwise.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;"Art or audio assets"&lt;/strong&gt; (GMTK): a narrower ban that names what gets you disqualified.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Category opt-outs&lt;/strong&gt; (Ludum Dare): allowed, but you give up the ratings that would reward the generated part.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Silence&lt;/strong&gt; (Game Off): allowed by default, but disclosure is coming on the form.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If a rule is vague about something you depend on, like code autocomplete, ask in the jam's community tab or Discord before the jam starts and keep the answer. Organizers can remove entries at their discretion, and "I didn't think autocomplete counted" won't help after the deadline.&lt;/p&gt;

&lt;h2&gt;
  
  
  A checklist before your next jam
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Read the current rules page, not last year's.&lt;/strong&gt; Each edition gets a new itch.io page, and the rules can change between them.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Find the AI line and what it covers:&lt;/strong&gt; code, art, audio, writing, and the itch page itself (GMTK and Godot Wild Jam include it).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Look at the penalty:&lt;/strong&gt; disqualification (GMTK), removal at the organizers' discretion (Godot Wild Jam), or opting out of categories (Ludum Dare).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Switch off what you can't use.&lt;/strong&gt; Disable code assistants in your editor and engine plugins for strict jams; it's easy to accept a suggestion out of habit.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Check the tool's license anyway.&lt;/strong&gt; Even where AI is allowed, some free tiers don't let you publish or sell what you make. Our &lt;a href="https://indiebots.ai/can-you-ship-it/" rel="noopener noreferrer"&gt;Can you ship it?&lt;/a&gt; page lists the verdict for every tool we track.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Disclose plainly&lt;/strong&gt; where the jam asks (Game Off's form, Ludum Dare's category choices), and keep the same note in your README or itch page.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Thinking of selling the game afterwards?&lt;/strong&gt; See &lt;a href="https://indiebots.ai/guides/sell-vibe-coded-game/" rel="noopener noreferrer"&gt;Can you sell a vibe-coded game?&lt;/a&gt; for code ownership and Steam's disclosure rules.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;For jams that allow AI, our &lt;a href="https://indiebots.ai/code-engine/" rel="noopener noreferrer"&gt;AI coding assistants&lt;/a&gt;, &lt;a href="https://indiebots.ai/art-3d-assets/" rel="noopener noreferrer"&gt;3D and art&lt;/a&gt; and &lt;a href="https://indiebots.ai/sound-voice/" rel="noopener noreferrer"&gt;sound and voice&lt;/a&gt; lists show price and license for each tool, so you can pick one you're allowed to ship with.&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://indiebots.ai/guides/game-jam-ai-rules/?utm_source=crosspost&amp;amp;utm_medium=referral" rel="noopener noreferrer"&gt;IndieBots&lt;/a&gt;, a free directory of AI tools for indie game developers, checked against each maker's own site. Prices and terms change often: &lt;a href="https://indiebots.ai/guides/game-jam-ai-rules/" rel="noopener noreferrer"&gt;see the latest version&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>gamejam</category>
      <category>ai</category>
      <category>indiedev</category>
    </item>
    <item>
      <title>Can you sell a vibe-coded game? Code ownership, export and Steam</title>
      <dc:creator>Forrest Reed</dc:creator>
      <pubDate>Thu, 22 Oct 2026 17:00:44 +0000</pubDate>
      <link>https://dev.to/indiebots/can-you-sell-a-vibe-coded-game-code-ownership-export-and-steam-10mb</link>
      <guid>https://dev.to/indiebots/can-you-sell-a-vibe-coded-game-code-ownership-export-and-steam-10mb</guid>
      <description>&lt;p&gt;Usually yes, but it depends on which kind of tool wrote the game. Coding agents that work on files on your own machine (Claude Code, Cursor, engine plugins) hand whatever rights they have in the output to you, and the game is yours to sell. Prompt-to-game platforms are different: some only let you sell on a paid plan, some keep rights to what they generate, and one doesn't let you take the game off its site at all.&lt;/p&gt;

&lt;p&gt;Below is what each maker's own terms say, checked on 2026-10-20. Terms change, so follow the source link before you rely on a line here. This is a plain-English summary, not legal advice.&lt;/p&gt;

&lt;h2&gt;
  
  
  The quick answer
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Tool&lt;/th&gt;
&lt;th&gt;Type&lt;/th&gt;
&lt;th&gt;Can you sell the game?&lt;/th&gt;
&lt;th&gt;Can you export it?&lt;/th&gt;
&lt;th&gt;Catch&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/claude-code/" rel="noopener noreferrer"&gt;Claude Code&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Coding agent&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Yes&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;It's your project folder&lt;/td&gt;
&lt;td&gt;Needs a paid Claude plan&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/cursor/" rel="noopener noreferrer"&gt;Cursor&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;AI code editor&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Yes&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;It's your project folder&lt;/td&gt;
&lt;td&gt;Suggestions may match other users'&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.summerengine.com/ai-game-engine" rel="noopener noreferrer"&gt;Summer Engine&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;AI game engine (desktop)&lt;/td&gt;
&lt;td&gt;
&lt;strong&gt;Yes&lt;/strong&gt;, no royalties&lt;/td&gt;
&lt;td&gt;Godot 4-compatible project, Windows and macOS builds&lt;/td&gt;
&lt;td&gt;Hosted AI needs a paid plan&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/rosebud-ai/" rel="noopener noreferrer"&gt;Rosebud AI&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Prompt-to-game (browser)&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Only on 10x Dev and up&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Code download and Windows export on Pro and up&lt;/td&gt;
&lt;td&gt;Rosebud claims rights in content made on its service&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://app.cinevva.com/plans" rel="noopener noreferrer"&gt;Cinevva&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Prompt-to-game (browser)&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Only after a purchase&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Downloads on paid plans&lt;/td&gt;
&lt;td&gt;Free games are public and remixable&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://playground.google/helpcenter" rel="noopener noreferrer"&gt;Google Playground&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Prompt-to-game (browser)&lt;/td&gt;
&lt;td&gt;Not addressed&lt;/td&gt;
&lt;td&gt;.zip of HTML, JS, CSS and assets&lt;/td&gt;
&lt;td&gt;US only, 18+, experimental&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.astrocade.com/terms-of-service" rel="noopener noreferrer"&gt;Astrocade&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Prompt-to-game (browser)&lt;/td&gt;
&lt;td&gt;
&lt;strong&gt;No&lt;/strong&gt;, outside Astrocade&lt;/td&gt;
&lt;td&gt;No&lt;/td&gt;
&lt;td&gt;Personal, non-commercial use only&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  Coding agents: the code is yours
&lt;/h2&gt;

&lt;p&gt;When an agent edits files in your own project, three things decide whether you can sell the result: who the terms say owns the output, whether you need a paid plan, and the license of your engine.&lt;/p&gt;

&lt;h3&gt;
  
  
  Claude Code
&lt;/h3&gt;

&lt;p&gt;Anthropic's consumer terms say that, as long as you follow the terms, Anthropic assigns to you "all of our right, title, and interest—if any—in Outputs." &lt;a href="https://www.anthropic.com/legal/consumer-terms" rel="noopener noreferrer"&gt;Source: Anthropic consumer terms&lt;/a&gt; Claude Code is part of the Pro plan, which costs $17 a month billed yearly or $20 monthly. &lt;a href="https://claude.com/pricing" rel="noopener noreferrer"&gt;Source: Claude pricing&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Cursor
&lt;/h3&gt;

&lt;p&gt;Cursor's terms assign to you its rights, if any, in the code it suggests, and say it won't use your inputs or suggestions to train AI models unless you explicitly agree. One line worth knowing: suggestions "may be similar to or the same as" suggestions given to other users, and you get no rights in theirs. &lt;a href="https://cursor.com/terms-of-service" rel="noopener noreferrer"&gt;Source: Cursor terms of service&lt;/a&gt; Cursor has a free plan; paid plans start at $8 a month. &lt;a href="https://cursor.com/pricing" rel="noopener noreferrer"&gt;Source: Cursor pricing&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Weighing the two? See &lt;a href="https://indiebots.ai/compare/claude-code-vs-cursor/" rel="noopener noreferrer"&gt;Claude Code vs Cursor&lt;/a&gt;.&lt;/p&gt;

&lt;h3&gt;
  
  
  Note the words "if any"
&lt;/h3&gt;

&lt;p&gt;Both companies give you whatever rights they hold, and promise nothing beyond that. The U.S. Copyright Office's January 2025 report concluded that prompts alone aren't enough to make AI output protectable, but your own creative arrangement or changes to it can be. &lt;a href="https://www.copyright.gov/newsnet/2025/1060.html" rel="noopener noreferrer"&gt;Source: U.S. Copyright Office, Part 2 report&lt;/a&gt; In practice: nobody stops you selling a vibe-coded game, but the more of the design, structure and edits are yours, the easier it is to protect against a copycat.&lt;/p&gt;

&lt;h2&gt;
  
  
  Prompt-to-game platforms: read the plan, not the homepage
&lt;/h2&gt;

&lt;p&gt;These tools write the code, make the art and host the game for you. That is where the catches live.&lt;/p&gt;

&lt;h3&gt;
  
  
  Summer Engine: export and sell, no royalties
&lt;/h3&gt;

&lt;p&gt;Summer Engine is a desktop engine that builds 2D and 3D games from a description. The maker says its projects are standard projects compatible with Godot 4, that you can export Windows and macOS builds, publish on Steam, itch.io or your own site, and pay no royalties or revenue share. &lt;a href="https://www.summerengine.com/ai-game-engine" rel="noopener noreferrer"&gt;Source: Summer Engine&lt;/a&gt; Its terms say you keep ownership of what you create, with a license for Summer to process your content to run and improve the service; Privacy Mode, which keeps your code out of model training, is on paid plans only. &lt;a href="https://www.summerengine.com/terms" rel="noopener noreferrer"&gt;Source: Summer Engine terms&lt;/a&gt; The free app includes 5 AI messages a day (up to 30 a month); Pro is $20 a month. &lt;a href="https://www.summerengine.com/pricing" rel="noopener noreferrer"&gt;Source: Summer Engine pricing&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Rosebud AI: pay for 10x Dev before you sell
&lt;/h3&gt;

&lt;p&gt;Rosebud builds browser games from prompts. Its pricing FAQ says 10x Dev and higher plans include full commercial rights, while code download and Windows export for Steam need Pro or higher. &lt;a href="https://rosebud.ai/pricing" rel="noopener noreferrer"&gt;Source: Rosebud pricing&lt;/a&gt; The terms go further than most: free-plan content is for personal, non-commercial use only, Rosebud says it owns all "data, content, code, artwork, and other materials within the Services and derived thereof," and you give it a perpetual license to use your content, including to train AI models. &lt;a href="https://rosebud.ai/terms-of-service" rel="noopener noreferrer"&gt;Source: Rosebud terms of service&lt;/a&gt; If you plan to sell, read those sections in full before you build.&lt;/p&gt;

&lt;h3&gt;
  
  
  Cinevva: ownership arrives with your first purchase
&lt;/h3&gt;

&lt;p&gt;Cinevva's terms say it reserves commercial rights on what you generate before your first credit purchase (for games, it reserves publishing, showcase and remix rights), and everything converts to your ownership automatically once you buy anything. Games on free accounts are public and remixable. &lt;a href="https://app.cinevva.com/legal/terms" rel="noopener noreferrer"&gt;Source: Cinevva terms&lt;/a&gt; The Standard plan ($15 a month) adds downloads of every file and full commercial rights. &lt;a href="https://app.cinevva.com/plans" rel="noopener noreferrer"&gt;Source: Cinevva plans&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Google Playground: export yes, selling unclear
&lt;/h3&gt;

&lt;p&gt;Google's experimental platform lets you export a .zip with your game's HTML, JavaScript, CSS and generated assets. It is open to users 18 and over in the United States. &lt;a href="https://playground.google/helpcenter" rel="noopener noreferrer"&gt;Source: Playground help center&lt;/a&gt; The terms say Google won't claim ownership of your games and may monetize them on Playground with ads, asking your permission first. They don't say whether you can sell an exported game elsewhere. &lt;a href="https://playground.google/terms" rel="noopener noreferrer"&gt;Source: Playground terms&lt;/a&gt; Until Google answers that, treat it as a prototyping tool.&lt;/p&gt;

&lt;h3&gt;
  
  
  Astrocade: a no for selling elsewhere
&lt;/h3&gt;

&lt;p&gt;Astrocade's terms say you own your content, but you may use the service for personal, non-commercial use only, and Astrocade's own content is licensed to you only for making and publishing games on Astrocade. &lt;a href="https://www.astrocade.com/terms-of-service" rel="noopener noreferrer"&gt;Source: Astrocade terms&lt;/a&gt; Fine for fun; not a route to Steam.&lt;/p&gt;

&lt;h2&gt;
  
  
  What does Steam's AI disclosure ask about vibe coding?
&lt;/h2&gt;

&lt;p&gt;Valve's content survey says AI tools built into development environments, used for efficiency, are "not the focus." It asks about AI-made content that ships with your game and that players consume, such as artwork, sound, narrative and localization. If your game generates content with AI while it runs, you must also describe your guardrails. &lt;a href="https://partner.steamgames.com/doc/gettingstarted/contentsurvey" rel="noopener noreferrer"&gt;Source: Steamworks content survey&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;So AI-written code on its own isn't what the survey targets. But prompt-to-game platforms usually generate the art and sound too, and those you disclose. Our &lt;a href="https://indiebots.ai/steam-ai-disclosure/" rel="noopener noreferrer"&gt;Steam AI disclosure summary&lt;/a&gt; has the details.&lt;/p&gt;

&lt;h2&gt;
  
  
  Which coding agent works with which engine?
&lt;/h2&gt;

&lt;p&gt;Any general agent can edit your scripts. To let it see and change the running editor, you need a bridge:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Unreal:&lt;/strong&gt; Unreal Engine 5.8 ships an &lt;a href="https://indiebots.ai/tools/ue58-mcp/" rel="noopener noreferrer"&gt;Experimental MCP plugin&lt;/a&gt; that exposes Blueprints, assets, levels, materials and meshes to any model you choose; Epic says some features aren't production-ready. &lt;a href="https://www.unrealengine.com/news/unreal-engine-5-8-is-now-available" rel="noopener noreferrer"&gt;Source: Epic Games&lt;/a&gt; &lt;a href="https://indiebots.ai/tools/aura/" rel="noopener noreferrer"&gt;Aura&lt;/a&gt; is an agent built for Unreal and Unity. &lt;a href="https://www.tryaura.dev/about/" rel="noopener noreferrer"&gt;Source: Aura&lt;/a&gt; Compare agents at &lt;a href="https://indiebots.ai/engines/unreal/code-engine/" rel="noopener noreferrer"&gt;/engines/unreal/code-engine/&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Godot:&lt;/strong&gt; &lt;a href="https://indiebots.ai/tools/godot-ai/" rel="noopener noreferrer"&gt;Godot AI&lt;/a&gt; connects Claude Code, Codex, Cursor and other MCP clients to a live Godot 4.5+ editor. &lt;a href="https://store.godotengine.org/asset/dlight/godot-ai/" rel="noopener noreferrer"&gt;Source: Godot Asset Store&lt;/a&gt; &lt;a href="https://indiebots.ai/tools/ziva/" rel="noopener noreferrer"&gt;Ziva&lt;/a&gt; is an agent inside Godot 4.2+ that writes GDScript or C#, and its terms say you keep all rights to code and content you make. &lt;a href="https://ziva.sh/terms" rel="noopener noreferrer"&gt;Source: Ziva terms&lt;/a&gt; More at &lt;a href="https://indiebots.ai/engines/godot/code-engine/" rel="noopener noreferrer"&gt;/engines/godot/code-engine/&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Unity:&lt;/strong&gt; see &lt;a href="https://indiebots.ai/engines/unity/code-engine/" rel="noopener noreferrer"&gt;/engines/unity/code-engine/&lt;/a&gt; for in-editor agents such as &lt;a href="https://indiebots.ai/tools/bezi/" rel="noopener noreferrer"&gt;Bezi&lt;/a&gt; and Aura.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Roblox:&lt;/strong&gt; Roblox Studio has a built-in MCP server, with setup guides for Claude Code, Cursor, Codex CLI and Gemini CLI. &lt;a href="https://create.roblox.com/docs/studio/mcp" rel="noopener noreferrer"&gt;Source: Roblox Creator Hub&lt;/a&gt; Roblox's own in-Studio agent is &lt;a href="https://indiebots.ai/tools/roblox-assistant/" rel="noopener noreferrer"&gt;Roblox Assistant&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Before you sell: a checklist
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Write down every AI tool&lt;/strong&gt; that touched the game, and the plan you were on when you used it.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Check that plan's commercial rights&lt;/strong&gt; against the current terms. Free tiers of prompt-to-game platforms are the usual problem.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Make sure you can export.&lt;/strong&gt; If the game only runs on the maker's site, you can't put it on Steam or itch.io.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Check training terms&lt;/strong&gt; if your code or design matters to you (Rosebud's terms allow training; Cursor's don't without your consent).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Fill in Steam's AI disclosure&lt;/strong&gt; for any generated art, sound or text, and for any AI that runs live in the game.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Keep receipts and screenshots&lt;/strong&gt; of your plan and the terms on the day you shipped.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;For the art, voice and music side of the same question, see &lt;a href="https://indiebots.ai/guides/free-ai-tools-commercial-use/" rel="noopener noreferrer"&gt;which free AI tools you can use in a commercial game&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Spotted a change in one of these tools' terms? Email &lt;a href="mailto:hello@indiebots.ai"&gt;hello@indiebots.ai&lt;/a&gt; and we'll recheck it.&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://indiebots.ai/guides/sell-vibe-coded-game/?utm_source=crosspost&amp;amp;utm_medium=referral" rel="noopener noreferrer"&gt;IndieBots&lt;/a&gt;, a free directory of AI tools for indie game developers, checked against each maker's own site. Prices and terms change often: &lt;a href="https://indiebots.ai/guides/sell-vibe-coded-game/" rel="noopener noreferrer"&gt;see the latest version&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>ai</category>
      <category>vibecoding</category>
    </item>
    <item>
      <title>Which free AI tools can you use in a commercial game? (2026)</title>
      <dc:creator>Forrest Reed</dc:creator>
      <pubDate>Fri, 16 Oct 2026 20:24:45 +0000</pubDate>
      <link>https://dev.to/indiebots/which-free-ai-tools-can-you-use-in-a-commercial-game-2026-2l82</link>
      <guid>https://dev.to/indiebots/which-free-ai-tools-can-you-use-in-a-commercial-game-2026-2l82</guid>
      <description>&lt;p&gt;"Free" and "free to use in a game you sell" are not the same thing. Many AI tools give away a free tier but keep commercial rights for paying customers. If you put those assets in a game on Steam or itch.io, you could be breaking the license the moment someone buys a copy.&lt;/p&gt;

&lt;p&gt;Below is what each tool's free tier actually allows, checked against the maker's own pricing or terms page. Prices and terms change often, so follow the source link before you rely on any line here. This is a plain-English summary, not legal advice.&lt;/p&gt;

&lt;h2&gt;
  
  
  The quick answer
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Tool&lt;/th&gt;
&lt;th&gt;What it's for&lt;/th&gt;
&lt;th&gt;Free tier in a commercial game?&lt;/th&gt;
&lt;th&gt;Catch&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/meshy/" rel="noopener noreferrer"&gt;Meshy&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;3D models from text or images&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;Yes, with credit&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Free assets are CC BY 4.0, so you must credit Meshy&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/tripo/" rel="noopener noreferrer"&gt;Tripo&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;3D models from text or images&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;No&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Free models are public and non-commercial&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/scenario/" rel="noopener noreferrer"&gt;Scenario&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Art in your game's own style&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;No&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Free outputs are for personal and evaluation use only&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/elevenlabs/" rel="noopener noreferrer"&gt;ElevenLabs&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Voice lines, sound effects, music&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;No&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Commercial license starts on the paid Starter plan&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/suno/" rel="noopener noreferrer"&gt;Suno&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Music and soundtrack drafts&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;No&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Free songs have no commercial rights&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/cascadeur/" rel="noopener noreferrer"&gt;Cascadeur&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Character animation&lt;/td&gt;
&lt;td&gt;&lt;strong&gt;No&lt;/strong&gt;&lt;/td&gt;
&lt;td&gt;Free is non-commercial and only exports its own file format&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://indiebots.ai/tools/opusclip/" rel="noopener noreferrer"&gt;OpusClip&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;Clips for marketing your game&lt;/td&gt;
&lt;td&gt;Watermarked&lt;/td&gt;
&lt;td&gt;Free clips carry a watermark and expire after 3 days&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h2&gt;
  
  
  3D models and art
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Meshy: the one free tier you can ship with
&lt;/h3&gt;

&lt;p&gt;Meshy's free plan gives 100 credits a month, and its free-plan assets are licensed under &lt;a href="https://creativecommons.org/licenses/by/4.0/" rel="noopener noreferrer"&gt;CC BY 4.0&lt;/a&gt;, which allows commercial use as long as you give credit. Meshy's own FAQ says free users may sell what they make but should credit Meshy. Paid plans (from $20 a month) make the assets private and fully yours, with no credit needed. A credits screen line such as "3D assets created with Meshy" covers the attribution. &lt;a href="https://www.meshy.ai/pricing" rel="noopener noreferrer"&gt;Source: Meshy pricing&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Tripo: pay before you ship
&lt;/h3&gt;

&lt;p&gt;Tripo's free plan (200 credits) marks models as public and non-commercial. Commercial use and private models start on the Pro plan. &lt;a href="https://www.tripo3d.ai/pricing" rel="noopener noreferrer"&gt;Source: Tripo pricing&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Scenario: paid plans only for shipped games
&lt;/h3&gt;

&lt;p&gt;Scenario is built for keeping AI art consistent with your game's style, and custom model training needs the Pro plan. Its FAQ says all paid plans include a full commercial license, while free outputs are for personal and evaluation use only. &lt;a href="https://www.scenario.com/pricing" rel="noopener noreferrer"&gt;Source: Scenario pricing&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Voice, sound effects and music
&lt;/h2&gt;

&lt;h3&gt;
  
  
  ElevenLabs
&lt;/h3&gt;

&lt;p&gt;The free plan includes text to speech, sound effects and music, but the commercial license is listed as a Starter plan feature, not a free one. Budget for at least one paid month before you record final voice lines for a commercial release. &lt;a href="https://elevenlabs.io/pricing" rel="noopener noreferrer"&gt;Source: ElevenLabs pricing&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Suno
&lt;/h3&gt;

&lt;p&gt;Suno's free plan states "no commercial rights" and doesn't allow monthly song downloads. Paid plans add commercial use rights, but Suno's pricing page also points to further limits in its terms of service, so read those before you ship a track. &lt;a href="https://suno.com/pricing" rel="noopener noreferrer"&gt;Source: Suno pricing&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Animation
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Cascadeur
&lt;/h3&gt;

&lt;p&gt;Cascadeur's free version is non-commercial and only exports its own .casc format, so you can't get animations into Unreal without paying. The Indie plan ($8 a month billed yearly) allows commercial use if your revenue or funding is under $100,000 a year, and Pro removes that cap. Cascadeur also asks you to mention it in your credits. Yearly Indie and Pro plans turn into a perpetual license after the first year. &lt;a href="https://cascadeur.com/plans" rel="noopener noreferrer"&gt;Source: Cascadeur plans&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Marketing your game
&lt;/h2&gt;

&lt;h3&gt;
  
  
  OpusClip
&lt;/h3&gt;

&lt;p&gt;OpusClip can cut devlogs and gameplay into vertical shorts. On the free plan, clips are watermarked and exports expire after three days. The watermark is about branding rather than legal rights, but it's worth knowing before you post a trailer clip. &lt;a href="https://www.opus.pro/pricing" rel="noopener noreferrer"&gt;Source: OpusClip pricing&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Don't forget Steam's disclosure
&lt;/h2&gt;

&lt;p&gt;If AI-generated art, sound, voice or text ships in your game, Steam's content survey asks you to disclose it. AI coding assistants and other development tools don't need to be disclosed; Valve's focus is content that players see or hear. If your game generates AI content while it runs, such as an NPC that improvises dialogue, you also have to describe your guardrails. Read our &lt;a href="https://indiebots.ai/steam-ai-disclosure/" rel="noopener noreferrer"&gt;Steam AI disclosure summary&lt;/a&gt; or &lt;a href="https://partner.steamgames.com/doc/gettingstarted/contentsurvey" rel="noopener noreferrer"&gt;Valve's documentation&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  One more thing: copyright on AI output
&lt;/h2&gt;

&lt;p&gt;A commercial license means the tool maker won't object to you selling the output. It doesn't automatically mean you own a copyright in it. In its January 2025 report on copyrightability, the U.S. Copyright Office concluded that prompts alone aren't enough to make an AI output protectable, but that human expression can be: for example, your own work that's visible in the output, or creative arrangements and modifications you make to it. Using AI as part of a larger human-made work doesn't rule out protection. If guarding your assets from copycats matters to you, keep your own creative work in the loop. &lt;a href="https://www.copyright.gov/newsnet/2025/1060.html" rel="noopener noreferrer"&gt;Source: U.S. Copyright Office, Part 2 report&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Before you ship: a checklist
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;List every AI tool that produced something players will see or hear.&lt;/li&gt;
&lt;li&gt;Check the plan you were on &lt;strong&gt;when you generated each asset&lt;/strong&gt;, against that tool's current terms.&lt;/li&gt;
&lt;li&gt;Add required credits (Meshy free tier, Cascadeur) to your credits screen.&lt;/li&gt;
&lt;li&gt;Fill in Steam's AI disclosure for pre-generated and any live-generated content.&lt;/li&gt;
&lt;li&gt;Keep receipts or screenshots of your plan and the terms, in case questions come up later.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Spotted a change in one of these tools' terms? Email &lt;a href="mailto:hello@indiebots.ai"&gt;hello@indiebots.ai&lt;/a&gt; and we'll recheck it.&lt;/p&gt;




&lt;p&gt;&lt;em&gt;Originally published on &lt;a href="https://indiebots.ai/guides/free-ai-tools-commercial-use/?utm_source=crosspost&amp;amp;utm_medium=referral" rel="noopener noreferrer"&gt;IndieBots&lt;/a&gt;, a free directory of AI tools for indie game developers, checked against each maker's own site. Prices and terms change often: &lt;a href="https://indiebots.ai/guides/free-ai-tools-commercial-use/" rel="noopener noreferrer"&gt;see the latest version&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;

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      <category>ai</category>
      <category>steam</category>
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