The use of AI in Battleline is minimal, including ChatGPT for weapon specifications and AI-assisted edits for game cover designs, all reviewed and refined for accuracy and originality.
- Creator
- Rush Games Studio
- Reviews
- -
- Added
- Mar 18, 2026
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The use of AI in Battleline is minimal, including ChatGPT for weapon specifications and AI-assisted edits for game cover designs, all reviewed and refined for accuracy and originality.
Visual AI
Some visual assets were created with generative AI The Music is created with generativ AI
This game contains some assets that have been generated with AI.
AI was used to help create some of the store assets and marketing materials.
Part of the code and all the music were created using artificial intelligence.
AI-generated content is only used for character/map settings inspirations, none AI content is include in-game
The game logo was generated with AI and then I modified it with a graphics editor to fit the game. There is no AI used in the game environment itself. The whole AI thing only concerns the game logo.
The developer used AI to help with code generation and code tweaks for various in-game systems.
Suno AI - Used for Music that is played in game Chat GPT - Used for the billboards shown in game
The game features an AI-generated audio soundtrack.
SUBDERMAL does not use generative AI during gameplay or while the game is running. No images, audio, text, dialogue, or gameplay content is generated dynamically via AI during play. All assets—including visuals, audio, writing, voice acting, and gameplay systems—are fully authored, fixed, and shipped as part of the final build. What AI Is Not Used For • No real-time AI text generation • No real-time AI image or video generation • No real-time AI voice synthesis • No adaptive AI narrative systems • No AI-based player interaction or chat What AI Was Used During Development Placeholder assets or ideas were assisted during development (concept art drafts, placeholder imagery, writing refinement), but all final in-game content is original, human-authored, and fully static except a small minority of AI-generated textures that appear on certain objects. This development-phase AI usage does not affect gameplay and does not generate new content for players. The game also contains textures which were upscaled using AI, but were originally human-authored. Guardrails Because the game does not include any generative systems during runtime, no special guardrails are required. Players cannot trigger or create AI-generated output of any kind.
A lot of art materials in the game use AI generation, please pay attention to screening.
We used AI to generate some game assets and edited them.
The menu background, some button designs and skill visuals were created using AI.
I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages. Final touches done with GIMP photo editor. 3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine. I would like to slowly update the art and 3D models when the time/budget allows for it.
A-Genro is an AI-powered rover that learns from the way you play. Whether it’s your strategy, movement, or combat style, it picks up on your habits and adapts to help you play smarter. Over time, it becomes a personal assistant in the game, giving you support when things get tough and even taking over in auto-pilot mode when needed. The more you play, the better A-Genro gets—becoming a powerful ally that matches your skills and helps you level up your game. Train it, trust it, and let it take your gameplay to the next level!
The loading screens contain AI-generated background art. No in-game assets or characters are AI-generated.
Some poster images were generated by a neural network
1. Game icons, including icons for heroes, hero skins, monsters, skills, attributes, and items.
Some of the background images, such as the one in the game main menu, and the promotional ones, have been generated with generative AI
Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable. AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool. NO GRAPHICAL ASSETS in the game have been AI generated!
We used AI on the store page only, namely: -AI audio overlay in the Store Page video. -Art Assets on the Store Page.
ChatGPT was used to assist in rewriting text/descriptions, generating game logic, debugging and refactoring code for the game. No live-generated AI content has been used.
We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience.
We have integrated various AI tools to enhance different aspects of the experience: ChatGPT has been utilized to make in-game bots smarter, improving their responsiveness and creating more engaging AI interactions for players. Perplexity AI assisted us with certain coding tasks, helping us optimize and refine complex systems efficiently. Rosebud AI was used to generate high-quality skyboxes, enhancing the visual depth and atmosphere of our environments, ensuring an immersive experience. By leveraging these AI-driven solutions, we've streamlined development while maintaining high-quality visuals, smarter AI, and optimized performance.
Some of the promotional images and capsules are made with AI Assistance. This does NOT include screenshots. All screenshots are from the game, and do NOT use AI in any capacity. In-game only a few basic UI icons, as well as some images and textures, are AI-Generated. Most Music and Songs are AI-Generated, this includes the music in the Trailer.
We are only 2 person excited to make the game we desire as soon as possible. Without AI for voice overs it becomes really hard for us to continue on our path. That is why this game utilizes AI-generated voice acting created with Replica Studios.
I used AI to create the game logo and help write descriptions for store page.
1. The two still images displayed after the SUZUKI PLAN logo after launching the game are generated using a generative AI. 2. The fighter images (capsule and hero) displayed in the Steam client and Steam store are generated using a generative AI, with the exception of the title logo.
Generative art for textures, logos
AI was used to assist in the creation of certain sound and visual elements.
Radio moderators voice
Some supporter assets feature AI-generated images.
Some artwork and images in the game were created with the assistance of artificial intelligence (AI) tools. All AI-generated content has been reviewed and adapted by our team to ensure originality and quality. Our goal is to provide a unique visual experience that combines human creativity with technology.
This game used generative AI tools in a limited way during development to assist with some image asset creation (e.g., concept/reference and promotional/UI-related imagery) and code drafting/refactoring. All outputs were reviewed, edited or rewritten, and tested by the development team before being included in the product. The game does not connect to external AI services and does not generate new text, images, or audio in real time during gameplay. All content has been reviewed to avoid copyright or rights infringement.
AI was used to generate a base concept for store capsule art, which was modified and filtered.
Our small indie team has responsibly used generative AI tools to accelerate our development while maintaining full creative control. We used MidJourney to generate base visual assets, which were then carefully edited, customized, and rendered by our artists to match the game’s artistic direction. These AI-generated elements are part of the final visual content, but were not used “as-is” and underwent human refinement. For localization, we used AI-based tools to assist with proofreading and translation consistency, ensuring clearer communication across languages. No AI systems are used during gameplay or in real-time content generation. All interactive and gameplay logic was developed by our team. We fully comply with Steam’s policies regarding AI use, and all assets were created and integrated within the scope of ethical and legal use. Transparency and player trust are at the heart of our approach.
I used AI for certain icons, sound effects and Music.
Generative artificial intelligence was used to create pre-rendered images for the game and store page.
AI is used to create pictures like the wallpapers
Generated Some In-game Images
The game posters and the game menu contain images generated by AI, modified in a graphic editor.
A very small part of the environment textures is generated by AI
AI generated images for upgrade cards.
We utilized AI to design the game's logo and assist with the localization of the interface, ensuring a seamless experience for players worldwide.
Voiceovers, some marketing content, and a few textures were partially generated in AI and then used with artist created art assets or real-photography.
The music in the game was partly generated by AI and polished, rearranged and heavily edited by a human later in the post-production process.
The artist I paid for used AI to generate parts of the cover art. It wasn't disclosed during the commission that they would use AI assets.
AI has been used to help develop the game's cover art.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Battleline Store/marketing textart | The use of AI in Battleline is minimal, including ChatGPT for weapon specifications and AI-assisted edits for game cover designs, all reviewed and refined for accuracy and originality. | Rush Games Studio | - | Mar 18, 2026 | |
Rival Roads Car Racing Unclear art | Visual AI | HEASD | - | Mar 18, 2026 | |
President Coin In-game content artaudio | Some visual assets were created with generative AI
The Music is created with generativ AI | Symbiotic Games | - | Mar 18, 2026 | |
Bebshoru Lodbuka In-game content art | This game contains some assets that have been generated with AI. | Game Factory 12 Studio | - | Mar 18, 2026 | |
Void Drift Store/marketing art | AI was used to help create some of the store assets and marketing materials. | Kneedlik | - | Mar 18, 2026 | |
Meme Survivors: Backrooms In-game content codeaudio | Part of the code and all the music were created using artificial intelligence. | Gemütlich Kayling | 20 | Mar 18, 2026 | |
The Professor Dev only | AI-generated content is only used for character/map settings inspirations, none AI content is include in-game | DREAM TECH | - | Mar 18, 2026 | |
Going for Nuts Store/marketing art | The game logo was generated with AI and then I modified it with a graphics editor to fit the game. There is no AI used in the game environment itself. The whole AI thing only concerns the game logo. | Crazy Mage | - | Mar 18, 2026 | |
Treasures & Battlefields Dev only code | The developer used AI to help with code generation and code tweaks for various in-game systems. | Wishing Well Studios | - | Mar 18, 2026 | |
The Wall In-game content audiotext | Suno AI - Used for Music that is played in game
Chat GPT - Used for the billboards shown in game | Therris Studios | - | Mar 18, 2026 | |
Froggy: Jelly Punch In-game content audio | The game features an AI-generated audio soundtrack. | CoJIRpa | - | Mar 18, 2026 | |
SUBDERMAL: This isn’t you In-game content arttext | SUBDERMAL does not use generative AI during gameplay or while the game is running.
No images, audio, text, dialogue, or gameplay content is generated dynamically via AI during play. All assets—including visuals, audio, writing, voice acting, and gameplay systems—are fully authored, fixed, and shipped as part of the final build.
What AI Is Not Used For
• No real-time AI text generation
• No real-time AI image or video generation
• No real-time AI voice synthesis
• No adaptive AI narrative systems
• No AI-based player interaction or chat
What AI Was Used During Development
Placeholder assets or ideas were assisted during development (concept art drafts, placeholder imagery, writing refinement), but all final in-game content is original, human-authored, and fully static except a small minority of AI-generated textures that appear on certain objects.
This development-phase AI usage does not affect gameplay and does not generate new content for players.
The game also contains textures which were upscaled using AI, but were originally human-authored.
Guardrails
Because the game does not include any generative systems during runtime, no special guardrails are required. Players cannot trigger or create AI-generated output of any kind. | Quiet Studios | - | Mar 18, 2026 | |
画剑Draw Sword In-game content art | A lot of art materials in the game use AI generation, please pay attention to screening. | 多米猪工作室 | - | Mar 18, 2026 | |
哨兵骑士Sentinel Knights In-game content art | We used AI to generate some game assets and edited them. | ZiU Game | - | Mar 18, 2026 | |
Compass of Destiny: Survivors In-game content art | The menu background, some button designs and skill visuals were created using AI. | 5Deniz | - | Mar 18, 2026 | |
Kings & Savages In-game content art | I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages.
Final touches done with GIMP photo editor.
3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine.
I would like to slowly update the art and 3D models when the time/budget allows for it. | Marco José Pereira | - | Mar 18, 2026 | |
Battle Of Rovers (Early Access) Live AI text | A-Genro is an AI-powered rover that learns from the way you play. Whether it’s your strategy, movement, or combat style, it picks up on your habits and adapts to help you play smarter. Over time, it becomes a personal assistant in the game, giving you support when things get tough and even taking over in auto-pilot mode when needed.
The more you play, the better A-Genro gets—becoming a powerful ally that matches your skills and helps you level up your game. Train it, trust it, and let it take your gameplay to the next level! | infinite8 | - | Mar 18, 2026 | |
Smuggler City Simulator In-game content art | The loading screens contain AI-generated background art. No in-game assets or characters are AI-generated. | Reylor Games | - | Mar 18, 2026 | |
Misery Nights Store/marketing art | Some poster images were generated by a neural network | DesignLab | - | Mar 18, 2026 | |
Soda Splash In-game content art | 1. Game icons, including icons for heroes, hero skins, monsters, skills, attributes, and items. | 1day | - | Mar 18, 2026 | |
Hollow Frontier Store/marketing art | Some of the background images, such as the one in the game main menu, and the promotional ones, have been generated with generative AI | Sheipeg the game dev | - | Mar 18, 2026 | |
Rhythmic In-game content audiotext | Several songs in the game are generated using generative AI. It is the goal to work together with artists and license also player requested music as soon as the game proves viable.
AI in the form of chatbots was also used during ideation, design and programming as an auxiliary tool.
NO GRAPHICAL ASSETS in the game have been AI generated! | Polar Studios Robin Kammel | - | Mar 18, 2026 | |
$MCRT Game Maker In-game content audioart | We used AI on the store page only, namely:
-AI audio overlay in the Store Page video.
-Art Assets on the Store Page. | MagicCraft | - | Mar 18, 2026 | |
Arkee Malarkey Dev only textcode | ChatGPT was used to assist in rewriting text/descriptions, generating game logic, debugging and refactoring code for the game. No live-generated AI content has been used. | Glitchu | - | Mar 18, 2026 | |
Monochrome Nemesis Store/marketing arttext | We use artificial intelligence to generate pre-rendered content for Monochrome Nemesis, including its store page, marketing materials, and community resources. AI helps us optimize and personalize these elements to offer an engaging and unique experience. | BidouGameStudio | - | Mar 18, 2026 | |
Dominate the Skies Live AI artcode | We have integrated various AI tools to enhance different aspects of the experience:
ChatGPT has been utilized to make in-game bots smarter, improving their responsiveness and creating more engaging AI interactions for players.
Perplexity AI assisted us with certain coding tasks, helping us optimize and refine complex systems efficiently.
Rosebud AI was used to generate high-quality skyboxes, enhancing the visual depth and atmosphere of our environments, ensuring an immersive experience.
By leveraging these AI-driven solutions, we've streamlined development while maintaining high-quality visuals, smarter AI, and optimized performance. | Blue Squirrel Studios | - | Mar 18, 2026 | |
Ragdoll Chimps In-game content artaudio | Some of the promotional images and capsules are made with AI Assistance. This does NOT include screenshots. All screenshots are from the game, and do NOT use AI in any capacity.
In-game only a few basic UI icons, as well as some images and textures, are AI-Generated.
Most Music and Songs are AI-Generated, this includes the music in the Trailer. | Amel Games | - | Mar 18, 2026 | |
CHAOS DWELLER: Havoc Of Tyranny In-game content audio | We are only 2 person excited to make the game we desire as soon as possible. Without AI for voice overs it becomes really hard for us to continue on our path. That is why this game utilizes AI-generated voice acting created with Replica Studios. | EGOLAST GAMES | - | Mar 18, 2026 | |
Record Rewind Repeat Store/marketing arttext | I used AI to create the game logo and help write descriptions for store page. | Matt Timmermans | - | Mar 18, 2026 | |
Battle AirForce Store/marketing art | 1. The two still images displayed after the SUZUKI PLAN logo after launching the game are generated using a generative AI.
2. The fighter images (capsule and hero) displayed in the Steam client and Steam store are generated using a generative AI, with the exception of the title logo. | SUZUKIPLAN | - | Mar 18, 2026 | |
Donki Hills In-game content art | Generative art for textures, logos | DemensDeum | - | Mar 18, 2026 | |
Virum:Colony In-game content artaudio | AI was used to assist in the creation of certain sound and visual elements. | NeuroOre | - | Mar 18, 2026 | |
Narco Express Unclear audio | Radio moderators voice | SCHIZO GAMES | - | Mar 18, 2026 | |
だる絡み背後霊 Store/marketing art | Some supporter assets feature AI-generated images. | AlleyInn | 79 | Mar 18, 2026 | |
The Light and the Shadow In-game content art | Some artwork and images in the game were created with the assistance of artificial intelligence (AI) tools. All AI-generated content has been reviewed and adapted by our team to ensure originality and quality. Our goal is to provide a unique visual experience that combines human creativity with technology. | EnrolaDev | - | Mar 18, 2026 | |
DARK IN LIGHT Store/marketing artcode | This game used generative AI tools in a limited way during development to assist with some image asset creation (e.g., concept/reference and promotional/UI-related imagery) and code drafting/refactoring. All outputs were reviewed, edited or rewritten, and tested by the development team before being included in the product. The game does not connect to external AI services and does not generate new text, images, or audio in real time during gameplay. All content has been reviewed to avoid copyright or rights infringement. | MakeRejoiceGames | - | Mar 18, 2026 | |
Untold Depths Store/marketing art | AI was used to generate a base concept for store capsule art, which was modified and filtered. | Cybernetic Studios LLC | - | Mar 18, 2026 | |
Pulled Strings In-game content arttext | Our small indie team has responsibly used generative AI tools to accelerate our development while maintaining full creative control.
We used MidJourney to generate base visual assets, which were then carefully edited, customized, and rendered by our artists to match the game’s artistic direction. These AI-generated elements are part of the final visual content, but were not used “as-is” and underwent human refinement.
For localization, we used AI-based tools to assist with proofreading and translation consistency, ensuring clearer communication across languages.
No AI systems are used during gameplay or in real-time content generation. All interactive and gameplay logic was developed by our team.
We fully comply with Steam’s policies regarding AI use, and all assets were created and integrated within the scope of ethical and legal use.
Transparency and player trust are at the heart of our approach. | BT Interactable | - | Mar 18, 2026 | |
Magic Survivor In-game content artaudio | I used AI for certain icons, sound effects and Music. | New Lua | - | Mar 18, 2026 | |
STAY ALIVE Store/marketing art | Generative artificial intelligence was used to create pre-rendered images for the game and store page. | Eric Bruno | 22 | Mar 18, 2026 | |
Operation Anti-Robot Store/marketing art | AI is used to create pictures like the wallpapers | prinzbartu | - | Mar 18, 2026 | |
聖靈之石 In-game content art | Generated Some In-game Images | 傑尼Jenne | - | Mar 18, 2026 | |
How Much Items - Plants In-game content art | The game posters and the game menu contain images generated by AI, modified in a graphic editor. | Hede | 10 | Mar 18, 2026 | |
Millennium Dream In-game content art | A very small part of the environment textures is generated by AI | LucidDreamLab | 2.1k | Mar 18, 2026 | |
Cursor Survival In-game content art | AI generated images for upgrade cards. | MyDreamForever | - | Mar 18, 2026 | |
RogueCraft In-game content arttext | We utilized AI to design the game's logo and assist with the localization of the interface, ensuring a seamless experience for players worldwide. | CraftCoreGames | 32 | Mar 18, 2026 | |
Journey to Impossible In-game content audioart | Voiceovers, some marketing content, and a few textures were partially generated in AI and then used with artist created art assets or real-photography. | JTI Production | - | Mar 18, 2026 | |
Fish Hunters 🐟 In-game content audio | The music in the game was partly generated by AI and polished, rearranged and heavily edited by a human later in the post-production process. | Pmdk23 | 592 | Mar 18, 2026 | |
Tactical Ghost In-game content art | The artist I paid for used AI to generate parts of the cover art. It wasn't disclosed during the commission that they would use AI assets. | Michael Richard Lannon | - | Mar 18, 2026 | |
Super Golden Odyssey: 3D Platformer World Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 |