A few selection of 2D, 3D and audio assets are AI generated.
- Creator
- WOMBEX Games
- Reviews
- 14
- Added
- Mar 18, 2026
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A few selection of 2D, 3D and audio assets are AI generated.
AI was used to assist in the creation of some game art and only used as a template to use/base the final art piece.
Hand tweaked and adjusted Midjourney AI renders have been used for generating certain in game background graphics, marketing materials and cover. Deepvoice has been used for multiple ingame announcers(ie commercials, news etc)
Xeno Rangers uses AI to help generate interface image details as well as community / promotional material. The AI uses our own 3D models as reference to generate from and uses realistic photographic styling as to not infringe on any works.
I use AI to edit some images. It is less than 1% of the content.
Music are initially created by AI then modified by myself
We utilize generative AI technologies in the creation of various assets. This typically involves ideating content and generating visual reference materials. AI has been employed to produce some backgrounds and music, although the backgrounds have been subsequently modified.
for the character illustration.
The soundtrack consists of AI-generated music.
A few selection of 2D, 3D and audio assets are AI generated.
Some background texture resources contain AI-generated images.
For artworks, that haven't been put yet.
We occasionally make use of Midjourney to generate small bits of level detail such as graffiti and holograms, these are however heavily modified before use.
Some of the background images you can unlock through achievements are AI-generated.
Stable diffusion 2.1 was used as part of the card art creation process.
Store page appears to contain art assets generated by artificial intelligence.
Whilst building our game “Realms of Alterra”, we have had the unique opportunity to craft our game world around these agents. Building the game world in tandem with the AI has allowed us to simulate societies. I will now go into more detail about the ingredients that make up the technology we have built. Our characters currently utilize an internal monologue to guide its interactions. This is based on a number of factors such as relationships, feelings, and its observation about the current world. The crucial component that ties it all together is the use of an adaptive long term memory, which allows AIs to recall all interactions its had with different people, as well as significant events that have happened. Relevant memories recalled based on what is happening to the character at the moment. Our system of emotions allows us to determine how a character is feeling at any given time; These are used to then further guide the behavior of our characters, both in speech and decision making. With regards to autonomy, our agents can freely choose what to do in the world. We accomplish this by making the available actions known to each character, and giving them the option to choose their intention, which is then executed on the game engine. In the near future we plan to include task planning and reprioritization, which allows each character to dynamically change its priorities, and thus its behaviors, constantly as the world changes around them. In addition to this, we also plan to improve the memory system to include relationship and associative memories, which allow for more complex reasoning and conditioning behaviors We think that this is the future of RPG gaming. With our technology, we can create a new market of gamer- the social gamer to freely interact in a social simulation sandbox where anything is possible. I can’t be the only one who has wondered what would happen if I just took my pants off in the middle of an important business meeting, how people around me would react, and how my life would change as a result of that interaction. With a social simulation sandbox, these burning questions can be answered!
some pictures
No AI live-generation content in runtime. The usage of AI was strictly only in the character voices, and CODECs. The CODEC videos are entirely from in-game assets. We have the licenses necessary to use and distribute the AI content included as part of this game.
The game uses generative AI to create some 2D pictures, such as some ICONs; in addition, it also uses AI on the text to modify information such as prop descriptions.
Port 8080 Defense uses AI-generated content for marketing and promotional materials, including: • Store page visual assets (capsule images, backgrounds, promotional artwork) • Marketing screenshots and promotional images for Steam store presence • Visual elements for social media and community content All AI-generated content is used exclusively for marketing purposes and does not affect gameplay mechanics, game balance, or core game content. The actual game assets (sprites, animations, code, audio) are created by human developers. AI tools are used to enhance the visual presentation of the game on digital storefronts and promotional channels, ensuring professional quality marketing materials while maintaining authentic gameplay developed entirely by human creators.
The static skybox HDRI for the first map is generated with Blockade Labs.
Image generative AI was used to create the steam page artwork and in game icons.
Some images that do not play a major role in the story were created using AI and edited using manual post-processing.
During the game design process, we used advanced AI tools to generate some pictures as creative references and sources of inspiration, and professionals performed artistic processing on this basis to show the unique art style of "Atman: Rebel Flame". At the same time, we also attach great importance to player feedback and suggestions. If you have any suggestions on the artistic performance of the game, please feel free to communicate with us through the community.
We use generative AI for localization support. AI is not used for in-game content or gameplay.
The images in the main menu were generated by artificial intelligence
We used AI in the background of the promotional image, and there is no AI drawing in the game.
Some of the images depicting fictional characters are generated by AI.
AI was used to process the voice of the voice actor.
AI is used for the store page art assets.
Loading screen images and some images in the game
AI is exclusively utilized in the pre-generated assets, with no live-generated AI employed. Following tools are used: Photoshop AI (main tool): Utilized for improving art, inpainting, and outpainting. Magnific AI: Employed for creative upscaling. Midjourney: Utilized for concept art generation of some assets. Subsequently, assets undergo a manual improvement process in Photoshop by combining different elements from the concept art to maintain a consistent art style. For robot hand animations, the process involves Spine and Adobe After Effects. Additionally, vehicles usually undergo the creation of a 3D model in Blender.
Certain decorative elements within the game have been generated using generative AI.
AI Voice Acting
The content for the game (images of objects, ships, UI elements) was generated by artificial intelligence at the game development stage. The content does not change in any way during the game.
Part of the NPC dialogue is generated by AI
Some parts of the story were written with assistance using Chat GPT.
Cover and banners in the store page.
The art is rendered by AI.
Most of the artwork was generated by Dall-E 3 and the voice over is generated by elevenlabs.io
AI was used for voices of characters to help editing and certain images in the world's background.
The AI was used to generate character and some of in-game background and story illustrations.
I use AI-generated pre-rendered images for the Desktop Backgrounds in the game. This is to provide the player with a more unique, customizable experience over their in-game computer. I also use AI-generated pre-rendered images for character photos/portraits when needed. All images do not resemble or impersonate any person, living or dead.
Some of the backgrounds in a few levels are based on images created with AI, as well as a few props in the levels. They were only used as a basis to start from and have been heavily edited manually afterwards to make them fit with the rest of the game's pixel art artstyle.
The cover photo of our game was created using artificial intelligence technology. Other than that, there is no other use of artificial intelligence in our game.
Ai is used to help create textures and models that i process carefully in an image editor, visual texture defects may occur.
AI was used for the game's store page design and marketing materials.
Skyboxes are AI-generated and posters are collages of ai-generated images.
Ai procedural weather system
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Bass Defense: First Memorythms In-game content artaudio | A few selection of 2D, 3D and audio assets are AI generated. | WOMBEX Games | 14 | Mar 18, 2026 | |
Realm Drifter In-game content art | AI was used to assist in the creation of some game art and only used as a template to use/base the final art piece. | Atomic Isotope Studios | - | Mar 18, 2026 | |
Codename TCT In-game content artaudio | Hand tweaked and adjusted Midjourney AI renders have been used for generating certain in game background graphics, marketing materials and cover.
Deepvoice has been used for multiple ingame announcers(ie commercials, news etc) | MGP Studios | - | Mar 18, 2026 | |
Xeno Rangers Store/marketing art | Xeno Rangers uses AI to help generate interface image details as well as community / promotional material. The AI uses our own 3D models as reference to generate from and uses realistic photographic styling as to not infringe on any works. | 9000 Legends | - | Mar 18, 2026 | |
Battle Mutants Unclear art | I use AI to edit some images. It is less than 1% of the content. | AJerome Studio | - | Mar 18, 2026 | |
Dras'lia In-game content audio | Music are initially created by AI then modified by myself | Darche Maxence | - | Mar 18, 2026 | |
Shadow of The Forerunner In-game content artaudio | We utilize generative AI technologies in the creation of various assets. This typically involves ideating content and generating visual reference materials. AI has been employed to produce some backgrounds and music, although the backgrounds have been subsequently modified. | Arcon LMD | - | Mar 18, 2026 | |
Iron Apartment Guardian Unclear art | for the character illustration. | GEIRDEV | - | Mar 18, 2026 | |
WraithRun In-game content audio | The soundtrack consists of AI-generated music. | Virtual Destructor LLC | 14 | Mar 18, 2026 | |
Bass Defense In-game content artaudio | A few selection of 2D, 3D and audio assets are AI generated. | WOMBEX Games | 17 | Mar 18, 2026 | |
SoulTrigger In-game content art | Some background texture resources contain AI-generated images. | YHDATABASE | 15 | Mar 18, 2026 | |
Vertig8 Unclear art | For artworks, that haven't been put yet. | Pikzul | - | Mar 18, 2026 | |
Project Adrenaline In-game content art | We occasionally make use of Midjourney to generate small bits of level detail such as graffiti and holograms, these are however heavily modified before use. | Striked GmbH | - | Mar 18, 2026 | |
Brickorium In-game content art | Some of the background images you can unlock through achievements are AI-generated. | Brickorium | 11 | Mar 18, 2026 | |
Algomancy Store/marketing art | Stable diffusion 2.1 was used as part of the card art creation process. | Caleb Gannon | - | Mar 18, 2026 | |
Timeless Store/marketing art | Store page appears to contain art assets generated by artificial intelligence. | Matthew Lalande | - | Mar 18, 2026 | |
Realms of Alterra Live AI text | Whilst building our game “Realms of Alterra”, we have had the unique opportunity to craft our game world around these agents. Building the game world in tandem with the AI has allowed us to simulate societies. I will now go into more detail about the ingredients that make up the technology we have built.
Our characters currently utilize an internal monologue to guide its interactions. This is based on a number of factors such as relationships, feelings, and its observation about the current world. The crucial component that ties it all together is the use of an adaptive long term memory, which allows AIs to recall all interactions its had with different people, as well as significant events that have happened. Relevant memories recalled based on what is happening to the character at the moment.
Our system of emotions allows us to determine how a character is feeling at any given time; These are used to then further guide the behavior of our characters, both in speech and decision making. With regards to autonomy, our agents can freely choose what to do in the world. We accomplish this by making the available actions known to each character, and giving them the option to choose their intention, which is then executed on the game engine.
In the near future we plan to include task planning and reprioritization, which allows each character to dynamically change its priorities, and thus its behaviors, constantly as the world changes around them. In addition to this, we also plan to improve the memory system to include relationship and associative memories, which allow for more complex reasoning and conditioning behaviors
We think that this is the future of RPG gaming. With our technology, we can create a new market of gamer- the social gamer to freely interact in a social simulation sandbox where anything is possible. I can’t be the only one who has wondered what would happen if I just took my pants off in the middle of an important business meeting, how people around me would react, and how my life would change as a result of that interaction. With a social simulation sandbox, these burning questions can be answered! | Legend Has It | - | Mar 18, 2026 | |
Sword Phantom Unclear art | some pictures | XyGame | - | Mar 18, 2026 | |
Cyborg City In-game content audio | No AI live-generation content in runtime. The usage of AI was strictly only in the character voices, and CODECs. The CODEC videos are entirely from in-game assets. We have the licenses necessary to use and distribute the AI content included as part of this game. | Cyborg Dreams | - | Mar 18, 2026 | |
机械轮回 Cyber Loop In-game content arttext | The game uses generative AI to create some 2D pictures, such as some ICONs; in addition, it also uses AI on the text to modify information such as prop descriptions. | Mili Studio | - | Mar 18, 2026 | |
Port 8080 Defense In-game content art | Port 8080 Defense uses AI-generated content for marketing and promotional materials, including:
• Store page visual assets (capsule images, backgrounds, promotional artwork)
• Marketing screenshots and promotional images for Steam store presence
• Visual elements for social media and community content
All AI-generated content is used exclusively for marketing purposes and does not affect gameplay mechanics, game balance, or core game content. The actual game assets (sprites, animations, code, audio) are created by human developers.
AI tools are used to enhance the visual presentation of the game on digital storefronts and promotional channels, ensuring professional quality marketing materials while maintaining authentic gameplay developed entirely by human creators. | Honshu Howl Gaming Company | - | Mar 18, 2026 | |
Cosmotots In-game content art | The static skybox HDRI for the first map is generated with Blockade Labs. | XOXODROP | 11 | Mar 18, 2026 | |
Atomic Arena In-game content art | Image generative AI was used to create the steam page artwork and in game icons. | Slightly Ambitious Games | - | Mar 18, 2026 | |
Самый дорогой человек In-game content art | Some images that do not play a major role in the story were created using AI and edited using manual post-processing. | house.opposite | 618 | Mar 18, 2026 | |
Atman:Rebel Flame Dev only art | During the game design process, we used advanced AI tools to generate some pictures as creative references and sources of inspiration, and professionals performed artistic processing on this basis to show the unique art style of "Atman: Rebel Flame". At the same time, we also attach great importance to player feedback and suggestions. If you have any suggestions on the artistic performance of the game, please feel free to communicate with us through the community. | JUP GAME | 51 | Mar 18, 2026 | |
KILL THE WITCH In-game content text | We use generative AI for localization support.
AI is not used for in-game content or gameplay. | SnakeEagle | 76 | Mar 18, 2026 | |
Cyber commander: Zombie Revenge Store/marketing art | The images in the main menu were generated by artificial intelligence | PatriarGames | - | Mar 18, 2026 | |
CyberHoney Store/marketing art | We used AI in the background of the promotional image, and there is no AI drawing in the game. | aliothgame | 28 | Mar 18, 2026 | |
EMULATED: OpsRunner In-game content art | Some of the images depicting fictional characters are generated by AI. | Southpac Interactive | - | Mar 18, 2026 | |
DUELANT In-game content audio | AI was used to process the voice of the voice actor. | GamePunk Studio | - | Mar 18, 2026 | |
Tokyo School Girl Store/marketing art | AI is used for the store page art assets. | FrisbyStudio | - | Mar 18, 2026 | |
Tech Disorder In-game content art | Loading screen images and some images in the game | Danil Koliada | - | Mar 18, 2026 | |
Atom Assault In-game content art | AI is exclusively utilized in the pre-generated assets, with no live-generated AI employed. Following tools are used:
Photoshop AI (main tool): Utilized for improving art, inpainting, and outpainting.
Magnific AI: Employed for creative upscaling.
Midjourney: Utilized for concept art generation of some assets. Subsequently, assets undergo a manual improvement process in Photoshop by combining different elements from the concept art to maintain a consistent art style. For robot hand animations, the process involves Spine and Adobe After Effects. Additionally, vehicles usually undergo the creation of a 3D model in Blender. | GameEraStudios | - | Mar 18, 2026 | |
Octopus Goulash In-game content art | Certain decorative elements within the game have been generated using generative AI. | Alessio Serenellini | - | Mar 18, 2026 | |
Space Hat In-game content audio | AI Voice Acting | Happy Hours | 86 | Mar 18, 2026 | |
Cyber workshop In-game content art | The content for the game (images of objects, ships, UI elements) was generated by artificial intelligence at the game development stage. The content does not change in any way during the game. | Maksim Baulin LLC | - | Mar 18, 2026 | |
Cosmos Milk Tea Live AI text | Part of the NPC dialogue is generated by AI | Emma Yang | - | Mar 18, 2026 | |
Super Chroma Bots : SEASON ONE In-game content text | Some parts of the story were written with assistance using Chat GPT. | NecroCatic Games | - | Mar 18, 2026 | |
Deadly Parkour Store/marketing art | Cover and banners in the store page. | Onduck Games | - | Mar 18, 2026 | |
The Cyber Masquerade In-game content art | The art is rendered by AI. | Spectre Sun | 32 | Mar 18, 2026 | |
Zarathustra - Cybergeddon In-game content artaudio | Most of the artwork was generated by Dall-E 3 and the voice over is generated by elevenlabs.io | Tim Rachor | 69 | Mar 18, 2026 | |
Neon Digital In-game content audioart | AI was used for voices of characters to help editing and certain images in the world's background. | HouseLumen | 17 | Mar 18, 2026 | |
학원마경 ~High School Crisis~ In-game content art | The AI was used to generate character and some of in-game background and story illustrations. | PISOFT Co., Ltd. | 17 | Mar 18, 2026 | |
Dark Web: Vigilante In-game content art | I use AI-generated pre-rendered images for the Desktop Backgrounds in the game. This is to provide the player with a more unique, customizable experience over their in-game computer.
I also use AI-generated pre-rendered images for character photos/portraits when needed.
All images do not resemble or impersonate any person, living or dead. | Edgebyter_ | - | Mar 18, 2026 | |
The Great Rebellion In-game content art | Some of the backgrounds in a few levels are based on images created with AI, as well as a few props in the levels. They were only used as a basis to start from and have been heavily edited manually afterwards to make them fit with the rest of the game's pixel art artstyle. | Kvltgames | 537 | Mar 18, 2026 | |
Escape Zombie Maze Store/marketing art | The cover photo of our game was created using artificial intelligence technology. Other than that, there is no other use of artificial intelligence in our game. | VELİ ARIK | - | Mar 18, 2026 | |
Helhigan In-game content art | Ai is used to help create textures and models that i process carefully in an image editor, visual texture defects may occur. | MD | - | Mar 18, 2026 | |
Shift'n Slay Store/marketing art | AI was used for the game's store page design and marketing materials. | DREBOT game studio | 87 | Mar 18, 2026 | |
Airborne Arena In-game content art | Skyboxes are AI-generated and posters are collages of ai-generated images. | Fireborne Games | - | Mar 18, 2026 | |
Unreal Kingdoms Live AI | Ai procedural weather system | Cyber Apes Yacht Club | - | Mar 18, 2026 |