Some of the artwork in this game was created using AI.
- Creator
- Jackto Studios
- Reviews
- -
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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Some of the artwork in this game was created using AI.
AI is used for localization (pre-generated translations of English interface text to supported languages for accessibility purposes).
All music assets were generated using Suno under a Pro subscription. Also the portraits of each General were produced with use of AI. I own full commercial rights to all music produced and portraits.
AI was used to create the visual art, music, voices, and sound effects. Abomination Ops was developed to demonstrate how modern artificial intelligence tools can be harnessed to craft a fully cinematic experience accessible to everyone. The story, world, and characters were conceived and written by a human being.
Generative AI was used to create the images for the store.
Some of the game's visual assets, including concept art and the cover image, were generated with the help of AI tools and then manually edited to fit the game's style.
The game makes use of AI to enhance the player experience in the following ways: Marketing and Menu Artwork: AI was used to generate promotional assets and in-game menu art. These assets were created based on original concept briefs and refined for style consistency. Story Development: All storylines, characters, and branching decisions are original and human-written. However, AI tools were used to assist with grammar correction, spelling consistency, and stylistic polishing, ensuring a high-quality reading experience across thousands of branching narrative paths. Voice Acting: All in-game dialog audio is AI-generated using text-to-speech technology. There is no real-time AI decision-making or AI-driven gameplay logic. All player-facing content is deterministic and authored by the development team.
During the development of this game, AI-based tools were used for assistance with the creation of a limited number of 3D models, the preparation of Steam store visuals and description texts, and certain programming-related tasks.
AI-generated images were used for promotional materials on this store page
A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate King Charles’s look and tone. This use of AI is limited strictly to marketing materials.
We used LLMs to help consolidate the rules engine code into one module for offline and online play. We also worked with Epidemic Sound, whose voice actors use AI to create voice content with their own voices.
Non-Live Generated Content: AI was used to make the voice over for the opening cutscene when starting a new game
Some UI elements in the game are generated or modified using AI.
Some illustrations and icons used in this game were created in advance using generative AI. This includes, for example, employee portraits, shop logos, and character illustrations from the in-game virtual online game.
The background image of the store page is created using AI assistance
The game's menu visuals, menu background music, store images, and soundtrack were generated using AI tools before being added to the game and store.
Some in-game text and sound assets were generated with the help of AI tools, primarily to assist with ideation and early drafts. All final content has been reviewed, edited by human developers. AI was also used during the concept phase of artwork to explore visual directions, but final visuals were created or finalized by human artists. No AI is used to generate content or code during live gameplay.
This game uses AI-generated content in two areas. The character voiceovers were created using ElevenLabs to provide high-quality text-to-speech performance. Additionally, certain character artwork was created with Meshy AI. These tools were used to support the development of voice acting and visual assets, and all generated content has been integrated and curated manually to fit the game’s design.
Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists.
AI-powered promotional images were created for the store
Artificial intelligence was used to create marketing materials.
AI tools were used during development as a creative support tool. They were primarily used for early graphical sketches and for code-related assistance such as debugging, helping me efficiently combine drawing, coding, composing, and story writing as a solo developer. No AI-generated content is used directly in the final game. All assets, code, music, and narrative content were created, refined, and implemented manually. The use of AI was purely supportive and inspirational, serving as a catalyst for creativity rather than a source of finished content. Transparency in the development process is important to me, which is why I am openly disclosing this here.
Some code and design decisions, aswell as store page assets were lightly assisted by AI tools. All game logic and implementation were written, reviewed, and tested by the developer.
Most of the visual assets in Sparkfront: Online were created with the help of AI-assisted tools and later refined manually to fit the game’s unique art style. In addition, translations for supported languages (excluding English and Turkish) were generated using AI and reviewed for clarity. Our goal was to speed up production without compromising quality or creativity.
Placeholder AI-generated unit voice-lines in current playtest build, no AI usage targeted for final release build.
In the game, there are three book-like covers, or large background images, that are generated by ai.
all the pictures are generated by artificial intelligence.
Some of the images on the store page were created using generative AI.
some image are create by AI and modify some bgm are create by AI
AI-Generated Game Cinematic and Voiceover
AI was used to create the logo
promo materials
The character artwork showcased on the store page was brought to life with the help of AI-based creative tools.
Some parts of the game use AI-generated technology to restore historical illustrations, historical artifacts and other pre-rendered content.And it can have AI generated conversations with NPCs
At present, the game is being developed by one person, and AI assistance is used to improve efficiency. In terms of code and illustrations, dubbing, and music, if there is funding, manual updates will be used to improve the quality of the game.
Star Legion uses AI-enhanced pre-rendered images for marketing and promotional materials, such as key art and store visuals. All in-game content, mechanics, and code are handcrafted without AI assistance.
本作では、ユニットのグラフィックの一部や武器や防具のアイコンの一部にAIで生成したアセットを使用しています。
AI assisted in the design of some game artwork
AI helped creating concept arts and marketing materials..
The 2D avatar textures may contain AI generated content.
The title background image is generated by AI. BGM 009Song_00_YY_RayofStarash.ogg is generated by AI.
3D models and some graphical assets were made using AI tools.
AI was used to create menu icons and buttons images
2d art including logos and text fonts ai assisted in code writing
Some promotional images and artwork shown on the store page, as well as a few ability icons, were created using generative AI tools. AI is not used during gameplay — all mechanics, systems, and bot behavior are fully handcrafted.
Some images and voice over.
AI was used to voice the character and create the game logo.
Capsule Image Created with AI
Artificial intelligence was used in the game's store page design and in several images within the game.
AI is used for some in game graphics also in-game character portrait art creation. All materials used are AI pre-rendered. Pre-Generated AI content created with the help of AI tools during development. Our game does not include illegal or infringing content, and our game is consistent with your marketing materials.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
War of Banners In-game content art | Some of the artwork in this game was created using AI. | Jackto Studios | - | Mar 18, 2026 | |
Of Crowns & Chains In-game content text | AI is used for localization (pre-generated translations of English interface text to supported languages for accessibility purposes). | BlueJayAvis | 16 | Mar 18, 2026 | |
Ashen Destiny In-game content audioart | All music assets were generated using Suno under a Pro subscription. Also the portraits of each General were produced with use of AI. I own full commercial rights to all music produced and portraits. | Arrow & Blade Games | - | Mar 18, 2026 | |
Abomination Ops In-game content artaudiotext | AI was used to create the visual art, music, voices, and sound effects. Abomination Ops was developed to demonstrate how modern artificial intelligence tools can be harnessed to craft a fully cinematic experience accessible to everyone. The story, world, and characters were conceived and written by a human being. | Dynamic Solutions Megacorp | - | Mar 18, 2026 | |
JustBecause Store/marketing art | Generative AI was used to create the images for the store. | clcmd9701 | - | Mar 18, 2026 | |
GSK Store/marketing art | Some of the game's visual assets, including concept art and the cover image, were generated with the help of AI tools and then manually edited to fit the game's style. | Caio Ragazzi | - | Mar 18, 2026 | |
Survive, Resist, Collaborate - a World War 2 Choice-Based Story In-game content arttextaudio | The game makes use of AI to enhance the player experience in the following ways:
Marketing and Menu Artwork: AI was used to generate promotional assets and in-game menu art. These assets were created based on original concept briefs and refined for style consistency.
Story Development: All storylines, characters, and branching decisions are original and human-written. However, AI tools were used to assist with grammar correction, spelling consistency, and stylistic polishing, ensuring a high-quality reading experience across thousands of branching narrative paths.
Voice Acting: All in-game dialog audio is AI-generated using text-to-speech technology.
There is no real-time AI decision-making or AI-driven gameplay logic. All player-facing content is deterministic and authored by the development team. | Asterism Games | - | Mar 18, 2026 | |
Ruins Of Dead Store/marketing arttextcode | During the development of this game, AI-based tools were used for assistance with the creation of a limited number of 3D models, the preparation of Steam store visuals and description texts, and certain programming-related tasks. | Ragdoll Interactive | - | Mar 18, 2026 | |
Sink And Score Store/marketing art | AI-generated images were used for promotional materials on this store page | Fart Games | - | Mar 18, 2026 | |
King Charles: Rise of the Alpha Store/marketing art | A handful of key art pieces, concept illustrations, and store-page graphics were generated with AI image-generation software to help communicate King Charles’s look and tone. This use of AI is limited strictly to marketing materials. | DodoModo | 11 | Mar 18, 2026 | |
Space Imperia 4X Dev only code | We used LLMs to help consolidate the rules engine code into one module for offline and online play. We also worked with Epidemic Sound, whose voice actors use AI to create voice content with their own voices. | Breich Games | 65 | Mar 18, 2026 | |
KS Tank War In-game content audio | Non-Live Generated Content: AI was used to make the voice over for the opening cutscene when starting a new game | KS For Fun Games | - | Mar 18, 2026 | |
1931-1945: Their Childhood - Tunnel Warfare/地道战 In-game content art | Some UI elements in the game are generated or modified using AI. | Hongji Interactive | - | Mar 18, 2026 | |
Whale Life Simulator In-game content art | Some illustrations and icons used in this game were created in advance using generative AI.
This includes, for example, employee portraits, shop logos, and character illustrations from the in-game virtual online game. | Sorano Concon Games | - | Mar 18, 2026 | |
弈道VR中国象棋 Store/marketing art | The background image of the store page is created using AI assistance | SeeingTec | - | Mar 18, 2026 | |
Bilge Su Bullet Baroness In-game content artaudio | The game's menu visuals, menu background music, store images, and soundtrack were generated using AI tools before being added to the game and store. | Selçuk Çetiner | - | Mar 18, 2026 | |
Countryballs: Power Protocol In-game content textaudioart | Some in-game text and sound assets were generated with the help of AI tools, primarily to assist with ideation and early drafts. All final content has been reviewed, edited by human developers. AI was also used during the concept phase of artwork to explore visual directions, but final visuals were created or finalized by human artists. No AI is used to generate content or code during live gameplay. | KNK DEVELOP | 159 | Mar 18, 2026 | |
Shadowland: Rise Of The Fallen In-game content audioart | This game uses AI-generated content in two areas. The character voiceovers were created using ElevenLabs to provide high-quality text-to-speech performance. Additionally, certain character artwork was created with Meshy AI. These tools were used to support the development of voice acting and visual assets, and all generated content has been integrated and curated manually to fit the game’s design. | Talon Software | - | Mar 18, 2026 | |
守卫虎牢 Pass Tiger Cage Store/marketing art | Initial concept art was generated using AI tools, followed by manual adjustments and modifications by artists. | 中军MT | 30 | Mar 18, 2026 | |
昆虫帝国 Store/marketing art | AI-powered promotional images were created for the store | Jiangzuogongfang Shanghai Game Co.,Ltd | - | Mar 18, 2026 | |
Bayraktar and Stugna Store/marketing art | Artificial intelligence was used to create marketing materials. | Nebocry Interactive | - | Mar 18, 2026 | |
Fragmented Soul: Blackrock In-game content artcodeaudiotext | AI tools were used during development as a creative support tool.
They were primarily used for early graphical sketches and for code-related assistance such as debugging, helping me efficiently combine drawing, coding, composing, and story writing as a solo developer.
No AI-generated content is used directly in the final game.
All assets, code, music, and narrative content were created, refined, and implemented manually.
The use of AI was purely supportive and inspirational, serving as a catalyst for creativity rather than a source of finished content.
Transparency in the development process is important to me, which is why I am openly disclosing this here. | Johannes Elsasser | - | Mar 18, 2026 | |
Iron Revenge 3D Store/marketing codeart | Some code and design decisions, aswell as store page assets were lightly assisted by AI tools. All game logic and implementation were written, reviewed, and tested by the developer. | Steelbyte Labs | - | Mar 18, 2026 | |
Sparkfront: Online In-game content arttext | Most of the visual assets in Sparkfront: Online were created with the help of AI-assisted tools and later refined manually to fit the game’s unique art style. In addition, translations for supported languages (excluding English and Turkish) were generated using AI and reviewed for clarity. Our goal was to speed up production without compromising quality or creativity. | Selçuk Oruç | - | Mar 18, 2026 | |
Tegula - Rise of the Roman Republic In-game content audio | Placeholder AI-generated unit voice-lines in current playtest build, no AI usage targeted for final release build. | Restless Toucan | - | Mar 18, 2026 | |
征服者笔记本联机版 In-game content art | In the game, there are three book-like covers, or large background images, that are generated by ai. | QiuGong | - | Mar 18, 2026 | |
Fire Road Store/marketing art | all the pictures are generated by artificial intelligence. | Rigel | - | Mar 18, 2026 | |
Phantom Necro Store/marketing art | Some of the images on the store page were created using generative AI. | SoraKame | - | Mar 18, 2026 | |
Endzone Girls In-game content artaudio | some image are create by AI and modify
some bgm are create by AI | Aozora | 11 | Mar 18, 2026 | |
MagicKingdom In-game content artaudio | AI-Generated Game Cinematic and Voiceover | Shanghai Lingwen Huanyu Game Co., Ltd. | - | Mar 18, 2026 | |
Zombitality Store/marketing art | AI was used to create the logo | QuadCom Interactive | - | Mar 18, 2026 | |
Outlanders: Hunt and Survive Store/marketing art | promo materials | Uberbax-Gaming | - | Mar 18, 2026 | |
SteamPowered Store/marketing art | The character artwork showcased on the store page was brought to life with the help of AI-based creative tools. | IonForce Studio | - | Mar 18, 2026 | |
《十三州行动》三国搜打撤 In-game content arttext | Some parts of the game use AI-generated technology to restore historical illustrations, historical artifacts and other pre-rendered content.And it can have AI generated conversations with NPCs | 绝汪 | 516 | Mar 18, 2026 | |
水浒:八方枭雄 In-game content artaudiocode | At present, the game is being developed by one person, and AI assistance is used to improve efficiency. In terms of code and illustrations, dubbing, and music, if there is funding, manual updates will be used to improve the quality of the game. | 逐梦工作室 | - | Mar 18, 2026 | |
Star Legion In-game content art | Star Legion uses AI-enhanced pre-rendered images for marketing and promotional materials, such as key art and store visuals. All in-game content, mechanics, and code are handcrafted without AI assistance. | Hello World Games Studio | - | Mar 18, 2026 | |
Dragon's Chronicles~暗黒大魔王と北斗の剣(つるぎ)~ In-game content art | 本作では、ユニットのグラフィックの一部や武器や防具のアイコンの一部にAIで生成したアセットを使用しています。 | スタジオあっとほ~む | 115 | Mar 18, 2026 | |
FrostBound In-game content art | AI assisted in the design of some game artwork | Lyra Studio | 1.2k | Mar 18, 2026 | |
Endless War In-game content art | AI helped creating concept arts and marketing materials.. | Lion Byte Games | - | Mar 18, 2026 | |
Breakfall In-game content art | The 2D avatar textures may contain AI generated content. | Dominik Geuer | - | Mar 18, 2026 | |
星标3最终未来 In-game content artaudio | The title background image is generated by AI.
BGM 009Song_00_YY_RayofStarash.ogg is generated by AI. | 暗de刺客 | - | Mar 18, 2026 | |
Fortress Frenzy In-game content art | 3D models and some graphical assets were made using AI tools. | Mythforge Games | - | Mar 18, 2026 | |
Helicopter Simulator 2025 - Real Flight PC/VR In-game content art | AI was used to create menu icons and buttons images | Helicopter Simulator | 13 | Mar 18, 2026 | |
Defend the Dead In-game content arttext | 2d art including logos and text fonts
ai assisted in code writing | Loaded Goat Games | - | Mar 18, 2026 | |
Last Front In-game content art | Some promotional images and artwork shown on the store page, as well as a few ability icons, were created using generative AI tools.
AI is not used during gameplay — all mechanics, systems, and bot behavior are fully handcrafted. | Murzin Studio | - | Mar 18, 2026 | |
Hired Stars Unclear artaudio | Some images and voice over. | Mark Kaps | - | Mar 18, 2026 | |
Blitzkrieg Express In-game content audioart | AI was used to voice the character and create the game logo. | Maksym Melnyk | 118 | Mar 18, 2026 | |
ZCurse Store/marketing art | Capsule Image Created with AI | Pixalent | - | Mar 18, 2026 | |
Eternal Voyager In-game content art | Artificial intelligence was used in the game's store page design and in several images within the game. | - | - | Mar 18, 2026 | |
Gun Center Simulator In-game content art | AI is used for some in game graphics also in-game character portrait art creation. All materials used are AI pre-rendered. Pre-Generated AI content created with the help of AI tools during development. Our game does not include illegal or infringing content, and our game is consistent with your marketing materials. | Digital Melody | 55 | Mar 18, 2026 |