Some UI icons and 3D models use generated AI.
- Creator
- 不老之泉水
- Reviews
- -
- Added
- Mar 18, 2026
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Some UI icons and 3D models use generated AI.
In the localization of multi-language translation of the game, the developer uses translation software to translate the languages of different countries. The translation software describes the use of neural networks for translation, which I think may be related to AI translation; Since the developer does not understand the language of other countries, the developer does not have the funds to hire a professional translator, so the multi-language support is handled by translation software. Please forgive me if this automated translation causes any language offense, and please let me know. I will correct it in time. Sometimes you'll see me write words in English in parentheses, so that the translation software can correctly identify what I'm trying to say; In addition, the developers did not use AI to generate images, audio and other content;
Certain graphic elements and textures in this game were created through a combination of licensed generative AI and traditional composition, including some patterns for materials, certain user interface icons, and some character faces.
I plan on phasing out the AI generated content and replacing it with my own assets as development continues.
Voice messages in the game were created using a neural network
DarkSwarm is built by hand, by talented individuals — but we may have used generative AI, among other tools, to visualize ideas during the concept phase, helping us deliver the best possible game experience. In that sense, it has supported the creation of certain environmental assets, images, and props. It's one of many tools in our creative toolbox and is always used alongside handcrafted work.
Generative AI has been used in the trailer images, the store page images, and the in-game UI images.
Text-to-speech software is used to synthesize our in-game and in-cinematic robotic announcer. RIFTSTORM’s creative direction and all content included in the game are produced, reviewed, and implemented by our team.
该游戏音频部分使用了AI工具辅助完成。
This game is the handcrafted work of a solo indie developer and artist. During the development process, generative tools were used as supportive instruments within the creative workflow for specific assets. The final game experience fully reflects the developer’s original creative vision and craftsmanship.
As an indie developer, we use AI tools for translating the game, generating some textures, and for audio-related tasks, such as creating sound files and voice recordings.
Marketing materials are made with AI, including Art and Music.
AI assisted frame animation
The game includes AI-generated images used as visual assets. Specifically, AI-generated content is utilized for stage backgrounds, cutscene backgrounds, character illustrations, and certain in-game icons.
Our game contains a very limited use of AI-generated imagery. Specifically, a small number of static portrait images displayed in a hallway scene were created using AI tools. These portraits are decorative only, used to add visual variety to the champions portrayed. They do not impact gameplay, story progression, or player decisions.
A very few in-game assets (in game image and less than 5 icons) were ai-generated first and then reworked by a human to match with Seven Cities lore.
Use AI for make in game music.
2D narrative images are created with A.I assistance. All images are then reworked to fit our ArtStyle
During the development of this game, AI-generative content was used to create auxiliary interface elements, some icons and character voice acting.
AI is used for images of Steam Achievements.
*This game used AI for Soundtracks. AIVA: 2019 ~ 2024 Suno: 2024 ~
Our Art department uses generative AI at times in order to create distinctive 2D visuals for marketing materials, ensuring each piece aligns with Steam's guidelines and copyright laws. All the generated content is carefully curated, ensuring that a respectful gaming environment. This AI-assisted content enhances the aesthetic appeal of our game, while adhering to ethical standards.
I used Midjourney to stylize an ingame screenshot to create capsule art. AI helped me contextually translate my game into other languages.
Deadeye Deepfake Simulacrum makes use of a custom built variational autoencoder to assist in the creation of character sprites, trained exclusively on the sprites I've already created. A separate generative adversarial network is used to make images that serve as the basis for some facial sprites, and background art.
We use AI to create some concept arts for the game used in some backgrounds
We generate models, textures, code and concept art with AI.
As much as we love handcrafted assets and visuals, we are only a two-person team. Some images, icons, and parts of the localization were created with the help of AI. This is a temporary solution, and our goal is to move away from AI-generated content entirely in the future.
Various 2D Sprites
We’ve utilized AI to assist in the creation of certain visual elements, such as asteroids and ships, which are featured in the game. These AI-generated assets were thoughtfully integrated to enhance your visual experience. Please note, AI is not involved in gameplay or player interactions.
AI tools are used to assist with artwork and localization.
Using generated images for the Steam store page icons
We use Generative AI for a select few minor assets, but the vast majority of our game's content is proudly hand-crafted.
In order to improve game performance, some parts of the code use mathematical formulas generated with the help of AI. AI was used to enhance several backgrounds and images that were originally hand-drawn and then used as reference material.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
无限RPG In-game content art | Some UI icons and 3D models use generated AI. | 不老之泉水 | - | Mar 18, 2026 | |
吸血鬼的回忆 - Vampire Memories In-game content text | In the localization of multi-language translation of the game, the developer uses translation software to translate the languages of different countries.
The translation software describes the use of neural networks for translation, which I think may be related to AI translation;
Since the developer does not understand the language of other countries, the developer does not have the funds to hire a professional translator, so the multi-language support is handled by translation software.
Please forgive me if this automated translation causes any language offense, and please let me know. I will correct it in time.
Sometimes you'll see me write words in English in parentheses, so that the translation software can correctly identify what I'm trying to say;
In addition, the developers did not use AI to generate images, audio and other content; | Queen Vampire | - | Mar 18, 2026 | |
Make Them Stop In-game content art | Certain graphic elements and textures in this game were created through a combination of licensed generative AI and traditional composition, including some patterns for materials, certain user interface icons, and some character faces. | Questions Factory | - | Mar 18, 2026 | |
Midnight at the Disco Unclear | I plan on phasing out the AI generated content and replacing it with my own assets as development continues. | Taphouse Games | 25 | Mar 18, 2026 | |
GUNFIELD In-game content audio | Voice messages in the game were created using a neural network | Shiv | 229 | Mar 18, 2026 | |
DarkSwarm In-game content art | DarkSwarm is built by hand, by talented individuals — but we may have used generative AI, among other tools, to visualize ideas during the concept phase, helping us deliver the best possible game experience.
In that sense, it has supported the creation of certain environmental assets, images, and props. It's one of many tools in our creative toolbox and is always used alongside handcrafted work. | Bitfire Games | - | Mar 18, 2026 | |
Jack the Ripper: Hunter Clan In-game content art | Generative AI has been used in the trailer images, the store page images, and the in-game UI images. | Plus Alpha Game Studio | - | Mar 18, 2026 | |
Riftstorm In-game content audio | Text-to-speech software is used to synthesize our in-game and in-cinematic robotic announcer. RIFTSTORM’s creative direction and all content included in the game are produced, reviewed, and implemented by our team. | Confiction Labs | 559 | Mar 18, 2026 | |
灾变时代 In-game content audio | 该游戏音频部分使用了AI工具辅助完成。 | better now | - | Mar 18, 2026 | |
Noobs Are Coming Dev only art | This game is the handcrafted work of a solo indie developer and artist. During the development process, generative tools were used as supportive instruments within the creative workflow for specific assets. The final game experience fully reflects the developer’s original creative vision and craftsmanship. | Overboy | 1.5k | Mar 18, 2026 | |
Battle of Decay: Survival In-game content artaudiotext | As an indie developer, we use AI tools for translating the game, generating some textures, and for audio-related tasks, such as creating sound files and voice recordings. | DefconNet.work | - | Mar 18, 2026 | |
Gonochki In-game content artaudio | Marketing materials are made with AI, including Art and Music. | Ducat | - | Mar 18, 2026 | |
铁骑少女(Cavalry Girls) In-game content art | AI assisted frame animation | 中子星游戏研究所 | 1.9k | Mar 18, 2026 | |
Dark Old Sun II: Unspace In-game content art | The game includes AI-generated images used as visual assets. Specifically, AI-generated content is utilized for stage backgrounds, cutscene backgrounds, character illustrations, and certain in-game icons. | SN!Somos Nerds | - | Mar 18, 2026 | |
The Mad House Season One In-game content art | Our game contains a very limited use of AI-generated imagery. Specifically, a small number of static portrait images displayed in a hallway scene were created using AI tools. These portraits are decorative only, used to add visual variety to the champions portrayed. They do not impact gameplay, story progression, or player decisions. | Crazy Carrot Studios | - | Mar 18, 2026 | |
Seven Cities In-game content art | A very few in-game assets (in game image and less than 5 icons) were ai-generated first and then reworked by a human to match with Seven Cities lore. | IMV Studio | 31 | Mar 18, 2026 | |
QUICKN In-game content audio | Use AI for make in game music. | g_sholar | - | Mar 18, 2026 | |
DarkTimes In-game content art | 2D narrative images are created with A.I assistance. All images are then reworked to fit our ArtStyle | Salvagers Studio | - | Mar 18, 2026 | |
Hard Glide In-game content artaudio | During the development of this game, AI-generative content was used to create auxiliary interface elements, some icons and character voice acting. | Oleg Antipov | 13 | Mar 18, 2026 | |
League of Felt Tanks Store/marketing art | AI is used for images of Steam Achievements. | Utage Guys | - | Mar 18, 2026 | |
Project: Vaccine A In-game content audio | *This game used AI for Soundtracks.
AIVA: 2019 ~ 2024
Suno: 2024 ~ | Birb Games | 47 | Mar 18, 2026 | |
Zombie Gunship Survival In-game content art | Our Art department uses generative AI at times in order to create distinctive 2D visuals for marketing materials, ensuring each piece aligns with Steam's guidelines and copyright laws. All the generated content is carefully curated, ensuring that a respectful gaming environment. This AI-assisted content enhances the aesthetic appeal of our game, while adhering to ethical standards. | Flaregames | 859 | Mar 18, 2026 | |
Artificial Extinction 2 In-game content textart | I used Midjourney to stylize an ingame screenshot to create capsule art. AI helped me contextually translate my game into other languages. | 100Hr Games Inc | 100 | Mar 18, 2026 | |
Deadeye Deepfake Simulacrum In-game content art | Deadeye Deepfake Simulacrum makes use of a custom built variational autoencoder to assist in the creation of character sprites, trained exclusively on the sprites I've already created. A separate generative adversarial network is used to make images that serve as the basis for some facial sprites, and background art. | nodayshalleraseyou | 806 | Mar 18, 2026 | |
Heistfest In-game content art | We use AI to create some concept arts for the game used in some backgrounds | Amilcar Technologies | - | Mar 18, 2026 | |
Zombie Hunter, Inc. In-game content artcode | We generate models, textures, code and concept art with AI. | Maya Gameworks | - | Mar 18, 2026 | |
SteelGuard In-game content arttext | As much as we love handcrafted assets and visuals, we are only a two-person team. Some images, icons, and parts of the localization were created with the help of AI. This is a temporary solution, and our goal is to move away from AI-generated content entirely in the future. | Sephiron Forge | - | Mar 18, 2026 | |
Battlecaster art | Various 2D Sprites | Voltigeur | - | Mar 18, 2026 | |
Space Battle In-game content art | We’ve utilized AI to assist in the creation of certain visual elements, such as asteroids and ships, which are featured in the game. These AI-generated assets were thoughtfully integrated to enhance your visual experience. Please note, AI is not involved in gameplay or player interactions. | Adrián Corbalán | - | Mar 18, 2026 | |
Time Wasters In-game content arttext | AI tools are used to assist with artwork and localization. | Proton Studio | 1.4k | Mar 18, 2026 | |
You Alone Can Defeat Evil In-game content art | Using generated images for the Steam store page icons | Edward Marchioni | - | Mar 18, 2026 | |
Curve Fever In-game content art | We use Generative AI for a select few minor assets, but the vast majority of our game's content is proudly hand-crafted. | Jos Games | - | Mar 17, 2026 | |
D'LIRIUM In-game content artcode | In order to improve game performance, some parts of the code use mathematical formulas generated with the help of AI.
AI was used to enhance several backgrounds and images that were originally hand-drawn and then used as reference material. | B52 Development Team | 973 | Mar 17, 2026 |