The game contains some images, such as terrain types, generated by AI.
- Creator
- Łukasz Jakowski
- Reviews
- 1.8k
- Added
- Mar 18, 2026
Public Steam disclosure research 25,376 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
The game contains some images, such as terrain types, generated by AI.
This game does not use generative AI to produce content during gameplay. Some AI tools were used during development (i.e., code drafting, proofreading, and asset prototyping), but all core game content was created and finalized by human developers.
Some pixel art effects are made through the use of AI.
Based on our Frontline 1 assets, we've leveraged the innovative capabilities of Midjourney to elevate our visuals by enhancing the graphics for some of the background & art images.
Portrait de personnages Portraits of people
AI has been used to help develop the game's backgrounds as well as the game's cover art.
Commander avatars used during the commander selection screen are AI generated.
Throughout the development of our game, we may leverage AI-based tools to assist our team in content creation. Please rest assured that what you see in the game reflects the creativity and hard work of our team. Examples may include pictures and/or posters used in some of our environments.
We used AI to generate the capsule images for the game's store page and some in-game icons. AI was also used while developing to generate a one-time world map with country details used in the game.
Many images that take place in game, representing towns and cities were created with the help of artificial intelligence. Generated pieces were not directly taken place in game but used advisory/recommendation manner (eg. to illustrate how a North West city looks in 1940s).
Operation Tide utilizes AI made visual textures for the 3D game assets present in O.T.
We created some pictures for Marketing and a references for our artists come up with ideas, when the game released there will be no direct AI created images. There will be only 2D drawings of our Artists baed on AI generated references.
Generative AI is used solely during development for supplemental, non-essential purposes, including unit testing or the creation of certain art elements. These AI-generated outputs are limited in scope, reviewed by our development team, and never substituted human creative or technical decision-making. All final core assets and game content are created entirely by Wargaming’s artists and developers.
Some of the tools used in the creation of pre-rendered graphics for the game and store page use AI.
Ai is used in some of the background character's voices. The AI comes from Replica Studios (https://www.replicastudios.com/) and is legal and does not violate any copyright laws. The majority of the voice acting comes from hired professionals. Additionally, some of the artists I hired may have used AI to create or edit some of the art.
Game contains images of units, buildings, characters generated by AI.
Some World War 2 propaganda posters were made with AI then edited with Photoshop.
AI was used to generate some of the images and to animate the historical characters.
Voiceovers are AI generated
Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build.
The main presentation photos in the store page and the presentation photos in the game library were generated using AI.
Some loading screens and main menu screen use ai generated images
Some voicelines were made with Replica Studios, a verified Unity Solution. Everything used is licensed.
Some textures in the game are pre-rendered using AI; No live-generate content during gameplay
We have used an AI voice over for the tutorial and other voice prompts where its is anticipated we will need to quickly change the voice during Early Access due to player feedback.
Some parts of the soundtrack and/or minor voiceline grunts have been created or enhanced by Artificial Intelligence.
The game includes several textures that were initially generated using AI and subsequently refined through manual editing. There aren't many such objects in the game.
Generative AI is used only during development for minor, replaceable elements like textures or icons. All core assets are created entirely by Wargaming’s artists and developers.
Generative AI was used as a supporting tool during the creation of some of the Steam Community assets, with all AI-generated images being carefully refined and significantly reworked by a professional graphic artist. The game itself (and all in-game artwork) was created entirely by human developers and artists, without the use of generative AI.
AI tools were used to pre-generate a marching song heard during one of the sequences in late game.
Generative AI is used only during development for minor, replaceable elements like textures or icons. All core assets and code base are created entirely by Wargaming’s artists and developers.
AI upscaling is used for some of the textures AI Voice Generation is used for some of the NPCs
The game uses some AI-generated sound effects, music, voice overs and in-game localization. It may, in rare instances use AI art fully or adopted by artists.
- Part of the original texts in the briefing were spellchecked, reviewed and slightly improved using AI text tools. Original texts written by the Team. Original research and writing was human-made.
Our team utilizes AI in a variety of ways to improve the quality of our game. Here are a few examples of how our team incorporates AI into our development process: 1. We use AI to translate dialogue, subtitles, and (more infrequently) music into a variety of different languages spoken by players of our game. This allows more players from different regions to enjoy playing Operation: Harsh Doorstop in their own language, and helps us reach more players throughout the world. 2. We utilize machine learning to help train our NPC bots, giving non-player characters more realistic and adaptive behavior on the battlefield. 3. We utilize AI to assist with finding bugs and other issues in the game, which our developers can then diagnose and fix. We currently work with the RevoltGPT team to help us incorporate AI into our development workflows. If you're interested in learning more, you can visit their website at https://rvt.dev
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Age of History II Definitive Edition In-game content art | The game contains some images, such as terrain types, generated by AI. | Łukasz Jakowski | 1.8k | Mar 18, 2026 | |
Bearplane In-game content codetextart | This game does not use generative AI to produce content during gameplay.
Some AI tools were used during development (i.e., code drafting, proofreading, and asset prototyping), but all core game content was created and finalized by human developers. | Matthew Burton | - | Mar 18, 2026 | |
Letters from the War In-game content art | Some pixel art effects are made through the use of AI. | Etrurian Games | 47 | Mar 18, 2026 | |
Frontline: Assault Corps WW2 In-game content art | Based on our Frontline 1 assets, we've leveraged the innovative capabilities of Midjourney to elevate our visuals by enhancing the graphics for some of the background & art images. | Frontline: Games Series | 30 | Mar 18, 2026 | |
FLAAK TD Unclear art | Portrait de personnages
Portraits of people | Oedipe Games | - | Mar 18, 2026 | |
Sky Combat: WWII Warplane Races Store/marketing art | AI has been used to help develop the game's backgrounds as well as the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Rogue Battalion In-game content art | Commander avatars used during the commander selection screen are AI generated. | Zappy Turtle | - | Mar 18, 2026 | |
The Well: Episode 1 In-game content art | Throughout the development of our game, we may leverage AI-based tools to assist our team in content creation. Please rest assured that what you see in the game reflects the creativity and hard work of our team. Examples may include pictures and/or posters used in some of our environments. | Zettanium | - | Mar 18, 2026 | |
GENERAL IDLER In-game content art | We used AI to generate the capsule images for the game's store page and some in-game icons. AI was also used while developing to generate a one-time world map with country details used in the game. | Istikan Studio | - | Mar 18, 2026 | |
When She's Gone In-game content art | Many images that take place in game, representing towns and cities were created with the help of artificial intelligence. Generated pieces were not directly taken place in game but used advisory/recommendation manner (eg. to illustrate how a North West city looks in 1940s). | Missed Approach Interactive | - | Mar 18, 2026 | |
Operation Tide In-game content art | Operation Tide utilizes AI made visual textures for the 3D game assets present in O.T. | Righteous Biscuit Studios | - | Mar 18, 2026 | |
Survivor Company Store/marketing art | We created some pictures for Marketing and a references for our artists come up with ideas, when the game released there will be no direct AI created images. There will be only 2D drawings of our Artists baed on AI generated references. | Steelion Studios Bilişim ve Teknoloji Üretim Pazarlama LTD. ŞTİ | - | Mar 18, 2026 | |
World of Warships: Legends In-game content artcode | Generative AI is used solely during development for supplemental, non-essential purposes, including unit testing or the creation of certain art elements. These AI-generated outputs are limited in scope, reviewed by our development team, and never substituted human creative or technical decision-making. All final core assets and game content are created entirely by Wargaming’s artists and developers. | Wargaming Group Limited | 494 | Mar 18, 2026 | |
Pacific Fire Store/marketing art | Some of the tools used in the creation of pre-rendered graphics for the game and store page use AI. | Wirraway Software | - | Mar 18, 2026 | |
Soviet Soldier In-game content audioart | Ai is used in some of the background character's voices. The AI comes from Replica Studios (https://www.replicastudios.com/) and is legal and does not violate any copyright laws. The majority of the voice acting comes from hired professionals. Additionally, some of the artists I hired may have used AI to create or edit some of the art. | Go Up Gaming | 13 | Mar 18, 2026 | |
Age of History 3 In-game content art | Game contains images of units, buildings, characters generated by AI. | Łukasz Jakowski | 3.7k | Mar 18, 2026 | |
World War 2 Agenda Store/marketing art | Some World War 2 propaganda posters were made with AI then edited with Photoshop. | Rocket Regios studios | - | Mar 18, 2026 | |
A Taste of History In-game content art | AI was used to generate some of the images and to animate the historical characters. | Mama Makes Games | - | Mar 18, 2026 | |
D-Day VR Museum In-game content audio | Voiceovers are AI generated | Lichtblau IT | 15 | Mar 18, 2026 | |
Terrors of War In-game content audioart | Terrors of War is being developed solo on a tight budget. To get the project to its current state I've used generative AI for a handful of placeholder assets: some voice lines, sound effects, UI iconography and the current Steam capsule art. These are all temporary. Every AI-assisted asset is flagged in the project as a placeholder and will be replaced with custom work from freelance artists progressively through Early Access. Wherever possible I use in-game screenshots and footage. What you see represents actual gameplay. No content is generated at runtime. All AI-assisted assets ship pre-generated in the build. | Hetki | - | Mar 18, 2026 | |
Tank Simulator Store/marketing art | The main presentation photos in the store page and the presentation photos in the game library were generated using AI. | Imperian Online - Praha | - | Mar 18, 2026 | |
Red Glare In-game content art | Some loading screens and main menu screen use ai generated images | BT Studios | 60 | Mar 18, 2026 | |
Cactus Cowboy - Plants at War In-game content audio | Some voicelines were made with Replica Studios, a verified Unity Solution. Everything used is licensed. | Cactus VR Studios | 130 | Mar 18, 2026 | |
War of Resistance In-game content art | Some textures in the game are pre-rendered using AI; No live-generate content during gameplay | chenjd | - | Mar 18, 2026 | |
Victory At Sea Atlantic In-game content audio | We have used an AI voice over for the tutorial and other voice prompts where its is anticipated we will need to quickly change the voice during Early Access due to player feedback. | Evil Twin Artworks | 84 | Mar 18, 2026 | |
Sherman Commander In-game content audio | Some parts of the soundtrack and/or minor voiceline grunts have been created or enhanced by Artificial Intelligence. | Iron Wolf Studio S.A. | 111 | Mar 18, 2026 | |
Aircraft Evolution In-game content art | The game includes several textures that were initially generated using AI and subsequently refined through manual editing.
There aren't many such objects in the game. | Satur Entertainment | 214 | Mar 18, 2026 | |
World of Warships In-game content art | Generative AI is used only during development for minor, replaceable elements like textures or icons. All core assets are created entirely by Wargaming’s artists and developers. | Wargaming Group Limited | 49.3k | Mar 18, 2026 | |
Men of War: Red Tide Store/marketing art | Generative AI was used as a supporting tool during the creation of some of the Steam Community assets, with all AI-generated images being carefully refined and significantly reworked by a professional graphic artist. The game itself (and all in-game artwork) was created entirely by human developers and artists, without the use of generative AI. | Fulqrum Publishing | 734 | Mar 18, 2026 | |
Sumerian Six In-game content audio | AI tools were used to pre-generate a marching song heard during one of the sequences in late game. | Artificer | 1k | Mar 18, 2026 | |
World of Tanks In-game content art | Generative AI is used only during development for minor, replaceable elements like textures or icons. All core assets and code base are created entirely by Wargaming’s artists and developers. | Wargaming Group Limited | 25.1k | Mar 18, 2026 | |
RealRTCW In-game content artaudio | AI upscaling is used for some of the textures
AI Voice Generation is used for some of the NPCs | Wolfmap | 1.2k | Mar 18, 2026 | |
Call to Arms: Panzer Elite In-game content audiotext | The game uses some AI-generated sound effects, music, voice overs and in-game localization. It may, in rare instances use AI art fully or adopted by artists. | Digitalmindsoft | 1.9k | Mar 18, 2026 | |
Task Force Admiral In-game content text | - Part of the original texts in the briefing were spellchecked, reviewed and slightly improved using AI text tools. Original texts written by the Team. Original research and writing was human-made. | Drydock Dreams Games | 612 | Mar 18, 2026 | |
Operation: Harsh Doorstop Live AI text | Our team utilizes AI in a variety of ways to improve the quality of our game. Here are a few examples of how our team incorporates AI into our development process:
1. We use AI to translate dialogue, subtitles, and (more infrequently) music into a variety of different languages spoken by players of our game. This allows more players from different regions to enjoy playing Operation: Harsh Doorstop in their own language, and helps us reach more players throughout the world.
2. We utilize machine learning to help train our NPC bots, giving non-player characters more realistic and adaptive behavior on the battlefield.
3. We utilize AI to assist with finding bugs and other issues in the game, which our developers can then diagnose and fix.
We currently work with the RevoltGPT team to help us incorporate AI into our development workflows. If you're interested in learning more, you can visit their website at https://rvt.dev | Drakeling Labs | 11.1k | Mar 17, 2026 |