Some of the characters' phrases that they say during gameplay.
- Creator
- Midhard Games
- Reviews
- 25
- Added
- Mar 18, 2026
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Some of the characters' phrases that they say during gameplay.
Some UI elements and icons have been made using AI.
Some images in the game are generated by AI.
Out of a total of 12 music tracks, 9 were produced using AI. A total of 25 villager profile pictures were generated with AI. All languages except German, French, Polish, Brazilian Portuguese, and Turkish were translated using AI. AI was used in the creation of the Steam capsule logo.
Some of the marketing materials, 2D visuals, and voiceover assets were enhanced or created with the help of AI tools.
The game contains AI generated backgrounds that have been polished.
AI was used to generate some of the paintings seen on the walls in-game, as well as some community profile items (such as Steam badges).
AI has been used to generate some icons and backgrounds.
Due to budget constraints, some graphics in the game, such as the main interface and event images within events, are AI pre-generated.
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.
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.
AI was used to generate old version of steam page banner, and now it's as main image on most of community news.
As a solo developer, I use AI to brainstorm drafts for some of the 2D assets, which I then edit by hand. These will be replaced with hand-drawn assets by release.
This game includes dialogues generated with the help of a conversational AI and may not be appropriate for all audiences.
Some images use AI-generated pictures as a source of inspiration. Some highly abstract images was created by AI. And this sentence was translated by AI.
PatchWorld includes optional generative AI tools that players can use to create custom content for their worlds and devices. Players can generate images, 360° skyboxes, 3D meshes, and audio samples by entering text prompts using in-game tools such as the GenieBox device or scripting blocks. Each generation is initiated directly by the player and takes a short amount of time to complete. Generated content can be used to decorate worlds, create sound effects, and build custom musical instruments. By default, all generated content remains private to the creator and is only shared with others if the player chooses to publish their world. Generative AI features are entirely optional and are designed to support creativity, experimentation, and collaborative world-building.
This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor.
Additional images for merchants, difficulties and skills.
Project Electric Sheep uses generative AI to create character conversations inspired by your dream prompts, as well as to tailor dream worlds to your chosen topics. Below is some more information about which generative AI services we're using in PES, and how: 1. We use ChatGPT to generate NPC dialogue when dream worlds are created and when you reply to an NPC. We use AWS to generate voices for our NPCs. 2. We also use ChatGPT to write in-game world building details, such as graffiti and advertisements, as well as to create the dream description that displays on the dream loading screen. 3. We use DALL·E 2 to paint in-game murals inspired by your dream prompt. 4. Lastly, during the dream generation phase, we use ChatGPT to make creative decisions about world design based on the given dream prompt.
The game includes enhanced images and generated text-to-speech audio.
The game's opening scene includes some AI-generated elements that were manually edited afterward.
We use AI for some of the character portraits in the game.
The Steam capsule artwork relies on AI-generated character visuals, further refined through manual editing. The "Suspicious Accident" puzzles use AI-generated artwork for scene elements, arranged and edited manually for the final compositions.
AI is used to assist the creation of some content in game. Icon art, 2d art, voice lines and music.
Some background and terrain texture images in the game were generated using AI and may have been manually edited. The courses in this game are procedurally generated using (traditional) algorithms, not on AI-based methods."
AI generated artwork used on Store Page
Graphic
The AI generates answers to your text inputs in real time.
UPDATE: over 90% of the AI-generated content was removed! Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make. Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic. For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time.
I use AI Generated images for the loading screens, for the modification card icons, and for some textures.
Colonisator has content that partly uses generative AI. This is the case for certain images such as portraits, loading screen wallpapers, management interface backgrounds. There is no live generated content, only prerendered content.
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.
A.I. upscaling is used to generate high resolution textures where only low resolution images exist. e.g. low resolution satellite terrain. Text-to-speech tools are utlised to provide radio communications during Early Access development. Some original music tracks have been enhanced using A.I. tools such as mastering, stem splitting, extension and variation creation. In all cases the original track's copyright is fully owned by JimmyArcade Ltd.
some pictures are made from AI, such as some background images, or some characters.
Full screen pictures where made using AI during the EA / prototype of the game, we are in the process of replacing them all with our artists. Everything else is handmade.
RUTHLESS:1 uses AI generated textures in some places for additional detailing. They are never the main focus of a scene.
Critias Empire uses images of public domain 18th and 19th century classical oil on canvas paintings, but since there are only a limited number of these, AI generated images are used where no appropriate historical public domain image can be found. This includes backgrounds, illustrations for buildings, features, disasters, maps and characters, plus live ops, events and marketing material. The images are generated using paid subscription to Midjourney. Crystalline Green Ltd. owns the copyright on the generated images. We are a small independent studio with limited budget, but we appreciate not everyone is comfortable with use of AI generated images in commercial games, so we understand if you would prefer not to play our game. Feel free to contact us if you have further questions or concerns.
AI generated images have been used to as a starting point for icons, characters, and elements of some backgrounds. In nearly every case images are then digitally painted over to remove unwanted artifacts and give all the artwork a similar style. Every effort has been made to produce unique content that does not infringe on any copyright.
This game uses simple self coded artificial intelligence to generate positions for blocks, backgrounds, clouds, grass and enemies. No other Ai apps were used to create anything for this game or used while the game is running.
The background of the games Steam Shop main capsule image is AI generated. The game uses AI-generated voices for all characters where no voice actors are available yet. You can disable AI voices in the audio settings.
Used for creating the game banner
AI was used to create place-holder assets as well as certain icons.
This game heavily uses AI to live-generate in-game content such as text, images, and sound effects. It also uses AI to make a variety of game mechanics decisions in real time.
AI image generation is used for some content in the game.
In the demo are a few pre-generated images in the blurry background
AI was used to reduce time investment in illustration art. The AI art can be seen in various UI elements where illustrations are present. Please note, all of the AI art you see wasn't merely generated and thrown into the game, it obviously needed a fairly extensive degree of retouching.
I used AI in the process of creating loading screens and the capsule images.
Usage of some AI generated images
AI was used to generate some in-game images.
A few of the textures in the game use AI-generated images.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Adrenaline Rampage In-game content text | Some of the characters' phrases that they say during gameplay. | Midhard Games | 25 | Mar 18, 2026 | |
Darkblade Ascent In-game content art | Some UI elements and icons have been made using AI. | PST Games | 503 | Mar 18, 2026 | |
Sky The Scraper In-game content art | Some images in the game are generated by AI. | Ryo Kobuchi | 44 | Mar 18, 2026 | |
Settlements Rising In-game content audioarttext | Out of a total of 12 music tracks, 9 were produced using AI. A total of 25 villager profile pictures were generated with AI. All languages except German, French, Polish, Brazilian Portuguese, and Turkish were translated using AI.
AI was used in the creation of the Steam capsule logo. | The Catalyst Crew | 388 | Mar 18, 2026 | |
Space Saga In-game content artaudio | Some of the marketing materials, 2D visuals, and voiceover assets were enhanced or created with the help of AI tools. | Hot October | - | Mar 18, 2026 | |
Project Genome In-game content art | The game contains AI generated backgrounds that have been polished. | Fluffy Tail Studio | - | Mar 18, 2026 | |
Spectator 2 In-game content art | AI was used to generate some of the paintings seen on the walls in-game, as well as some community profile items (such as Steam badges). | Neko Machine | 31 | Mar 18, 2026 | |
Squad Tactics In-game content art | AI has been used to generate some icons and backgrounds. | Canabar Studios | - | Mar 18, 2026 | |
FateChessboard In-game content art | Due to budget constraints, some graphics in the game, such as the main interface and event images within events, are AI pre-generated. | taecg | - | 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 | |
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 | |
Elven City Simulator Store/marketing art | AI was used to generate old version of steam page banner, and now it's as main image on most of community news. | Igor Vasilenko | 17 | Mar 18, 2026 | |
HexLands Dev only art | As a solo developer, I use AI to brainstorm drafts for some of the 2D assets, which I then edit by hand. These will be replaced with hand-drawn assets by release. | Portgate Studios | - | Mar 18, 2026 | |
Vaudeville In-game content text | This game includes dialogues generated with the help of a conversational AI and may not be appropriate for all audiences. | Bumblebee Studios | 271 | Mar 18, 2026 | |
Fortune Cookie In-game content arttext | Some images use AI-generated pictures as a source of inspiration. Some highly abstract images was created by AI. And this sentence was translated by AI. | HaoHao Games | 51 | Mar 18, 2026 | |
PatchWorld Live AI artaudio | PatchWorld includes optional generative AI tools that players can use to create custom content for their worlds and devices.
Players can generate images, 360° skyboxes, 3D meshes, and audio samples by entering text prompts using in-game tools such as the GenieBox device or scripting blocks. Each generation is initiated directly by the player and takes a short amount of time to complete.
Generated content can be used to decorate worlds, create sound effects, and build custom musical instruments. By default, all generated content remains private to the creator and is only shared with others if the player chooses to publish their world.
Generative AI features are entirely optional and are designed to support creativity, experimentation, and collaborative world-building. | PatchXR | - | Mar 18, 2026 | |
New Stars In-game content artaudio | This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor. | adamjr | - | Mar 18, 2026 | |
Plains of Pain In-game content art | Additional images for merchants, difficulties and skills. | Cobra Byte Digital | 874 | Mar 18, 2026 | |
Project Electric Sheep Live AI textaudioart | Project Electric Sheep uses generative AI to create character conversations inspired by your dream prompts, as well as to tailor dream worlds to your chosen topics. Below is some more information about which generative AI services we're using in PES, and how:
1. We use ChatGPT to generate NPC dialogue when dream worlds are created and when you reply to an NPC. We use AWS to generate voices for our NPCs.
2. We also use ChatGPT to write in-game world building details, such as graffiti and advertisements, as well as to create the dream description that displays on the dream loading screen.
3. We use DALL·E 2 to paint in-game murals inspired by your dream prompt.
4. Lastly, during the dream generation phase, we use ChatGPT to make creative decisions about world design based on the given dream prompt. | Charisma Entertainment Limited | 25 | Mar 18, 2026 | |
IDUN - Frontline Survival In-game content artaudio | The game includes enhanced images and generated text-to-speech audio. | IDUN Interactive | 663 | Mar 18, 2026 | |
ABI-DOS In-game content art | The game's opening scene includes some AI-generated elements that were manually edited afterward. | ABI.DOS.SOFTWARE | 401 | Mar 18, 2026 | |
Astonishing Basketball Manager In-game content art | We use AI for some of the character portraits in the game. | Studio Zero Inc. | 13 | Mar 18, 2026 | |
Words of Yendor In-game content art | The Steam capsule artwork relies on AI-generated character visuals, further refined through manual editing.
The "Suspicious Accident" puzzles use AI-generated artwork for scene elements, arranged and edited manually for the final compositions. | SandorHQ | 30 | Mar 18, 2026 | |
Axom: Conquest In-game content artaudio | AI is used to assist the creation of some content in game. Icon art, 2d art, voice lines and music. | Hairy Penguin | 46 | Mar 18, 2026 | |
Respark In-game content art | Some background and terrain texture images in the game were generated using AI and may have been manually edited.
The courses in this game are procedurally generated using (traditional) algorithms, not on AI-based methods." | Enigmatic Network | 23 | Mar 18, 2026 | |
Outrun Them Store/marketing art | AI generated artwork used on Store Page | TheBean | - | Mar 18, 2026 | |
Mad World Survivors art | Graphic | BadWolf Games | 16 | Mar 18, 2026 | |
AIdventure Live AI text | The AI generates answers to your text inputs in real time. | Lyaaaaa Games | 38 | Mar 18, 2026 | |
The Classrooms In-game content artaudio | UPDATE: over 90% of the AI-generated content was removed!
Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make.
Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic.
For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time. | Xefier Games | 1.7k | Mar 18, 2026 | |
Shadow Survival In-game content art | I use AI Generated images for the loading screens, for the modification card icons, and for some textures. | Celestial Knight Studios | - | Mar 18, 2026 | |
Colonisator In-game content art | Colonisator has content that partly uses generative AI.
This is the case for certain images such as portraits, loading screen wallpapers, management interface backgrounds.
There is no live generated content, only prerendered content. | Poiesis Interactive | - | 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 | |
Helicopter Gunship DEX In-game content artaudio | A.I. upscaling is used to generate high resolution textures where only low resolution images exist. e.g. low resolution satellite terrain.
Text-to-speech tools are utlised to provide radio communications during Early Access development.
Some original music tracks have been enhanced using A.I. tools such as mastering, stem splitting, extension and variation creation.
In all cases the original track's copyright is fully owned by JimmyArcade Ltd. | Jimmy Arcade Limited | 207 | Mar 18, 2026 | |
九尾异神录 The Nine Tailed Celestial Fox In-game content art | some pictures are made from AI, such as some background images, or some characters. | looook.me | 15 | Mar 18, 2026 | |
Gate Builders In-game content art | Full screen pictures where made using AI during the EA / prototype of the game, we are in the process of replacing them all with our artists.
Everything else is handmade. | Pyralis Studio | - | Mar 18, 2026 | |
RUTHLESS:1 In-game content art | RUTHLESS:1 uses AI generated textures in some places for additional detailing. They are never the main focus of a scene. | Teal Lime Games | - | Mar 18, 2026 | |
Critias Empire In-game content art | Critias Empire uses images of public domain 18th and 19th century classical oil on canvas paintings, but since there are only a limited number of these, AI generated images are used where no appropriate historical public domain image can be found. This includes backgrounds, illustrations for buildings, features, disasters, maps and characters, plus live ops, events and marketing material.
The images are generated using paid subscription to Midjourney. Crystalline Green Ltd. owns the copyright on the generated images.
We are a small independent studio with limited budget, but we appreciate not everyone is comfortable with use of AI generated images in commercial games, so we understand if you would prefer not to play our game. Feel free to contact us if you have further questions or concerns. | Crystalline Green Ltd. | - | Mar 18, 2026 | |
Pirate Code 2: Reign of the Pirate King In-game content art | AI generated images have been used to as a starting point for icons, characters, and elements of some backgrounds. In nearly every case images are then digitally painted over to remove unwanted artifacts and give all the artwork a similar style. Every effort has been made to produce unique content that does not infringe on any copyright. | Circuit Hive | - | Mar 18, 2026 | |
BURNER In-game content art | This game uses simple self coded artificial intelligence to generate positions for blocks, backgrounds, clouds, grass and enemies.
No other Ai apps were used to create anything for this game or used while the game is running. | Tecmiba | - | Mar 18, 2026 | |
Cursed Dungeon Raider Live AI audio | The background of the games Steam Shop main capsule image is AI generated.
The game uses AI-generated voices for all characters where no voice actors are available yet. You can disable AI voices in the audio settings. | Clever AI | - | Mar 18, 2026 | |
Swords Fantasy: Battlefield Store/marketing art | Used for creating the game banner | Quacky Games | 180 | Mar 18, 2026 | |
The Last Citadel In-game content art | AI was used to create place-holder assets as well as certain icons. | Honest Demon | 67 | Mar 18, 2026 | |
AI Roguelite Live AI textartaudio | This game heavily uses AI to live-generate in-game content such as text, images, and sound effects. It also uses AI to make a variety of game mechanics decisions in real time. | Max Loh | 593 | Mar 18, 2026 | |
SOVL In-game content art | AI image generation is used for some content in the game. | Dalen Studios | 2k | Mar 18, 2026 | |
Tower Alchemist: Defend Khaldoria In-game content art | In the demo are a few pre-generated images in the blurry background | Weird Chicken Games | - | Mar 18, 2026 | |
Arhaekon In-game content art | AI was used to reduce time investment in illustration art. The AI art can be seen in various UI elements where illustrations are present. Please note, all of the AI art you see wasn't merely generated and thrown into the game, it obviously needed a fairly extensive degree of retouching. | Predict Edumedia | 27 | Mar 18, 2026 | |
Powerlust Store/marketing art | I used AI in the process of creating loading screens and the capsule images. | Bart Mamzer | 83 | Mar 18, 2026 | |
Adarin Farm Unclear art | Usage of some AI generated images | PardelWorks | - | Mar 18, 2026 | |
STORM: lost normality In-game content art | AI was used to generate some in-game images. | dain mysh | - | Mar 18, 2026 | |
YonDelver In-game content art | A few of the textures in the game use AI-generated images. | DeVier | 12 | Mar 18, 2026 |