The only AI in use is pre-rendered voice for all NPCs. Like voicing quests and interactions.
- Creator
- Maxim Galkin
- Reviews
- -
- Added
- Mar 18, 2026
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The only AI in use is pre-rendered voice for all NPCs. Like voicing quests and interactions.
I used AI in the process of creating loading screens and the capsule images.
AI is only used to augment and adjust real voice acting.
AI was used to generate some in-game images.
1. We used ChatGPT-4 to make some custom javascript plugins. 2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu.
Some in-game assets are developed with the help of generative AI tools
Dynamic Aging: Unit portraits realistically age over time. Each character is initially AI-generated and then hand-finished by our artist.
Some dialogue backgrounds and icons use AI generation.
Localisation Text for certain language options in the game were generated using the shear power of AI models to produce, no doubt, horrible/humourous/confusing results. This is Temporary!, with updates coming in the future, If anyone wishes to provide translations/corrections, please do get in contact :)
Some of the music on the radio is AI generated
Store page is AI generated
The game use AI generated music and some pictures generated by AI.
We want to emphasize that both human-art and AI-generated content are used in the event illustrations. At the time of writing this (pre-beta), some of the illustrations in the game are still early experiments and, as such, treated as placeholders. As artists, we fully understand that AI-generated imagery is a controversial topic at the moment. We felt that by using generated art, in addition to our own art, we could create a much more vivid and immersive experience for the player. We are fully open to discussing this further and elaborating on our approach.
AI backgrounds.
Some content was generated using MidJourney.
The in-game assets/content do not involve AI generation. The use of generative AI in this game is solely limited to assisting in the creation of concept art for community items, including trading cards and badges, which are subsequently refined and adjusted by artists.
Some logos, interfaces and images in the game, as well as on the store page, were pre-generated using artificial intelligence
Some graphic materials are processed by the generated material, based on its own trained AI model. However, none of the material is completely generated by AI. All the work on creating materials is done manually using graphic editors.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Some audio assets and store/marketing visuals were generated or assisted using AI during development. All gameplay content is static — no AI content is generated at runtime.
We use licensed artificial intelligence graphics software for some of the 2D images in the game.
AI tools were used in the creation of some of the 2D art.
ai made me voicover because i am too poor to hire actors :(
Our game uses pre-generated voice issues of the main character
AI-generated art objects
AI was used in the ChemScan manual to generate the photo of the machine. NO AI used for the voices.
Some images generated with AI are present in the loading screens and the intro cinematic.
The game uses AI-generated audio prompts for certain characters (english only).
The game uses pre-generated AI voice synthesis for pilot radio chatter and communication officer voice lines.
The game features character portraits, generated by AI based on illustrations created specifically for the game by illustrators. The AI graphics will be replaced with hand-painted graphics and are currently serving as a prototype/reference work for human artists (we are planning a kickstarter fundraiser and will include illustrators' fees). The AI graphics will be removed as we raise funds. AI works for us and not us working for AI!
Generating inventory items icons using AI during prototyping stage for the game
Pre-generated voice cloning/Text-To-Speech where it makes sense creatively. Placeholders will be replaced by real voice acting as development continues.
Use AI for make in game music.
AI used to generate promotional images
We confirm that AI-assisted tools were used in the development of our game. The specific scope and manner of use are as follows: 1. Type of AI-Generated Content: * Text Content: We used AI text-generation tools to assist in creating initial drafts for some of the in-game copy during the early conceptual stages of development. * This includes content for: * Background stories and design documents for boss characters, frigates, and other units. * Descriptive text for player skills. * Preliminary outlines and descriptions for the game's overall story background. * In-game text such as enemy names and skill descriptions. 2. Our Workflow and Human Oversight (The Key Part): * AI's role was that of an "Assistant Tool": The AI was used solely to generate preliminary, unpolished text drafts and inspiration based on core ideas and directions provided by our producers. * Deep Human Optimization and Review: All AI-generated text underwent strict review, selection, rewriting, and optimization by our producers and development team. We ensured: * Creative Direction: The final design direction and core ideas were entirely determined by the human team. * Content Ownership: We hold full and legal rights to all final content included in the game. The content, after profound human modification and optimization, is no longer a purely AI-generated product but the intellectual property of our team. * Quality and Compliance Control: We ensured all textual content met our quality standards and Steam's distribution rules, containing no infringing, offensive, or inappropriate material. 3. Commitment and Assurance: * We guarantee that the final version of the game does not directly include any unmodified AI-generated output. * We take full responsibility for all content in our game. In Summary: AI was used as a tool for assistance and inspiration during the design phase, but the final generation, approval, and copyright of all game content are the sole responsibility of our human development team.
Visual Assets: Some static assets, such as enemy hit reactions, were initially generated with AI-based tools and then edited by hand.
2D narrative images are created with A.I assistance. All images are then reworked to fit our ArtStyle
I used AI tools during development to help with code optimization, solve problems like pathfinding and mathematical formulas, and assist with English translation and proofreading.
Used for creating the game banner
During the development of this game, AI-generative content was used to create auxiliary interface elements, some icons and character voice acting.
I only used AI for the capsule image.
Using «text to speech» to voiceover background characters
Using Midjourney to assist in creating some of the art assets in the game.
I added scenes and images improved with Generative Artificial Intelligence. They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created) Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists. My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters. All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes. All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs. I have sought to include only select content that enriches the narrative and immersion of the game.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
Uses pre-rendered icons and music
Non-player characters in Catsploration use AI-generated voices, while I voice the narrator.
AI is used for images of Steam Achievements.
1. We used ChatGPT-4 to make some custom javascript plugins. 2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu.
Infrequent usage of placeholder character art, to be replaced as funding allows.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Legendarium Online In-game content audio | The only AI in use is pre-rendered voice for all NPCs. Like voicing quests and interactions. | Maxim Galkin | - | 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 | |
Castle of Secrets In-game content audio | AI is only used to augment and adjust real voice acting. | Serene Questworks Studios | 45 | Mar 18, 2026 | |
STORM: lost normality In-game content art | AI was used to generate some in-game images. | dain mysh | - | Mar 18, 2026 | |
Star Shift Rebellion In-game content artcode | 1. We used ChatGPT-4 to make some custom javascript plugins.
2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu. | Psychronic Game Studios | 29 | Mar 18, 2026 | |
Goose vs Zombies In-game content art | Some in-game assets are developed with the help of generative AI tools | Livinskii Aleksandr | - | Mar 18, 2026 | |
The Ballad Singer: Knights Templar In-game content art | Dynamic Aging: Unit portraits realistically age over time. Each character is initially AI-generated and then hand-finished by our artist. | Curtel Games | - | Mar 18, 2026 | |
Those Who Rule In-game content arttext | Some dialogue backgrounds and icons use AI generation. | Eldin Turulja | 1k | Mar 18, 2026 | |
orrb In-game content text | Localisation Text for certain language options in the game were generated using the shear power of AI models to produce, no doubt, horrible/humourous/confusing results.
This is Temporary!, with updates coming in the future, If anyone wishes to provide translations/corrections, please do get in contact :) | mjwt | - | Mar 18, 2026 | |
The Slaverian Trucker In-game content audio | Some of the music on the radio is AI generated | SawyerK Games | 730 | Mar 18, 2026 | |
Beyond Up Store/marketing art | Store page is AI generated | Reiko Tennosaar | - | Mar 18, 2026 | |
Computer Developing Simulator In-game content audioart | The game use AI generated music and some pictures generated by AI. | Technologies&Simulators | - | Mar 18, 2026 | |
Great Houses of Calderia In-game content art | We want to emphasize that both human-art and AI-generated content are used in the event illustrations. At the time of writing this (pre-beta), some of the illustrations in the game are still early experiments and, as such, treated as placeholders. As artists, we fully understand that AI-generated imagery is a controversial topic at the moment. We felt that by using generated art, in addition to our own art, we could create a much more vivid and immersive experience for the player. We are fully open to discussing this further and elaborating on our approach. | Resistance Games | 407 | Mar 18, 2026 | |
Planetkillerz: death of a world in five acts. Unclear art | AI backgrounds. | Stegalosaurus Game Development | - | Mar 18, 2026 | |
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The Legend of Pomodoro In-game content art | The in-game assets/content do not involve AI generation. The use of generative AI in this game is solely limited to assisting in the creation of concept art for community items, including trading cards and badges, which are subsequently refined and adjusted by artists. | Tony Wang | 88 | Mar 18, 2026 | |
SysAdmin Odyssey. Back to the office In-game content art | Some logos, interfaces and images in the game, as well as on the store page, were pre-generated using artificial intelligence | Molodoy-GameDev | 38 | Mar 18, 2026 | |
PLYLBL Dev only art | Some graphic materials are processed by the generated material, based on its own trained AI model. However, none of the material is completely generated by AI. All the work on creating materials is done manually using graphic editors. | Repin Develop | - | Mar 18, 2026 | |
Remnants of R'lyeh Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Darktree Game Studio | - | Mar 18, 2026 | |
Soft(A)ware In-game content audioart | Some audio assets and store/marketing visuals were generated or assisted using AI during development.
All gameplay content is static — no AI content is generated at runtime. | B0TLANNER Games | - | Mar 18, 2026 | |
Forsake In-game content art | We use licensed artificial intelligence graphics software for some of the 2D images in the game. | Unseen Interactive | 153 | Mar 18, 2026 | |
Void Grimm In-game content art | AI tools were used in the creation of some of the 2D art. | Ravery | 11 | Mar 18, 2026 | |
Keep This Land In-game content audio | ai made me voicover because i am too poor to hire actors :( | Games From The Deep | - | Mar 18, 2026 | |
Farm Renovator In-game content audio | Our game uses pre-generated voice issues of the main character | MobilWay | - | Mar 18, 2026 | |
Midnight: Submersion - Nightmare Horror Story In-game content art | AI-generated art objects | Midnight Games | 122 | Mar 18, 2026 | |
The Operator Store/marketing art | AI was used in the ChemScan manual to generate the photo of the machine.
NO AI used for the voices. | Bureau 81 | 3.3k | Mar 18, 2026 | |
Sir Galgano - A Medieval Tale In-game content art | Some images generated with AI are present in the loading screens and the intro cinematic. | La Fucina del Granducato | - | Mar 18, 2026 | |
Hood Story: Kaito Yamazaki In-game content audio | The game uses AI-generated audio prompts for certain characters (english only). | Kenzo Games | 14 | Mar 18, 2026 | |
Space Reign In-game content audio | The game uses pre-generated AI voice synthesis for pilot radio chatter and communication officer voice lines. | Propulsive Games | 425 | Mar 18, 2026 | |
Dungeons of the Amber Griffin In-game content art | The game features character portraits, generated by AI based on illustrations created specifically for the game by illustrators. The AI graphics will be replaced with hand-painted graphics and are currently serving as a prototype/reference work for human artists (we are planning a kickstarter fundraiser and will include illustrators' fees). The AI graphics will be removed as we raise funds.
AI works for us and not us working for AI! | Frozengem Studio | - | Mar 18, 2026 | |
Paragrowth In-game content art | Generating inventory items icons using AI during prototyping stage for the game | Fimpossible Creations | - | Mar 18, 2026 | |
Jump Space In-game content audio | Pre-generated voice cloning/Text-To-Speech where it makes sense creatively.
Placeholders will be replaced by real voice acting as development continues. | Keepsake Games | 7.8k | Mar 18, 2026 | |
QUICKN In-game content audio | Use AI for make in game music. | g_sholar | - | Mar 18, 2026 | |
Orbital Challenge In-game content art | AI used to generate promotional images | Ghostshok | - | Mar 18, 2026 | |
FlyingUniverse In-game content text | We confirm that AI-assisted tools were used in the development of our game. The specific scope and manner of use are as follows:
1. Type of AI-Generated Content:
* Text Content: We used AI text-generation tools to assist in creating initial drafts for some of the in-game copy during the early conceptual stages of development.
* This includes content for:
* Background stories and design documents for boss characters, frigates, and other units.
* Descriptive text for player skills.
* Preliminary outlines and descriptions for the game's overall story background.
* In-game text such as enemy names and skill descriptions.
2. Our Workflow and Human Oversight (The Key Part):
* AI's role was that of an "Assistant Tool": The AI was used solely to generate preliminary, unpolished text drafts and inspiration based on core ideas and directions provided by our producers.
* Deep Human Optimization and Review: All AI-generated text underwent strict review, selection, rewriting, and optimization by our producers and development team. We ensured:
* Creative Direction: The final design direction and core ideas were entirely determined by the human team.
* Content Ownership: We hold full and legal rights to all final content included in the game. The content, after profound human modification and optimization, is no longer a purely AI-generated product but the intellectual property of our team.
* Quality and Compliance Control: We ensured all textual content met our quality standards and Steam's distribution rules, containing no infringing, offensive, or inappropriate material.
3. Commitment and Assurance:
* We guarantee that the final version of the game does not directly include any unmodified AI-generated output.
* We take full responsibility for all content in our game.
In Summary: AI was used as a tool for assistance and inspiration during the design phase, but the final generation, approval, and copyright of all game content are the sole responsibility of our human development team. | Gold Orange Studio | - | Mar 18, 2026 | |
Katana Punk In-game content art | Visual Assets: Some static assets, such as enemy hit reactions, were initially generated with AI-based tools and then edited by hand. | COOL AS HECK GAMES | - | 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 | |
Story of Nararale Dev only codetext | I used AI tools during development to help with code optimization, solve problems like pathfinding and mathematical formulas, and assist with English translation and proofreading. | NPCs | - | Mar 18, 2026 | |
Visual Novel Sisters Store/marketing art | Used for creating the game banner | Quacky Games | 198 | 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 | |
Legends of Dionysos Store/marketing art | I only used AI for the capsule image. | TheGamingVan | 13 | Mar 18, 2026 | |
The Little Brave In-game content audio | Using «text to speech» to voiceover background characters | Dmitrii Batov | 43 | Mar 18, 2026 | |
Tokyo Stranger 东京诡事 In-game content art | Using Midjourney to assist in creating some of the art assets in the game. | 吃了就睡工作室 | - | Mar 18, 2026 | |
Artificial Life 2061, Episode 2: Raising The Nieradroid. In-game content art | I added scenes and images improved with Generative Artificial Intelligence.
They are locally generated using Stable diffusion, without resorting to paying any generative AI company. Although paying them could have given me better tools and results, I decided not to pay for their use to support the claim of artists for fair royalties. (It is not possible to discuss such a complex issue here, but I will consider opening a discussion on the topic in the game forum, follow my game to be notified if it is created)
Most of the artistic content in the game, mainly music, is compensated in various ways depending on the case to its artists.
My original content is registered, but the images generated by AI are essentially treated as 'creative commons' and I consider them fanarts of my characters.
All added scenes and backgrounds are of high quality and maintain good coherence, avoiding deformities in hands, eyes, etc., and without annoying or confusing shapes.
All AI-generated images are generated, selected, and edited exclusively by me, the creator of the game, to reflect my original vision, previously inaccessible due to high costs.
I have sought to include only select content that enriches the narrative and immersion of the game. | Joseph Sanz | - | Mar 18, 2026 | |
Space Battle SVF Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | - | Mar 18, 2026 | |
Twisted Tower Tactics In-game content artaudio | Uses pre-rendered icons and music | Team Sämst | - | Mar 18, 2026 | |
Catsploration In-game content audio | Non-player characters in Catsploration use AI-generated voices, while I voice the narrator. | Paul Hill | - | Mar 18, 2026 | |
League of Felt Tanks Store/marketing art | AI is used for images of Steam Achievements. | Utage Guys | - | Mar 18, 2026 | |
Star Shift Origins In-game content artcode | 1. We used ChatGPT-4 to make some custom javascript plugins.
2. Used ChatGPT-4/DALL-E3 to generate some of the faces of NPC's, also some icons for the system menu. | Psychronic Game Studios | 69 | Mar 18, 2026 | |
Annihilate The Spance Dev only art | Infrequent usage of placeholder character art, to be replaced as funding allows. | Skyglow Softworks | 343 | Mar 18, 2026 |