Some of the artwork in this game has been generated by AI.
- Creator
- Michael Prymus
- Reviews
- 11
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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Some of the artwork in this game has been generated by AI.
We leveraged AI tools to enhance creativity and streamline certain aspects of development, ensuring a more immersive experience for players.
Some images and some sounds.
Our Approach to AI in Project Freefall We incorporated AI into our creative workflow: - A headstart for music, code, and artistic concepts. - Initial rendering for some characters and game assets Why we used it: - Brainstorming new and exciting concepts the community would like - Speed to make sure we got assets within the game in the timeframe the community expected Our talented team of artists, developers and designers brought the assets and concepts to the finish line. This approach allows us to take more risks, move faster, and make more things the community wants.
Generative AI was used in some of the trailer footage and character modeling.
Some of the assets were accelerated by AI generation, but they were all re-polished in the later stages
I use a combination of AI generated voice, music, and some imagery for portraits and logos
AI is used for some of the game's concept art.
Ai was used to generate some marketing media
Used to make a few textures in game.
Museums of History uses AI technology to enhance the visual quality of menu background images. These backgrounds showcase beautifully rendered scenes from the game environment, offering players an engaging preview of the historical settings they’ll explore. By using AI to refine and generate these visuals, we ensure stunning and immersive artwork that sets the tone for the game, while maintaining a focus on historical accuracy and aesthetic appeal.
We are a small team of designers and we use AI technologies for music and texture images so that the players can enjoy more from the final game.
Some of the in-game images and textures will be generated using AI.
Textures are designed mostly by a mix of AI generated images and editing software. Hopefully that will all be changed on official release.
As a solo dev with little artistic skills, AI was used to template some images, UI elements and suchlike. AI was also used to assist in code checking and best practice scenarios.
In early access, the game will contain some AI-generated images that will be replaced up to full release. AI-generated with: - Craiyon
We use Eleven Labs for in-game voices, and we also generate sound effects too. Due to our tight budget, we cannot hire voice actors and professional sound designers.
Generating marketing texts and images.
Translations for languages other than English are provided using DeepL AI.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Some in-game images are generated using AI. We would like to replace this images with an artist when we can afford it, but for now it is there. Some of the code was assisted VIA AI for teaching and troubleshooting.
Some background elements are generated using AI
AI used for character art
Echoes Below uses AI-generated voiceovers as temporary placeholders for character dialogues. These will be replaced with professionally recorded voice acting during development.
The images of the game on Steam (not screenshots) are made partly with the help of AI, but are heavily modified manually by the artist. Also, translation into all languages except Russian was created using AI.
Logo
The game's logo was created using AI, and some of the audio commentary also utilizes AI-generated voices.
The character voices used in the game were generated by artificial intelligence.
The advanced AI engine in “Digital Humans” allows the digital characters to converse with you in a natural and contextual way. Whether you want to have an in-depth discussion or just chat, the AI adapts to your conversational needs and always provides relevant and entertaining answers. Please note that the AI can occasionally generate information that does not correspond to reality. These so-called “hallucinations” are rare, but occur. We recommend that you question such information critically and consult reliable sources on important topics.
We use Ai to generate some of the 2D art and sounds.
Use images created in some areas of the image used on the store page
Some character and background scene content is generated through AI; background music for the game is also generated through AI.
We utilize AI technology to enhance development efficiency and provide a broader experience for our players. Our use of AI is categorized as follows: Art & Visuals: AI tools are used strictly for initial concept generation and as reference material. No AI-generated visual assets are used "as-is" in the final game. Every image is manually refined, repainted, and finalized by our artists to ensure a unique and high-quality aesthetic. Translation & Localization: To provide immediate accessibility to a global audience, the initial game text and localization have been generated using AI. While this allows us to support multiple languages from day one, we recognize that it may lack perfect nuance. Following the release, we plan to actively refine and improve these translations through community feedback and collaborative proofreading. Sound & Coding: We utilize AI-assisted tools to optimize backend code performance and assist in sound engineering, allowing us to focus on core gameplay stability and mechanics. In all areas, we are committed to transparency and will continue to update and polish the game's content based on player input and professional review.
Inventory icons and Steam capsule images.
Using AI to generate visual posters and visual elements used for marketing purposes
AI is used to generate code and graphics for the game
AI generated images were used to create the base art for cards and maps, which were then edited by a human to meet the standards and match the thematic presentation of the game.
"Mutation" contains a few sporadic elements generated through AI, but all of them have been refined and enhanced by human work to ensure high quality.
AI is used to help generate some of the images and icons for the game
The only use for AI is for some noise textures. Every 3D model and idea is mine only.
We provide an AI assisted tool for players to create their own cosmetics for our game. It exclusively is used as a UGC tool, so players do not need to achieve high technical skills to be able to create new content for DFUSE.
RaceOnLife uses AI-driven NPC systems to create more dynamic interactions inside the game world. Some NPCs are designed to remember previous conversations, react to the player’s behavior, and respond differently depending on how the player communicates with them. These interactions may affect how NPCs guide, assist, ignore, challenge, or oppose the player during gameplay. Our goal is to make the island feel more alive, where conversations with non-player characters are not just static dialogue lines, but part of the player’s personal journey through the story and open world. AI features are used to support NPC behavior, dialogue variation, and player interaction systems. Core gameplay, world design, missions, vehicles, races, combat, progression, and major story content are created and directed by our development team. For live AI interactions, we are working with safety rules and moderation limits to reduce the risk of inappropriate, harmful, or illegal generated content.
All answers are created by generative ai (large language model inference), the complete chat is filtered by a stopword blocklist. We cannot control the output 100%, so it may be inaccurate or offending as for all generative ai.
Some 2D materials were created/enhanced using generative AI tools, specifically some store marketing assets and in-game icons.
AI art was used to draw the professional character avatars, but the original AI content will be replaced later with the update.
Only Graphical Images on the Steam store page & library. NOT Actually screenshots or footage of the game, Those ARE UNALTERED.
Translation
We used some AI-tools to help develop the game.
The game's intro video and ingame backgrounds were first created with 3D renders and then styled using Stable Diffusion. However, no images were created from scratch with ai. The resulting visuals were then cleaned up and refined using PixageFX and a pixel art editor. Additionally, a large portion of the character voiceovers were done using 'murf.ai' except 'Mike Jack'.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Astro Busters In-game content art | Some of the artwork in this game has been generated by AI. | Michael Prymus | 11 | Mar 18, 2026 | |
Lunhowl: Coop Horror Dev only | We leveraged AI tools to enhance creativity and streamline certain aspects of development, ensuring a more immersive experience for players. | GalaVerse Creations | - | Mar 18, 2026 | |
Soviet Survival Unclear artaudio | Some images and some sounds. | Hunt Studio | 52 | Mar 18, 2026 | |
Project Freefall In-game content audioartcode | Our Approach to AI in Project Freefall
We incorporated AI into our creative workflow:
- A headstart for music, code, and artistic concepts.
- Initial rendering for some characters and game assets
Why we used it:
- Brainstorming new and exciting concepts the community would like
- Speed to make sure we got assets within the game in the timeframe the community expected
Our talented team of artists, developers and designers brought the assets and concepts to the finish line.
This approach allows us to take more risks, move faster, and make more things the community wants. | Schell Games | 17 | Mar 18, 2026 | |
루나 : 월영의 전쟁 Store/marketing art | Generative AI was used in some of the trailer footage and character modeling. | UBIS Inc. | 11 | Mar 18, 2026 | |
费鲁姆奥多系列:三月传说 In-game content art | Some of the assets were accelerated by AI generation, but they were all re-polished in the later stages | 不倒龙工作室 | - | Mar 18, 2026 | |
Frontiers Reach : Battlespace In-game content audioart | I use a combination of AI generated voice, music, and some imagery for portraits and logos | Blind Alien Productions | - | Mar 18, 2026 | |
Yokai Survivor Store/marketing art | AI is used for some of the game's concept art. | KZ Games | - | Mar 18, 2026 | |
HellBorn Store/marketing art | Ai was used to generate some marketing media | Steve | - | Mar 18, 2026 | |
Arcade Management Simulator In-game content art | Used to make a few textures in game. | Smash Game Studios | - | Mar 18, 2026 | |
Museums of History In-game content art | Museums of History uses AI technology to enhance the visual quality of menu background images. These backgrounds showcase beautifully rendered scenes from the game environment, offering players an engaging preview of the historical settings they’ll explore.
By using AI to refine and generate these visuals, we ensure stunning and immersive artwork that sets the tone for the game, while maintaining a focus on historical accuracy and aesthetic appeal. | Zaid Wajid | - | Mar 18, 2026 | |
The Night Shift In-game content audioart | We are a small team of designers and we use AI technologies for music and texture images so that the players can enjoy more from the final game. | Kerem Karal | - | Mar 18, 2026 | |
轮回之始 In-game content art | Some of the in-game images and textures will be generated using AI. | NingBoFanTu | - | Mar 18, 2026 | |
Warmongers In-game content art | Textures are designed mostly by a mix of AI generated images and editing software. Hopefully that will all be changed on official release. | Good Game Studio | - | Mar 18, 2026 | |
Up n Smoke In-game content artcode | As a solo dev with little artistic skills, AI was used to template some images, UI elements and suchlike. AI was also used to assist in code checking and best practice scenarios. | T2 Forged | - | Mar 18, 2026 | |
We must survive In-game content art | In early access, the game will contain some AI-generated images that will be replaced up to full release.
AI-generated with:
- Craiyon | Milan Popovic | - | Mar 18, 2026 | |
The Null Frequency In-game content audio | We use Eleven Labs for in-game voices, and we also generate sound effects too. Due to our tight budget, we cannot hire voice actors and professional sound designers. | Mypixel Studios | - | Mar 18, 2026 | |
Street Food Simulator Store/marketing textart | Generating marketing texts and images. | civciv | 27 | Mar 18, 2026 | |
Biztopia In-game content text | Translations for languages other than English are provided using DeepL AI. | Lymo Games | 100 | Mar 18, 2026 | |
Infernal Chess 3D Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Toy Battlegrounds: Night Survival Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Deep in Enemy Territory In-game content artcode | Some in-game images are generated using AI. We would like to replace this images with an artist when we can afford it, but for now it is there.
Some of the code was assisted VIA AI for teaching and troubleshooting. | CowDogGames | - | Mar 18, 2026 | |
Mutant Fish In-game content art | Some background elements are generated using AI | Rebels | - | Mar 18, 2026 | |
Isekai Survivors In-game content art | AI used for character art | World1 | - | Mar 18, 2026 | |
Echoes Below In-game content audio | Echoes Below uses AI-generated voiceovers as temporary placeholders for character dialogues. These will be replaced with professionally recorded voice acting during development. | Echo Division | - | Mar 18, 2026 | |
Elder Legacy: Survival In-game content arttext | The images of the game on Steam (not screenshots) are made partly with the help of AI, but are heavily modified manually by the artist.
Also, translation into all languages except Russian was created using AI. | Honor Games | 186 | Mar 18, 2026 | |
Enigma Isle Unclear | Logo | Inilyx Studio | - | Mar 18, 2026 | |
The Green Way: Farming Simulator In-game content artaudio | The game's logo was created using AI, and some of the audio commentary also utilizes AI-generated voices. | Yahia Droubi | - | Mar 18, 2026 | |
Liar's Bar In-game content audio | The character voices used in the game were generated by artificial intelligence. | Curve Animation | 15.1k | Mar 18, 2026 | |
Digital Humans Live AI text | The advanced AI engine in “Digital Humans” allows the digital characters to converse with you in a natural and contextual way. Whether you want to have an in-depth discussion or just chat, the AI adapts to your conversational needs and always provides relevant and entertaining answers. Please note that the AI can occasionally generate information that does not correspond to reality. These so-called “hallucinations” are rare, but occur. We recommend that you question such information critically and consult reliable sources on important topics. | binary.games | - | Mar 18, 2026 | |
Parasited Will In-game content artaudio | We use Ai to generate some of the 2D art and sounds. | Underground Interactive | - | Mar 18, 2026 | |
Clearing Blade Store/marketing art | Use images created in some areas of the image used on the store page | Devdepot | 13 | Mar 18, 2026 | |
绝杀太阳牌 In-game content artaudio | Some character and background scene content is generated through AI; background music for the game is also generated through AI. | Magic Buya | - | Mar 18, 2026 | |
Teamfight Manager 2 In-game content arttextcode | We utilize AI technology to enhance development efficiency and provide a broader experience for our players. Our use of AI is categorized as follows:
Art & Visuals: AI tools are used strictly for initial concept generation and as reference material. No AI-generated visual assets are used "as-is" in the final game. Every image is manually refined, repainted, and finalized by our artists to ensure a unique and high-quality aesthetic.
Translation & Localization: To provide immediate accessibility to a global audience, the initial game text and localization have been generated using AI. While this allows us to support multiple languages from day one, we recognize that it may lack perfect nuance. Following the release, we plan to actively refine and improve these translations through community feedback and collaborative proofreading.
Sound & Coding: We utilize AI-assisted tools to optimize backend code performance and assist in sound engineering, allowing us to focus on core gameplay stability and mechanics.
In all areas, we are committed to transparency and will continue to update and polish the game's content based on player input and professional review. | Team Samoyed | 666 | Mar 18, 2026 | |
Garden Apocalypse In-game content art | Inventory icons and Steam capsule images. | OMEGABYTE | - | Mar 18, 2026 | |
Endeavor In-game content art | Using AI to generate visual posters and visual elements used for marketing purposes | Shrey Games Inc. | - | Mar 18, 2026 | |
Spacelane Express In-game content artcode | AI is used to generate code and graphics for the game | Chooon | - | Mar 18, 2026 | |
Annuit Coeptis In-game content art | AI generated images were used to create the base art for cards and maps, which were then edited by a human to meet the standards and match the thematic presentation of the game. | SLAQ Games | - | Mar 18, 2026 | |
Mutation In-game content art | "Mutation" contains a few sporadic elements generated through AI, but all of them have been refined and enhanced by human work to ensure high quality. | Ossified Games | - | Mar 18, 2026 | |
Timber Tales In-game content art | AI is used to help generate some of the images and icons for the game | HaWassawDude | - | Mar 18, 2026 | |
Rejuvan In-game content art | The only use for AI is for some noise textures. Every 3D model and idea is mine only. | Papergod | - | Mar 18, 2026 | |
DFUSE Live AI art | We provide an AI assisted tool for players to create their own cosmetics for our game. It exclusively is used as a UGC tool, so players do not need to achieve high technical skills to be able to create new content for DFUSE. | AEY Studios | - | Mar 18, 2026 | |
RaceOnLife Live AI text | RaceOnLife uses AI-driven NPC systems to create more dynamic interactions inside the game world.
Some NPCs are designed to remember previous conversations, react to the player’s behavior, and respond differently depending on how the player communicates with them. These interactions may affect how NPCs guide, assist, ignore, challenge, or oppose the player during gameplay.
Our goal is to make the island feel more alive, where conversations with non-player characters are not just static dialogue lines, but part of the player’s personal journey through the story and open world.
AI features are used to support NPC behavior, dialogue variation, and player interaction systems. Core gameplay, world design, missions, vehicles, races, combat, progression, and major story content are created and directed by our development team.
For live AI interactions, we are working with safety rules and moderation limits to reduce the risk of inappropriate, harmful, or illegal generated content. | ELife Studio | - | Mar 18, 2026 | |
I, Chatbot: AISYLUM Unclear | All answers are created by generative ai (large language model inference), the complete chat is filtered by a stopword blocklist. We cannot control the output 100%, so it may be inaccurate or offending as for all generative ai. | Ludetis UG (haftungsbeschr.) | - | Mar 18, 2026 | |
CURE - A Hospital Simulator In-game content art | Some 2D materials were created/enhanced using generative AI tools, specifically some store marketing assets and in-game icons. | Sentinel Games | 803 | Mar 18, 2026 | |
末世围城 In-game content art | AI art was used to draw the professional character avatars, but the original AI content will be replaced later with the update. | Phoenix Game | 21 | Mar 18, 2026 | |
Avelia In-game content art | Only Graphical Images on the Steam store page & library.
NOT Actually screenshots or footage of the game, Those ARE UNALTERED. | Avelia Entertainment | - | Mar 18, 2026 | |
Total blade Unclear text | Translation | Moondolino | - | Mar 18, 2026 | |
Jazzhands Dev only | We used some AI-tools to help develop the game. | Amber & Toby | - | Mar 18, 2026 | |
Midnight Fury In-game content artaudio | The game's intro video and ingame backgrounds were first created with 3D renders and then styled using Stable Diffusion. However, no images were created from scratch with ai. The resulting visuals were then cleaned up and refined using PixageFX and a pixel art editor. Additionally, a large portion of the character voiceovers were done using 'murf.ai' except 'Mike Jack'. | LizardWish | 23 | Mar 18, 2026 |