Some visuals and sounds created in this game are produced and integrated by artificial intelligence.
- Creator
- HAPPYTECH
- Reviews
- -
- Added
- Mar 18, 2026
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Some visuals and sounds created in this game are produced and integrated by artificial intelligence.
We are using generative AI to create Cinematic content in the launching trailer.
The game's main banner graphic, logo and icon have been made using a Generative AI solution.
AI will be limited to marketing materials and probably some in-game images to improve the graphic quality of the game interface.
Our team utilizes various AI tools and techniques in our development pipeline to create minor 2D visual elements and some event-based cinematic content. These methods help us prototype certain non-core assets during our creative process.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's backgrounds as well as the game's cover art.
Character portraits, backgrounds, some in-game sprites, and parts of character dialogue were created using AI.
The AI has created the voice lines for the player and NPCs.
Some royalty-free music used in the game was sourced online and may involve the use of AI.
Promotional video was partially created using Microsoft ClipChamp. No other use of AI
This game's development leveraged Gen-AI to sample in-game sprites for the player and enemy ships. These same sprites have been sent over to paid artists to create their own renditions of these sprites. All other assets such as music, sound effects, and steam page capsules were created by paid artists.
We use AI to create store page and some in-game render assets
Limited generative AI usage in some artwork.
Dall-E 3 was used to help generate the textures and pixel art, no artist prompts were used, just generic terms. Suno was used for the music.
Some C# code was developed with assistance from ChatGPT and Claude.
Some of textures, logo's and character images / character avatars were created using A.I.
AI is used to assist in generation of textures for use within the game environment and as the basis for some of the character art, as well as used in assisting in creation of the game soundtrack.
Our studio logo was generated by AI.
text to speech voices
There is not usage of AI in game, just used sometimes to help us to generate content ( images and text )
AI has been used to improve upon character portraits and to generate art for promotional use based on in-game footage.
Yes it only uses pre-generated AI artwork on the store page. This game does not use generative ai within the gameplay. The store page features some basic ai art assets for the main cover of the game.
We use only AI for the game's marketing images and logo.
A couple images are AI generated
Use of AI-generated images to assist with marketing materials and textures.
AI is used only to create visual concept art for the future game updates mentioned on the storepage and for voiceover work of trailers and menus.
The game logo was partially done and built upon an A.I. drawing using Microsoft Co-pilot.
Most audio speech in the game is AI generated. Unit portraits were all enhanced using a diffusion based generative AI model by taking pictures of low polygon 3d meshes and using Stable Diffusion to make them more life-like.
Artificial intelligence has been used for: - creating story videos for the game - some single images for user interface (character portraits) - game logo
AI-powered software was used to generate graphics that are displayed on this shop page and in the game.
use AI-generated icons, portraits, etc.
AI was used to help create the main icon for the game used on the Steam Storepage & Library.
We use AI to generate pre-rendered content for our game, its store page, marketing materials, and/or community assets
Skyboxes are AI-generated and posters are collages of ai-generated images.
Some 2D artworks and promotional images in our game are created using generative artificial intelligence.
The developer is a skilled artist who has created all of the art, except for some music and sound effects that were partially generated by different AI software to ease the cost and workload of solo development.
Some dialogues feature AI-generated voices. Parts of the marketing assets - including store texts other than english or german- are modified / localized with AI.
Placeholder loading screens and some in-game materials were made with AI assistance.
The game uses generative AI to generate store page images for the game, as well as Steam community assets and marketing materials and parts of the game UI
Artificial intelligence was used both for multilingual translation and for creating the DLC illustrations.
using AI for text translation and images.
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.
I (Creekside Interactive) use AI generated music via SUNO. In which I (Creekside Interactive) own all the rights to song(s) generated by SUNO as stated in the SUNO commercial license purchased by Levi's Arts LLC.
Some textures contain AI generated imagery
We do not use generative AI for models, textures, animations, audio, etc. All visuals are handmade with love! To allow quickly updating the game during Early Access, we use a combination of machine translation, human review, and entirely human authored localization. The current state of languages is: Chinese, Japanese, Korean, and Russian are mostly human authored; French and Spanish are machine translated with human authored revisions; German is machine translated. Our goal is to increase the amount of human authored localization over time.
AI was used in the creation of the cover art for the steam page, but that's the only use of AI for any part of the game.
Time Shock is hand-built by a solo developer. The design, gameplay, levels, writing, and world are all made by hand. AI tools play a limited supporting role only — used to tweak character voices, assist and refine artwork, and add lip-sync to dialogue. Everything is reviewed and finished by hand before it ships.
Marketing materials are made with AI, including Art and Music.
AI was used to assist with game localization, and create certain user interface elements.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Bulletproof Tank Adventure In-game content artaudio | Some visuals and sounds created in this game are produced and integrated by artificial intelligence. | HAPPYTECH | - | Mar 18, 2026 | |
EXTERMINIUM Store/marketing art | We are using generative AI to create Cinematic content in the launching trailer. | BernalStudios | 10 | Mar 18, 2026 | |
Carnage Battle Arena In-game content art | The game's main banner graphic, logo and icon have been made using a Generative AI solution. | Boombit | - | Mar 18, 2026 | |
Home Wars: Battlefield In-game content art | AI will be limited to marketing materials and probably some in-game images to improve the graphic quality of the game interface. | Insane Dreamers | - | Mar 18, 2026 | |
Systemic War In-game content art | Our team utilizes various AI tools and techniques in our development pipeline to create minor 2D visual elements and some event-based cinematic content. These methods help us prototype certain non-core assets during our creative process. | Play of Battle SA | - | Mar 18, 2026 | |
Robot Fury: Mech Combat Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark 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 | |
The Last Dig In-game content arttext | Character portraits, backgrounds, some in-game sprites, and parts of character dialogue were created using AI. | Chuckle Interactive | - | Mar 18, 2026 | |
Driving Simulator In-game content audio | The AI has created the voice lines for the player and NPCs. | Deep Water Depth Studios | - | Mar 18, 2026 | |
Starbug Troopers : The 4 horseflies of the apocalypse In-game content audio | Some royalty-free music used in the game was sourced online and may involve the use of AI. | Big Loot Games | 13 | Mar 18, 2026 | |
Time of War - Airstrike Store/marketing | Promotional video was partially created using Microsoft ClipChamp. No other use of AI | Complex Games Studio | - | Mar 18, 2026 | |
Sovereign Zero In-game content art | This game's development leveraged Gen-AI to sample in-game sprites for the player and enemy ships. These same sprites have been sent over to paid artists to create their own renditions of these sprites. All other assets such as music, sound effects, and steam page capsules were created by paid artists. | Catnip Arcade | - | Mar 18, 2026 | |
Metal Thunder In-game content art | We use AI to create store page and some in-game render assets | Dumbbell Games | 545 | Mar 18, 2026 | |
Cog Foo Store/marketing art | Limited generative AI usage in some artwork. | Anforus Games | - | Mar 18, 2026 | |
Mekkablood: Quarry Assault In-game content artaudio | Dall-E 3 was used to help generate the textures and pixel art, no artist prompts were used, just generic terms. Suno was used for the music. | KRUMB Games | 47 | Mar 18, 2026 | |
Orca Insurgency Dev only code | Some C# code was developed with assistance from ChatGPT and Claude. | yuccabuccA | - | Mar 18, 2026 | |
Turbo Bullets In-game content art | Some of textures, logo's and character images / character avatars were created using A.I. | Carrramba Entertainment | - | Mar 18, 2026 | |
Reflex Unit : Strike Ops In-game content artaudio | AI is used to assist in generation of textures for use within the game environment and as the basis for some of the character art, as well as used in assisting in creation of the game soundtrack. | ROBOSARU Games | 55 | Mar 18, 2026 | |
Contingency Plan Dev only art | Our studio logo was generated by AI. | Big Gaming | - | Mar 18, 2026 | |
ARISING Unclear audio | text to speech voices | Cold Capacitor | - | Mar 18, 2026 | |
Rastignac The Homeless Dev only arttext | There is not usage of AI in game, just used sometimes to help us to generate content ( images and text ) | Indie Island Studio | - | Mar 18, 2026 | |
Deaths Circuit In-game content art | AI has been used to improve upon character portraits and to generate art for promotional use based on in-game footage. | UCGUP | - | Mar 18, 2026 | |
Galactic Starfire: Squadron Store/marketing art | Yes it only uses pre-generated AI artwork on the store page. This game does not use generative ai within the gameplay. The store page features some basic ai art assets for the main cover of the game. | InScienceGames | - | Mar 18, 2026 | |
Car-toon Chaos Store/marketing art | We use only AI for the game's marketing images and logo. | Derrick Davison | - | Mar 18, 2026 | |
Cosmic Tankinator Unclear art | A couple images are AI generated | Sven Holm Pileborg | - | Mar 18, 2026 | |
KILLDOZER SIMULATOR In-game content art | Use of AI-generated images to assist with marketing materials and textures. | wildgoose | - | Mar 18, 2026 | |
Millennium Arcade In-game content artaudio | AI is used only to create visual concept art for the future game updates mentioned on the storepage and for voiceover work of trailers and menus. | CM | - | Mar 18, 2026 | |
Super Battle PolyCars Store/marketing art | The game logo was partially done and built upon an A.I. drawing using Microsoft Co-pilot. | Yooper Game Studios LLC | - | Mar 18, 2026 | |
Rogue Stargun In-game content audioart | Most audio speech in the game is AI generated.
Unit portraits were all enhanced using a diffusion based generative AI model by taking pictures of low polygon 3d meshes and using Stable Diffusion to make them more life-like. | Du Games | - | Mar 18, 2026 | |
Enemy Inside In-game content arttext | Artificial intelligence has been used for:
- creating story videos for the game
- some single images for user interface (character portraits)
- game logo | Six Ways Games | 10 | Mar 18, 2026 | |
RC Overdrive In-game content art | AI-powered software was used to generate graphics that are displayed on this shop page and in the game. | Game Development Alexander Lamers | 37 | Mar 18, 2026 | |
Starfall In-game content art | use AI-generated icons, portraits, etc. | dubgamestudio | - | Mar 18, 2026 | |
President Race In-game content art | AI was used to help create the main icon for the game used on the Steam Storepage & Library. | WolffWare | - | Mar 18, 2026 | |
AsteroidMiner (Working Title) Store/marketing art | We use AI to generate pre-rendered content for our game, its store page, marketing materials, and/or community assets | H.Y. Analytics | - | Mar 18, 2026 | |
Airborne Arena In-game content art | Skyboxes are AI-generated and posters are collages of ai-generated images. | Fireborne Games | - | Mar 18, 2026 | |
Carvival Store/marketing art | Some 2D artworks and promotional images in our game are created using generative artificial intelligence. | Vival Games | - | Mar 18, 2026 | |
Slightly Off World In-game content audio | The developer is a skilled artist who has created all of the art, except for some music and sound effects that were partially generated by different AI software to ease the cost and workload of solo development. | Lofty Robot | - | Mar 18, 2026 | |
G-Rebels In-game content audiotext | Some dialogues feature AI-generated voices. Parts of the marketing assets - including store texts other than english or german- are modified / localized with AI. | Reakktor Studios | - | Mar 18, 2026 | |
Wreckage In-game content art | Placeholder loading screens and some in-game materials were made with AI assistance. | Jupiter Lighthouse Games | - | Mar 18, 2026 | |
Land of the Survivors In-game content art | The game uses generative AI to generate store page images for the game, as well as Steam community assets and marketing materials and parts of the game UI | ZHANGFAN | - | Mar 18, 2026 | |
NeoCars In-game content textart | Artificial intelligence was used both for multilingual translation and for creating the DLC illustrations. | Valakey | 15 | Mar 18, 2026 | |
Ocean Explorer In-game content textart | using AI for text translation and images. | Finger tip | - | Mar 18, 2026 | |
俺たち対空兵 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 | |
Paper Planes In-game content audio | I (Creekside Interactive) use AI generated music via SUNO. In which I (Creekside Interactive) own all the rights to song(s) generated by SUNO as stated in the SUNO commercial license purchased by Levi's Arts LLC. | Creekside Interactive | - | Mar 18, 2026 | |
Dropoff Dealer In-game content art | Some textures contain AI generated imagery | Bundem Games | - | Mar 18, 2026 | |
Brickadia In-game content text | We do not use generative AI for models, textures, animations, audio, etc. All visuals are handmade with love!
To allow quickly updating the game during Early Access, we use a combination of machine translation, human review, and entirely human authored localization. The current state of languages is: Chinese, Japanese, Korean, and Russian are mostly human authored; French and Spanish are machine translated with human authored revisions; German is machine translated. Our goal is to increase the amount of human authored localization over time. | Brickadia, LLC | 1.3k | Mar 18, 2026 | |
Doom Cube Store/marketing art | AI was used in the creation of the cover art for the steam page, but that's the only use of AI for any part of the game. | N³ Games | - | Mar 18, 2026 | |
Time Shock In-game content artaudiotext | Time Shock is hand-built by a solo developer. The design, gameplay, levels, writing, and world are all made by hand. AI tools play a limited supporting role only — used to tweak character voices, assist and refine artwork, and add lip-sync to dialogue. Everything is reviewed and finished by hand before it ships. | Alien Science | - | Mar 18, 2026 | |
Gonochki In-game content artaudio | Marketing materials are made with AI, including Art and Music. | Ducat | - | Mar 18, 2026 | |
Assembly RTS - Unleash Your Forces In-game content textart | AI was used to assist with game localization, and create certain user interface elements. | Sean Nowotny | - | Mar 18, 2026 |