Some of the Graphical Content on the Store Page is, at least in part, AI generated.
- Creator
- Electronic Lightning
- Reviews
- 29
- Added
- Mar 18, 2026
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Some of the Graphical Content on the Store Page is, at least in part, AI generated.
This game contains pre-generated AI-created 2D images and textures developed during production. All AI-generated assets were reviewed and manually integrated by the development team. No AI-generated content is created during gameplay.
Since the game is primarily UI-based, we use AI-generated art in update posts to visually showcase new features, rather than displaying only updated interface elements each time.
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.
A.I was used to generate in-game painted props, and some of the games OST.
I used Ai to help us with logo's and store front images. We do not use any AI in game or any assistance to program.
Additional images for merchants, difficulties and skills.
AI image generation tools were used to create several posters, signs, and book illustrations.
AI assisted with early art concepting. Every piece of final in-game art is handmade by the developers.
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.
We use generative AI to create pre-rendered character images as a starting point, which are then meticulously refined and enhanced using image editing tools. The final assets combine the creative touch of digital hand-drawing with generative AI, resulting in high-quality, polished visuals.
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.
Some graphics were created and edited with AI.
We used AI to draw or edit some of the motorcycle cosmetics and some Steam store elements.
We use AI for creating some of the promotional images, and very small percentage of 2D art.
Players can create and modify games using text prompts. The game uses AI (LLM) to understand the player's request and then uses LLM to construct the game using a pre-defined asset library.
Prototypes for pregenerated content were used in one of the announcements.
Human creation and the use of AI : ➧ 100% of the game's sounds were purchased and designed by humans. ➧ 100% of the animations VFX were purchased and designed by humans. ➧ 100% of the interface was designed, customized, and integrated by me over more than two years of meticulous, case-by-case attention, representing thousands of hours of work. These interface elements come from numerous resource packs purchased online from human artists such as Kodiac Graphics and his amazing Mercenary GUI https://kodiakgraphics.itch.io/mercenary-rpg-gui or PONETI and his 4000 icons https://poneti.artstation.com/store/zVzR/4000-fantasy-icons or PVGames and his trully unique 2D Srpites used as cosmetic in-game coat of arms appearances, REXARD https://assetstore.unity.com/publishers/13229 Dream Circle for hundreds of incredible animations vfx https://dreams-circle.itch.io/ And many more ! Generative AI was used to create backgrounds images such as class backgrounds, menu backgrounds, battle backgrounds. I recently updated the sprites of all the enemies in the game using generative AI; the retro 3D rendering is incredible and perfectly matches the art style. All this represents approximately 15% of the game's graphics assets. But this was done carefully and sparingly, and in conjunction with human work and my artistic direction. ➧ 100% of the game's music was made by humans 15 Soundtracks by Alexander Nakarada 1 Soundtrack by Wolfgang Muermann 26 Soundtracks by Alkakrab
The game itself is completely 100% free of AI-generated content. I only used AI to help myself with store page. Examples: grammar corrections or generating character poses for artworks (composition and character designs are still handcrafted)
- Part of our English voice cast is created by using AI to modify the live actors' voices. - Several of our in-game Radio stations feature music generated with AI .
AI generated artwork used on Store Page
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.
Generative AI was utilized during development to create Steam capsule designs, in-game UI assets, and the trailer music. All assets produced using AI are fully owned and licensed for commercial use by us.
AI was part of the workflow for creating images of characters and locations.
Certain voice-overs for the in-game AI companion were produced with the help of generative AI for DLC.
In-game text has been translated into multiple languages using AI-generated translations. The character representing AI in the game features a voice generated through text-to-speech technology.
AI is used for the voice acting and the Steam achievement emblems.
Some artworks featured in Mautix’s official exhibition spaces were created by artists using AI-assisted illustration tools. These are pre-rendered, artist-owned, and licensed for non-commercial display within the app. Mautix itself does not generate any content or code using AI during gameplay.
Some AI generated 2d art (in events and menu)
A few of the 3D models and textures have been generated with AI tools.
(Newcomer uses AI in a variety of contexts. If you have moral conundrums about AI usage or you do not want to use a resource with AI translations, I recommend finding learner/teacher curated non-AI resources. Thankyou!) Text to speech (TTS): Newcomer uses text to speech to generate voices for anything the user or NPC might say. Translations: Newcomer uses Google's Gemini to generate translations across all content (dialogue, stories, etc.) for all language pair combinations. Grammar Explanations: Newcomer uses Google's Gemini to allow users to click on any word to receive a localized grammar explanation. NPC Response Generation: Beginner mode dialogue is handcrafted and planned. However, the majority of NPC responses in intermediate mode are generated using Google Gemini. This allows Newcomer to handle any type of response the player might communicate. Developer response: I am using AI primarily to help me provide the best RPG experience I can for as many language learners as possible while I continue to build the game. Thankyou! - Jason
Generative Artificial Intelligence (AI) Disclosure for NecroNomNomNom: Eldritch Horror Dating From the very outset, "NecroNomNomNom: Eldritch Horror Dating" was conceived as a cosmic horror experiment in itself. Instead of passively wondering how generative AI might impact creative professions, we decided to confront that existential dread head-on. Our core design philosophy was to push the boundaries of AI's capabilities, attempting to completely replace human creative input and, in essence, make ourselves obsolete in the game development process. Our findings, however, have been profoundly ironic and surprisingly reassuring. While generative AI played a significant role in various aspects of the game's development (including concept generation, preliminary asset creation, dialogue outlines, and certain code snippets), we discovered that achieving a cohesive, engaging, and polished experience still required substantial human oversight and manual intervention. AI, in its current form, proved to be an invaluable tool for iteration and initial ideation, but it could not replicate the nuanced artistic direction, problem-solving, and quality assurance that only human creativity and discernment can provide. Ultimately, this experiment demonstrated that the path to creative obsolescence is far from straightforward. In a twist we didn't anticipate, the very act of attempting to replace ourselves with AI actually created new roles and opportunities for human collaborators in areas where AI fell short. This project, born from a fear of replacement, has, against all odds, generated more work for creative professionals rather than eliminating it. The human touch remains indispensable in bringing a truly unique and compelling vision to life.
I use AI Generated images for the loading screens, for the modification card icons, and for some textures.
All character voice acting is AI-generated, but just a few characters have voice acting. It is not an important feature of this game, since it focuses on combat. Voice acting can be disabled in the game options. Ideally, all AI voice acting should be replaced by human voice acting in the final version of the game, but this is yet to be decided.
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 in-game icons are AI generated. Currently, UI VO is recorded with AI TTS engine.
Some ornamental in-game images, as well as certain Store Page and Library assets, incorporate AI-generated elements
In Ink: Tournament Paintball, artificial intelligence is used solely to generate user profile images and some commercial images, focusing on enhancing the visual experience without affecting gameplay.
Music
Our game contains a very limited use of AI-generated imagery. Specifically, a small number of static portrait images displayed in a hallway scene were created using AI tools. These portraits are decorative only, used to add visual variety to the champions portrayed. They do not impact gameplay, story progression, or player decisions.
Some of the images used on decoration paintings in some of the levels are AI generated images
I created promotional images for the community page using AI.
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.
Some AI-generated images are included
Used for Early Access placeholders, and is intended to be replaced with more development time. AI generation was used for some voices and some 2D images within the game. These assets are intended to be replaced with ones created by human artists.
AI was used to generate art for illustrating ingame events, encyclopedia pages, difficulty selection windows, host improvement illustrations and main menu backgrounds.
The characters are made with AI and edited by me.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Quest Master's Realm Store/marketing art | Some of the Graphical Content on the Store Page is, at least in part, AI generated. | Electronic Lightning | 29 | Mar 18, 2026 | |
Net 24h: Quán Nét Bất Ổn In-game content art | This game contains pre-generated AI-created 2D images and textures developed during production. All AI-generated assets were reviewed and manually integrated by the development team. No AI-generated content is created during gameplay. | Nam Dev | 103 | Mar 18, 2026 | |
World of Fate In-game content art | Since the game is primarily UI-based, we use AI-generated art in update posts to visually showcase new features, rather than displaying only updated interface elements each time. | NIK's Games | 174 | 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 | |
Project: SnowBound In-game content artaudio | A.I was used to generate in-game painted props, and some of the games OST. | InfiniteHeavenlyDragon | - | Mar 18, 2026 | |
Titan Force Store/marketing art | I used Ai to help us with logo's and store front images. We do not use any AI in game or any assistance to program. | Stone Vision | - | Mar 18, 2026 | |
Plains of Pain In-game content art | Additional images for merchants, difficulties and skills. | Cobra Byte Digital | 874 | Mar 18, 2026 | |
Anime City In-game content art | AI image generation tools were used to create several posters, signs, and book illustrations. | Shoujo City Developer | 194 | Mar 18, 2026 | |
Asbury Pines In-game content art | AI assisted with early art concepting. Every piece of final in-game art is handmade by the developers. | Chaystar Unlimited LLC | 489 | 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 | |
BeachHead Rogue In-game content art | We use generative AI to create pre-rendered character images as a starting point, which are then meticulously refined and enhanced using image editing tools. The final assets combine the creative touch of digital hand-drawing with generative AI, resulting in high-quality, polished visuals. | Digital Fusion Inc. | 16 | 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 | |
Maze Nuts In-game content art | Some graphics were created and edited with AI. | White Keyframe | - | Mar 18, 2026 | |
Life of Delivery Store/marketing art | We used AI to draw or edit some of the motorcycle cosmetics and some Steam store elements. | Aimcalcy | - | Mar 18, 2026 | |
Bunny Game Store/marketing art | We use AI for creating some of the promotional images, and very small percentage of 2D art. | Nocebo | 20 | Mar 18, 2026 | |
Bitmagic Live AI text | Players can create and modify games using text prompts. The game uses AI (LLM) to understand the player's request and then uses LLM to construct the game using a pre-defined asset library. | Bitmagic | - | Mar 18, 2026 | |
TRACHI – ANARCHY Unclear | Prototypes for pregenerated content were used in one of the announcements. | nory | - | Mar 18, 2026 | |
Alquiem In-game content art | Human creation and the use of AI :
➧ 100% of the game's sounds were purchased and designed by humans.
➧ 100% of the animations VFX were purchased and designed by humans.
➧ 100% of the interface was designed, customized, and integrated by me over more than two years of meticulous, case-by-case attention, representing thousands of hours of work. These interface elements come from numerous resource packs purchased online from human artists such as Kodiac Graphics and his amazing Mercenary GUI https://kodiakgraphics.itch.io/mercenary-rpg-gui or PONETI and his 4000 icons https://poneti.artstation.com/store/zVzR/4000-fantasy-icons or PVGames and his trully unique 2D Srpites used as cosmetic in-game coat of arms appearances, REXARD https://assetstore.unity.com/publishers/13229 Dream Circle for hundreds of incredible animations vfx https://dreams-circle.itch.io/ And many more !
Generative AI was used to create backgrounds images such as class backgrounds, menu backgrounds, battle backgrounds. I recently updated the sprites of all the enemies in the game using generative AI; the retro 3D rendering is incredible and perfectly matches the art style.
All this represents approximately 15% of the game's graphics assets. But this was done carefully and sparingly, and in conjunction with human work and my artistic direction.
➧ 100% of the game's music was made by humans
15 Soundtracks by Alexander Nakarada
1 Soundtrack by Wolfgang Muermann
26 Soundtracks by Alkakrab | Regalia Project | 122 | Mar 18, 2026 | |
Caveshifter Store/marketing textart | The game itself is completely 100% free of AI-generated content. I only used AI to help myself with store page. Examples: grammar corrections or generating character poses for artworks (composition and character designs are still handcrafted) | Ganiroo | - | Mar 18, 2026 | |
Vivat Slovakia In-game content audio | - Part of our English voice cast is created by using AI to modify the live actors' voices.
- Several of our in-game Radio stations feature music generated with AI . | Team Vivat | 789 | Mar 18, 2026 | |
Outrun Them Store/marketing art | AI generated artwork used on Store Page | TheBean | - | 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 | |
Farm Wars In-game content artaudio | Generative AI was utilized during development to create Steam capsule designs, in-game UI assets, and the trailer music. All assets produced using AI are fully owned and licensed for commercial use by us. | Defity[3] | 45 | Mar 18, 2026 | |
Septaroad Voyager In-game content art | AI was part of the workflow for creating images of characters and locations. | Rockwell Studios, LLC | 14 | Mar 18, 2026 | |
Shatterline In-game content audio | Certain voice-overs for the in-game AI companion were produced with the help of generative AI for DLC. | Frag Lab LLC | 16 | Mar 18, 2026 | |
Chernobylite 2: Exclusion Zone In-game content textaudio | In-game text has been translated into multiple languages using AI-generated translations. The character representing AI in the game features a voice generated through text-to-speech technology. | The Farm 51 | 518 | Mar 18, 2026 | |
Sophonce In-game content audioart | AI is used for the voice acting and the Steam achievement emblems. | Sameer Hirezi | 24 | Mar 18, 2026 | |
Mautix: Immersive Gallery | Some artworks featured in Mautix’s official exhibition spaces were created by artists using AI-assisted illustration tools.
These are pre-rendered, artist-owned, and licensed for non-commercial display within the app.
Mautix itself does not generate any content or code using AI during gameplay. | Meovinci,LLC | - | Mar 18, 2026 | |
Ragtag Heroes In-game content art | Some AI generated 2d art (in events and menu) | fad | 31 | Mar 18, 2026 | |
Territory In-game content art | A few of the 3D models and textures have been generated with AI tools. | Threat Vector | 55 | Mar 18, 2026 | |
Newcomer Live AI audiotext | (Newcomer uses AI in a variety of contexts. If you have moral conundrums about AI usage or you do not want to use a resource with AI translations, I recommend finding learner/teacher curated non-AI resources. Thankyou!)
Text to speech (TTS): Newcomer uses text to speech to generate voices for anything the user or NPC might say.
Translations: Newcomer uses Google's Gemini to generate translations across all content (dialogue, stories, etc.) for all language pair combinations.
Grammar Explanations: Newcomer uses Google's Gemini to allow users to click on any word to receive a localized grammar explanation.
NPC Response Generation: Beginner mode dialogue is handcrafted and planned. However, the majority of NPC responses in intermediate mode are generated using Google Gemini. This allows Newcomer to handle any type of response the player might communicate.
Developer response: I am using AI primarily to help me provide the best RPG experience I can for as many language learners as possible while I continue to build the game. Thankyou! - Jason | Jason Kappes | 61 | Mar 18, 2026 | |
NecroNomNomNom: Eldritch Horror Dating In-game content textcodeart | Generative Artificial Intelligence (AI) Disclosure for NecroNomNomNom: Eldritch Horror Dating
From the very outset, "NecroNomNomNom: Eldritch Horror Dating" was conceived as a cosmic horror experiment in itself. Instead of passively wondering how generative AI might impact creative professions, we decided to confront that existential dread head-on. Our core design philosophy was to push the boundaries of AI's capabilities, attempting to completely replace human creative input and, in essence, make ourselves obsolete in the game development process.
Our findings, however, have been profoundly ironic and surprisingly reassuring. While generative AI played a significant role in various aspects of the game's development (including concept generation, preliminary asset creation, dialogue outlines, and certain code snippets), we discovered that achieving a cohesive, engaging, and polished experience still required substantial human oversight and manual intervention. AI, in its current form, proved to be an invaluable tool for iteration and initial ideation, but it could not replicate the nuanced artistic direction, problem-solving, and quality assurance that only human creativity and discernment can provide.
Ultimately, this experiment demonstrated that the path to creative obsolescence is far from straightforward. In a twist we didn't anticipate, the very act of attempting to replace ourselves with AI actually created new roles and opportunities for human collaborators in areas where AI fell short. This project, born from a fear of replacement, has, against all odds, generated more work for creative professionals rather than eliminating it. The human touch remains indispensable in bringing a truly unique and compelling vision to life. | Pixel After Pixel | - | 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 | |
Elengard: Ascension In-game content audio | All character voice acting is AI-generated, but just a few characters have voice acting. It is not an important feature of this game, since it focuses on combat. Voice acting can be disabled in the game options. Ideally, all AI voice acting should be replaced by human voice acting in the final version of the game, but this is yet to be decided. | Stèphano M. M. G. | 114 | 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 | |
Dance Dash In-game content artaudio | Some in-game icons are AI generated.
Currently, UI VO is recorded with AI TTS engine. | Rebuff Reality | 149 | Mar 18, 2026 | |
Max Twist In-game content art | Some ornamental in-game images, as well as certain Store Page and Library assets, incorporate AI-generated elements | Black Sun Games Inc. | - | Mar 18, 2026 | |
Ink: Tournament Paintball Store/marketing art | In Ink: Tournament Paintball, artificial intelligence is used solely to generate user profile images and some commercial images, focusing on enhancing the visual experience without affecting gameplay. | Golden Dog Interactive, SAS | 19 | Mar 18, 2026 | |
Smash N' Crash Unclear | Music | NullReferenceException | 10 | Mar 18, 2026 | |
The Mad House Season One In-game content art | Our game contains a very limited use of AI-generated imagery. Specifically, a small number of static portrait images displayed in a hallway scene were created using AI tools. These portraits are decorative only, used to add visual variety to the champions portrayed. They do not impact gameplay, story progression, or player decisions. | Crazy Carrot Studios | - | Mar 18, 2026 | |
Inside the Backrooms In-game content art | Some of the images used on decoration paintings in some of the levels are AI generated images | MrFatcat | 10.2k | Mar 18, 2026 | |
Strange Hunting Grounds Store/marketing art | I created promotional images for the community page using AI. | GaniTani | - | 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 | |
Red Chaos - The Strict Order In-game content art | Some AI-generated images are included | Squarecut Games | 68 | Mar 18, 2026 | |
Leviathan In-game content audioart | Used for Early Access placeholders, and is intended to be replaced with more development time. AI generation was used for some voices and some 2D images within the game. These assets are intended to be replaced with ones created by human artists. | Dream Foundry Games | 23 | Mar 18, 2026 | |
Parasite In-game content art | AI was used to generate art for illustrating ingame events, encyclopedia pages, difficulty selection windows, host improvement illustrations and main menu backgrounds. | StarInfidel | 43 | Mar 18, 2026 | |
Hero Dungeon In-game content art | The characters are made with AI and edited by me. | KingeniousGames | - | Mar 18, 2026 |