AI is not used in game. However it was used for the capsule images.
- Creator
- D.G. Mason
- Reviews
- -
- Added
- Mar 18, 2026
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Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
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AI is not used in game. However it was used for the capsule images.
To create a unique art style, I employed various technical methods during development, including the use of AI-generated tools to assist in producing some of the materials. These tools significantly streamlined my workflow as a solo developer, allowing me to focus more on core gameplay and detailed refinement. This approach ultimately delivers a richer and more immersive post-apocalyptic world for players. All content has been carefully curated, refined, and integrated to ensure it aligns with the game’s overall quality and artistic vision, while also complying with applicable copyright regulations.
This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor.
A.I was used to generate in-game painted props, and some of the games OST.
Photos were edited with Adobe Photoshop AI Tools
AI will be used to create more languages as I am only fluent in two languages.
Texture of some paintings in the environments is AI generated.
Additional images for merchants, difficulties and skills.
Some of the pictures in the game are generated by AI
AI image generation tools were used to create several posters, signs, and book illustrations.
The background of the capsule image on the store page was drawn by an artist, but then stylized using AI.
AI assisted with early art concepting. Every piece of final in-game art is handmade by the developers.
The farm background of the store page is assisted by artificial intelligence, and no artificial intelligence is used in the game.
Only voiceacting
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.
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.
AI is used for cinematic cutscenes and certain 2D assets, but the majority of the work is done manually. The characters are actually hand-painted. Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions.
We used AI-assisted tools to help create pre-generated assets such as concept art variations and promotional material. All final in-game assets are fully owned and licensed by us, and do not include illegal or infringing content. The game does not use live AI generation during gameplay.
Some minor polish such as wording refinement and UI icons were assisted using AI tools. All 3D models, animations, gameplay systems, UI implementation, sound and visual effects, and narrative were created entirely in-house.
during the creation of a few assets.
This game uses artificial intelligence (AI) tools to help optimize code and improve development efficiency and runtime performance. Additionally, character voices in the game were recorded by the developer himself. The voice was then synthesised by AI to create different character voices. These technologies enhance the overall quality and experience of the game.
AI assistance is used in the drawing process of character avatars
The images in the game are collages and/or modified parts of images created by AI. Each image was processed and animated manually by a human.
AI used for: cover art elements.
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.
AI was part of the workflow for creating images of characters and locations.
AI was partially used for the creation of the Steam page cover, as well as to assist with the translation of UI and texts in the Early Access version.
Some character portraits and loading screens have been made using generative AI.
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.
Generative artificial intelligence was used to create the game's cover, but everything else was done manually by a human.
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.
Our Cover art contains elements that were partially generated by AI, as shown on the shop page.
AI is used for some images and promotional materials. It also serves as a working basis for image editing. It is used anecdotally. It has been used for some secondary elements of the game to populate the universe, such as decorative objects. AI is not used exclusively. As a solo dev, I also work with freelance artists for main content and assets on the Unity Store.
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
Voices: Some character voices, like Morana, were created using AI as a base and then refined through manual post-processing.
Art assets were modified by AI to utilize high resolution image sampling, video sampling, and audio enhancements.
Some of the 2D elements in the game have been made with the help of AI. This includes Character images, world logos and billboard designs.
At the end of the game, each of the 20+ endings has an unique AI generated image.
The voices are generated using ElevenLabs and many of images are painted over and modified AI generations.
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
You engage in direct dialogue with artificial intelligence via a radio, which becomes a key element of the gameplay. Your conversations with the AI can directly influence the course of the story and the outcome of missions. The artificial intelligence, implemented using the advanced ChatGPT technology from OpenAI, is capable not only of conducting natural dialogues but also of exhibiting emotional reactions that alter its behavior and attitude towards the player.
Full screen pictures where made using AI during the EA / prototype of the game, we are in the process of replacing them all with our artists. Everything else is handmade.
The use of AI in Vice Undercover was strictly limited to enhancing a limited number of database images, such as some faces, objects, and locations. All images began with original photographs taken by the team, which were then used to create datasets for generating initial concepts. These AI-generated images were not used as-is—instead, they served as a starting point for detailed, creative transformation. Every final image was extensively painted, composited, and refined using original photographs and artistic elements, ensuring that all visuals align with the game's unique style and authenticity. AI was simply one tool in a much larger creative process driven by human artistry.
Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original.
Icon, avatar, The marketing images might be made with AI.
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.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Baby Snow Store/marketing art | AI is not used in game. However it was used for the capsule images. | D.G. Mason | - | Mar 18, 2026 | |
A Wasteland Robot: Atavism In-game content art | To create a unique art style, I employed various technical methods during development, including the use of AI-generated tools to assist in producing some of the materials.
These tools significantly streamlined my workflow as a solo developer, allowing me to focus more on core gameplay and detailed refinement. This approach ultimately delivers a richer and more immersive post-apocalyptic world for players. All content has been carefully curated, refined, and integrated to ensure it aligns with the game’s overall quality and artistic vision, while also complying with applicable copyright regulations. | Scrap Iron Studio | - | Mar 18, 2026 | |
New Stars In-game content artaudio | This game includes some AI-assisted visual assets and synthetic voice generation for the in-game robot advisor. | adamjr | - | Mar 18, 2026 | |
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 | |
Markus Ritter - Ghosts Of The Past Store/marketing art | Photos were edited with Adobe Photoshop AI Tools | Flimmersoft | 33 | Mar 18, 2026 | |
Legends of Mythology In-game content text | AI will be used to create more languages as I am only fluent in two languages. | swalk studios | - | Mar 18, 2026 | |
The Mute House In-game content art | Texture of some paintings in the environments is AI generated. | December Blues Games | 284 | Mar 18, 2026 | |
Plains of Pain In-game content art | Additional images for merchants, difficulties and skills. | Cobra Byte Digital | 874 | Mar 18, 2026 | |
the Kind God of Wealth In-game content art | Some of the pictures in the game are generated by AI | JHZD | - | 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 | |
Get To The Gate Store/marketing art | The background of the capsule image on the store page was drawn by an artist, but then stylized using AI. | Maximan | 14 | 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 | |
Oriental Valley In-game content art | The farm background of the store page is assisted by artificial intelligence, and no artificial intelligence is used in the game. | 猫多游戏 | 332 | Mar 18, 2026 | |
Castle of secrets: Prologue In-game content audio | Only voiceacting | SQ Game Studios | 350 | 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 | |
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 | |
FlipScapes In-game content artcode | AI is used for cinematic cutscenes and certain 2D assets, but the majority of the work is done manually. The characters are actually hand-painted.
Similarly, code workflows include partial generation for certain C++, C#, and HLSL functions. | OmniScapes Interactive | - | Mar 18, 2026 | |
Chaosborn In-game content art | We used AI-assisted tools to help create pre-generated assets such as concept art variations and promotional material. All final in-game assets are fully owned and licensed by us, and do not include illegal or infringing content. The game does not use live AI generation during gameplay. | Erich Meurer | - | Mar 18, 2026 | |
Dinosaurs Dominion In-game content arttext | Some minor polish such as wording refinement and UI icons were assisted using AI tools.
All 3D models, animations, gameplay systems, UI implementation, sound and visual effects, and narrative were created entirely in-house. | Arcupion Art | 31 | Mar 18, 2026 | |
Isle Of Pochimoon Unclear | during the creation of a few assets. | Antitesa Studio | - | Mar 18, 2026 | |
Sonorous | Deep Down Below In-game content codeaudio | This game uses artificial intelligence (AI) tools to help optimize code and improve development efficiency and runtime performance. Additionally, character voices in the game were recorded by the developer himself. The voice was then synthesised by AI to create different character voices. These technologies enhance the overall quality and experience of the game. | HOONAYA | - | Mar 18, 2026 | |
TradeAndFight In-game content art | AI assistance is used in the drawing process of character avatars | New Hope | - | Mar 18, 2026 | |
I Live Under Your House In-game content art | The images in the game are collages and/or modified parts of images created by AI.
Each image was processed and animated manually by a human. | SpoocleMacBoogle | 304 | Mar 18, 2026 | |
The Perfect Garden Store/marketing art | AI used for: cover art elements. | ZERO5GAMES | 23 | 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 | |
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 | |
Eleven Sunrises In-game content textart | AI was partially used for the creation of the Steam page cover, as well as to assist with the translation of UI and texts in the Early Access version. | Full Ideas Games | - | Mar 18, 2026 | |
A Quest That Became Legend In-game content art | Some character portraits and loading screens have been made using generative AI. | Neon Light Studio | 79 | 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 | |
A SIMPLE REQUEST Store/marketing art | Generative artificial intelligence was used to create the game's cover, but everything else was done manually by a human. | Michael Derek | 14 | 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 | |
Ultimate Fishing® Online Store/marketing art | Our Cover art contains elements that were partially generated by AI, as shown on the shop page. | Pancake Games | - | Mar 18, 2026 | |
Influences RPG In-game content art | AI is used for some images and promotional materials. It also serves as a working basis for image editing. It is used anecdotally.
It has been used for some secondary elements of the game to populate the universe, such as decorative objects.
AI is not used exclusively. As a solo dev, I also work with freelance artists for main content and assets on the Unity Store. | S Martin Game | - | 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 | |
Code Alkonost In-game content audio | Voices: Some character voices, like Morana, were created using AI as a base and then refined through manual post-processing. | Alkonost Team | 13 | Mar 18, 2026 | |
Relax In Space In-game content artaudio | Art assets were modified by AI to utilize high resolution image sampling, video sampling, and audio enhancements. | Lucky Cog Studios | - | Mar 18, 2026 | |
Bolt Bot Screwy Viruses In-game content art | Some of the 2D elements in the game have been made with the help of AI. This includes Character images, world logos and billboard designs. | Dream Safe | 16 | Mar 18, 2026 | |
The Backroom - Lost and Found In-game content art | At the end of the game, each of the 20+ endings has an unique AI generated image. | Lollin' Pony | 438 | Mar 18, 2026 | |
Aether Collector In-game content audioart | The voices are generated using ElevenLabs and many of images are painted over and modified AI generations. | Magory.net | - | 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 | |
Vojna Live AI text | You engage in direct dialogue with artificial intelligence via a radio, which becomes a key element of the gameplay. Your conversations with the AI can directly influence the course of the story and the outcome of missions. The artificial intelligence, implemented using the advanced ChatGPT technology from OpenAI, is capable not only of conducting natural dialogues but also of exhibiting emotional reactions that alter its behavior and attitude towards the player. | HFM Games | 39 | Mar 18, 2026 | |
Gate Builders In-game content art | Full screen pictures where made using AI during the EA / prototype of the game, we are in the process of replacing them all with our artists.
Everything else is handmade. | Pyralis Studio | - | Mar 18, 2026 | |
Vice Undercover In-game content art | The use of AI in Vice Undercover was strictly limited to enhancing a limited number of database images, such as some faces, objects, and locations. All images began with original photographs taken by the team, which were then used to create datasets for generating initial concepts. These AI-generated images were not used as-is—instead, they served as a starting point for detailed, creative transformation. Every final image was extensively painted, composited, and refined using original photographs and artistic elements, ensuring that all visuals align with the game's unique style and authenticity. AI was simply one tool in a much larger creative process driven by human artistry. | Ancient Machine | - | Mar 18, 2026 | |
On the Wings - Birth of a Hero In-game content art | Some visual assets, such as store capsule images and in-game card illustrations, were created with the assistance of generative AI tools. All gameplay and code are original. | Queen | 85 | Mar 18, 2026 | |
The Creator In-game content art | Icon, avatar, The marketing images might be made with AI. | Mark Miller | 43 | 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 |