DATUM: Rescue OneSteamAI language model assistance was used to help draft, translate, and refine store page content.
- Creator
- Spirit North
- Reviews
- -
- Added
- Aug 28, 2026
DATUM: Rescue OneSteamAI language model assistance was used to help draft, translate, and refine store page content.
Marina ManagerSteamGenerative AI was used to assist with some Steam store artwork, marketing materials, and localization.
SSN: ArtemisSteamGenerative AI has been used in the production of sound and video assets for this title. All copy has been written by humans.
SteeltideSteamStorepage placeholder assets
Praxion-7SteamCoding assistance is used for developing the game. Building automation test suites and creating support tools.
LeewaySteamSome content was created with the assistance of generative AI tools: 2D store and marketing art (library capsule and library hero), the game's localization into non-English languages, and portions of in-game flavour text. All localization was reviewed before shipping. All in-game visuals are generated procedurally at runtime from code, all sound effects are synthesised at runtime, and all music is human-composed and licensed under CC BY 4.0. The game performs no AI generation at runtime and connects to no external AI service.
Salt & SchoonersSteamStore art work has been generated using AI.
Beach Manager SimulatorSteamSelected pre-generated visual materials used for the Steam store page, capsule artwork, promotional assets, and presentation screenshots were created or refined with the assistance of generative AI tools. The game does not use live generative AI during gameplay. No gameplay content, dialogue, images, audio, or missions are generated in real time by AI, and the game does not connect to external AI services during play.
KaperfahrtSteamKaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work. The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets. The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence.
DRONECOMSteamThe non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates.
Portrise IdleSteamSome visual assets were AI-assisted, then manually edited by our team. No AI content is generated during gameplay.
Warlord Atlas: Global Naval WarSteamThe game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs.
Lagan Salvage RunSteamAll visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI.
Marque & ReprisalSteamMost of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game. All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation.
Corsair Fleet Tides of PlunderSteamThe developer used generative AI tools during development to help create some art assets (such as character portraits, sprites, and background art) and marketing materials (store capsules and trailers), and to assist with text localization. All AI-assisted content was reviewed and edited by the developer. The game itself does not generate any content in real time and does not connect to AI services during gameplay.
Flotsam FrontSteamWe used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art.
First 3 Days On ShipSteamWe want to be transparent with our players. It is possible that AI-assisted tools were used at some early stages of development, such as brainstorming, concept exploration, or helping us evaluate clarity of certain narrative elements. Some audio assets used in the game were sourced from licensed third-party libraries and marketplaces (such as Envato), and are used under proper commercial licenses. At the current stage of development, voice acting is generated using AI-based tools as a temporary solution. We are actively planning to replace it with professional human voice acting in future updates. All final gameplay experience and core content are assembled, designed, and produced by our development team.
Salt and SpiceSteamSome of the artworks including pictures, 3D models and audios in the game are generated by AI.
Tides of EmpiresSteamGenerative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay.
Battle Marine Advance!SteamThe main key art, which is used for the store capsule images, library assets, and the game's opening sequence, was created using generative AI.
Naval StrikeSteamSome of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime.
이순신의 역습SteamThis game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game.
Chicken BattlefieldSteamAll materials and assets used in this game were created by hand. Generative AI tools were used only as a supportive enhancement tool, for example to refine, polish, or improve certain elements. The final content, including visual assets, story elements, audio direction, and overall creative design, remains the result of human creation and artistic direction.
Paleo DiveSteamAI was used to help resolve bugs and optimize ticks and similar processes. Selected 3D models and icons were generated using AI.
Wojtek: A Soldier Without a UniformSteamGenerative AI technology was used to create high-quality voice-overs for the game's characters. This allowed this independent project to feature full voice acting, providing a more immersive narrative experience and bringing the historical journey of Wojtek the Bear to life. All AI-generated audio assets are pre-rendered and have been manually reviewed and edited to ensure high quality and consistency with the game's emotional tone.
Plunder BaySteamDuring the development of Plunder Bay, AI-powered tools were used to assist in the creation of the following content: - Store Page Graphics: Promotional images and capsule art were created with AI image generation tools (Leonardo AI) and edited manually. - Sound Effects: Some sound effects were generated using AI audio tools (ElevenLabs) for specific game events. - Menu Background: The main menu background visual was created with AI video generation tools (Runway). All AI-generated content was reviewed, edited, and curated by the developer to ensure quality and consistency. AI was used as a creative tool to assist a solo developer, not as a replacement for game design decisions.
Water You Doing?SteamAI was used to polish marketing images, localization, some small 3d models and textures.
Pirate TwistSteamPirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically: Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build. Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife. Code — written with AI coding assistance. No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play. Full commissioned art and audio is one of the items on the Roadmap for final release.
Ship of the LineSteamThis game uses generative AI tools during development for selected visual, audio, and programming-related tasks. 【AI-assisted content and development】 • Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer. • Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use. • Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer. 【Runtime and game content】 • No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally. • Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer. All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game.
Imperium of the StarsSteamThis game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay.
Dominus Orbis Maris 1400: Mare NostrumSteamGenerative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime.
FOAMGRAVESteamFOAMGRAVE includes some AI-assisted content, including certain visual assets (such as menu/loading screen artwork) and music/audio created using generative AI tools. All gameplay systems, programming, world design, and final integration were created and implemented by the developer.
Crisis Commander: Strait Of HormuzSteamI have used AI Image generation for Illustration and Icons.
Silent SharkSteamCleaned up / textured with Nano Banana: - patrol zone map - shipping lane map - sea state list
Seven Seas Jewels 2 Collector's EditionSteamWe use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
Storm ClanSteamSound-tracks were created with the assistance of diffusion generation.
TechnoMayanSteamWhile we are generally against generative AI, we cannot guarantee that no AI generated content will end up in the game. We are using store bought assets and third party translations and we are not taking on the additional stress of verifying if they are 100% AI free. We will however deliver as much handcrafted material as possible.
Tally4: Operation MARYSteamA few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content.
Sovereign Strike: Submarine SupremacySteamThis game uses generative artificial intelligence to polish the store page description, add text to some screenshots, and compose the trailer music. No AI was used to generate core gameplay content or in-game assets.
BattleTabsSteamThis game uses AI for coding, some in-game 2D elements, and localisations.
Modern WarshipsSteamSome visual assets in the game may involve the use of AI-assisted tools during the early stages of their creation. However, all such assets undergo extensive manual editing, refinement, and artistic rework by our team. As a result, no artwork in the final game is presented in a purely AI-generated form. All visuals are carefully curated and significantly enhanced to meet our artistic standards.
Black SubmarineSteamGenerative AI was used during development to assist in the creation of: Assets: Textures, Sound Effects, Music, and Voice. Development: Code and Narrative Text. All AI-generated content has been manually refined and integrated by our team to ensure high quality and originality. Many of these tools were utilized primarily for concepting and prototyping to streamline our production workflow.
郑成功传 Clash of Armadas: KoxingaSteamUI,Log , and descrption
Morse Depths: WWIISteamOnly used strictly as a foundational tool to assist in creating base concepts for certain 2D sprites and background textures. Every AI-assisted asset was heavily modified, color-corrected, and manually integrated to fit the retro aesthetic.
Summer Before DawnSteamGenerative artificial intelligence was utilized to enhance specific loading screen images and to aid in text translation for localization purposes.
Maritime SimulatorSteamThe game logo, game artwork and game marketing materials contain some AI generated materials. In-game voices were made using assistive AI.
Deep Extraction Inc.SteamIn the game there are 2 posters. 1 poster contains a bouquet of roses that are generated and 1 poster contains a man strike a pose.
Oceanarium FishingSteamWe used AI for the game’s language translation descriptions, the Steam capsule image, and some in-game visuals.
Seven Seas Jewels Collector's EditionSteamWe use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists.
Battleline: PacificSteamWe use a third-party tool to generate the officer and news cast videos. The scripts and dialogue are 100% written by human writers. The AI tool is used solely to animate the visual character and lip-sync to the script.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
DATUM: Rescue One In-game content text | AI language model assistance was used to help draft, translate, and refine store page content. | Spirit North | - | Aug 28, 2026 | |
Marina Manager In-game content arttext | Generative AI was used to assist with some Steam store artwork, marketing materials, and localization. | Gyrfalcon Games | - | Aug 28, 2026 | |
SSN: Artemis In-game content audioart | Generative AI has been used in the production of sound and video assets for this title. All copy has been written by humans. | Ceres Labs | - | Aug 28, 2026 | |
Steeltide Unclear | Storepage placeholder assets | Tecera Games | - | Aug 24, 2026 | |
Praxion-7 Dev only code | Coding assistance is used for developing the game. Building automation test suites and creating support tools. | Virtual Dimensions | - | Aug 23, 2026 | |
Leeway In-game content arttext | Some content was created with the assistance of generative AI tools: 2D store and
marketing art (library capsule and library hero), the game's localization into
non-English languages, and portions of in-game flavour text. All localization was
reviewed before shipping. All in-game visuals are generated procedurally at runtime
from code, all sound effects are synthesised at runtime, and all music is
human-composed and licensed under CC BY 4.0. The game performs no AI generation at
runtime and connects to no external AI service. | Singularity Reach Studios | - | Aug 20, 2026 | |
Salt & Schooners Store/marketing art | Store art work has been generated using AI. | Clayton Games | - | Aug 19, 2026 | |
Beach Manager Simulator Store/marketing art | Selected pre-generated visual materials used for the Steam store page, capsule artwork, promotional assets, and presentation screenshots were created or refined with the assistance of generative AI tools.
The game does not use live generative AI during gameplay. No gameplay content, dialogue, images, audio, or missions are generated in real time by AI, and the game does not connect to external AI services during play. | E&Y Studio | - | Aug 16, 2026 | |
Kaperfahrt In-game content artaudio | Kaperfahrt uses AI generated assets in two places. Both are placeholders and are being replaced with commissioned work.
The portrait illustrations on the wanted posters of the 23 Blacklist pirates were made with an AI image generator. They were bought as finished assets.
The soundtrack, the ambient audio and the spoken lines of the Blacklist pirates were made with Suno under a paid commercial licence. | Kleinod Games | - | Aug 16, 2026 | |
DRONECOM In-game content text | The non-English text is AI machine-translated for now (English is the only hand-written one), and it's labelled as AI in-game. If you're a native speaker and want to help fix the rough spots, there'll be an open localization repo for corrections, which ship in updates. | Big Beard Games | - | Aug 15, 2026 | |
Portrise Idle In-game content art | Some visual assets were AI-assisted, then manually edited by our team. No AI content is generated during gameplay. | baldgames | - | Aug 14, 2026 | |
Warlord Atlas: Global Naval War In-game content artaudio | The game's design, rules, simulation, scenarios, and text are all authored by people. Some event background illustrations and background music were produced with generative tools run in-house by the development team, and every asset was then accepted or rejected by a human. The game does not generate any content while it runs. | Warlord Atlas Project | - | Aug 11, 2026 | |
Lagan Salvage Run In-game content arttext | All visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI. | Drumlin | - | Aug 2, 2026 | |
Marque & Reprisal In-game content arttext | Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game.
All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation. | Iron Pagoda | - | Jul 30, 2026 | |
Corsair Fleet Tides of Plunder In-game content arttext | The developer used generative AI tools during development to help create some art assets (such as character portraits, sprites, and background art) and marketing materials (store capsules and trailers), and to assist with text localization. All AI-assisted content was reviewed and edited by the developer. The game itself does not generate any content in real time and does not connect to AI services during gameplay. | Velron Games | - | Jul 29, 2026 | |
Flotsam Front In-game content art | We used generative AI as a stand-in reference for aircraft icons while we commission an artist to make our own bespoke art. | PurityWorks | - | Jul 25, 2026 | |
First 3 Days On Ship In-game content audiotext | We want to be transparent with our players.
It is possible that AI-assisted tools were used at some early stages of development, such as brainstorming, concept exploration, or helping us evaluate clarity of certain narrative elements.
Some audio assets used in the game were sourced from licensed third-party libraries and marketplaces (such as Envato), and are used under proper commercial licenses.
At the current stage of development, voice acting is generated using AI-based tools as a temporary solution. We are actively planning to replace it with professional human voice acting in future updates.
All final gameplay experience and core content are assembled, designed, and produced by our development team. | Madnetic Games S.A. | 158 | Jul 25, 2026 | |
Salt and Spice In-game content artaudio | Some of the artworks including pictures, 3D models and audios in the game are generated by AI. | Swordbearer Studios | - | Jul 25, 2026 | |
Tides of Empires In-game content arttext | Generative AI tools were used to help create parts of this game, always under the developer's direction: a significant part of the artwork (such as backgrounds, unit graphics, UI elements and store page images) was created with AI assistance and then reviewed, edited and hand-tuned by the developer. AI also assisted in writing the in-game text and translating it, along with this store page, into the supported languages. Music and sound effects are not AI-generated. No AI content is generated live during gameplay. | AtomicPixelGames | - | Jul 23, 2026 | |
Battle Marine Advance! In-game content art | The main key art, which is used for the store capsule images, library assets, and the game's opening sequence, was created using generative AI. | SUZUKI PLAN, Yoji Suzuki | - | Jul 22, 2026 | |
Naval Strike Store/marketing art | Some of the game's assets and marketing materials were created with the assistance of generative AI tools, then reviewed and edited by the developer. All content is pre-rendered; the game does not generate any content at runtime. | VGP256 | - | Jul 22, 2026 | |
이순신의 역습 In-game content text | This game uses generative AI to assist with parts of the localization process. All AI-assisted translations are reviewed and edited by the developer before being included in the game. | Kim Yusok | - | Jul 17, 2026 | |
Chicken Battlefield In-game content arttextaudio | All materials and assets used in this game were created by hand. Generative AI tools were used only as a supportive enhancement tool, for example to refine, polish, or improve certain elements. The final content, including visual assets, story elements, audio direction, and overall creative design, remains the result of human creation and artistic direction. | chickenbattlefielddevs | - | Jun 28, 2026 | |
Paleo Dive In-game content art | AI was used to help resolve bugs and optimize ticks and similar processes. Selected 3D models and icons were generated using AI. | Astra Render | - | Jun 28, 2026 | |
Wojtek: A Soldier Without a Uniform In-game content audio | Generative AI technology was used to create high-quality voice-overs for the game's characters. This allowed this independent project to feature full voice acting, providing a more immersive narrative experience and bringing the historical journey of Wojtek the Bear to life. All AI-generated audio assets are pre-rendered and have been manually reviewed and edited to ensure high quality and consistency with the game's emotional tone. | Adam Mański | - | Jun 28, 2026 | |
Plunder Bay In-game content artaudio | During the development of Plunder Bay, AI-powered tools were used to assist in the creation of the following content:
- Store Page Graphics: Promotional images and capsule art were created with AI image generation tools (Leonardo AI) and edited manually.
- Sound Effects: Some sound effects were generated using AI audio tools (ElevenLabs) for specific game events.
- Menu Background: The main menu background visual was created with AI video generation tools (Runway).
All AI-generated content was reviewed, edited, and curated by the developer to ensure quality and consistency. AI was used as a creative tool to assist a solo developer, not as a replacement for game design decisions. | MustDev | - | Jun 16, 2026 | |
Water You Doing? In-game content arttext | AI was used to polish marketing images, localization, some small 3d models and textures. | DiSolve Studios | - | Jun 15, 2026 | |
Pirate Twist In-game content artaudiocode | Pirate Twist is made by a solo developer, and generative AI tools were used across production. Specifically:
Art — some in-game visual art and the store capsule art were generated with Higgsfield image models against a fixed art-direction style, then hand-edited by the developer's wife: cut out, composited, colour-matched and retouched before going into the build.
Audio — the seven music tracks were generated with Suno (Premier). Sound effects were generated with the ElevenLabs Sound Effects API (Creator). All were then edited, pitch-shifted and mastered by the developer's wife.
Code — written with AI coding assistance.
No AI runs at runtime. Nothing is generated on your machine while you play, and the game makes no AI service calls during play.
Full commissioned art and audio is one of the items on the Roadmap for final release. | BTG Labs | - | Jun 12, 2026 | |
Ship of the Line In-game content artaudiocode | This game uses generative AI tools during development for selected visual, audio, and programming-related tasks.
【AI-assisted content and development】
• Visual assets: Some in-game visuals, including ship sprites, scenario artwork, terrain textures, UI illustrations, and other decorative assets, were created with generative AI image tools, then selected, edited, modified, and integrated by the developer.
• Audio assets: Some background and combat music tracks were created with AI music generation tools, then edited, mastered, and loudness-normalized for in-game use.
• Programming assistance: AI coding tools are used to assist with code generation, implementation, debugging, and development. Game systems, mechanics, simulation rules, balance, and overall technical design are directed and determined by the developer.
【Runtime and game content】
• No generative AI operates during gameplay or at runtime. All required assets and game logic are included with the game and run locally.
• Scenario design, gameplay rules, ship statistics, historical information, and overall game design are researched, designed, reviewed, and integrated by the developer.
All AI-assisted assets and generated code are reviewed, tested, and integrated by the developer before being included in the released game. | YDS | - | Jun 12, 2026 | |
Imperium of the Stars In-game content audio | This game contains AI-generated music used in promotional materials, including trailers. No AI-generated content is used in gameplay. | Imperium of the Stars | - | Jun 9, 2026 | |
Dominus Orbis Maris 1400: Mare Nostrum In-game content arttext | Generative AI was used as an assistive tool during development to draft text and translations, and to create some 2D images and graphical assets. As there is currently no budget to hire a dedicated artist, certain visual elements are initially generated with AI and then manually modified and refined. No AI content is generated live at runtime. | Alderman Beneke | - | Jun 9, 2026 | |
FOAMGRAVE In-game content artaudio | FOAMGRAVE includes some AI-assisted content, including certain visual assets (such as menu/loading screen artwork) and music/audio created using generative AI tools. All gameplay systems, programming, world design, and final integration were created and implemented by the developer. | TriadPixel | - | Jun 3, 2026 | |
Crisis Commander: Strait Of Hormuz In-game content art | I have used AI Image generation for Illustration and Icons. | Kra Kra Games | - | May 23, 2026 | |
Silent Shark In-game content art | Cleaned up / textured with Nano Banana:
- patrol zone map
- shipping lane map
- sea state list | John Goering | 106 | May 23, 2026 | |
Seven Seas Jewels 2 Collector's Edition Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | Anawiki Games | - | May 23, 2026 | |
Storm Clan In-game content audio | Sound-tracks were created with the assistance of diffusion generation. | Studio Zamudio One | - | May 23, 2026 | |
TechnoMayan In-game content arttext | While we are generally against generative AI, we cannot guarantee that no AI generated content will end up in the game. We are using store bought assets and third party translations and we are not taking on the additional stress of verifying if they are 100% AI free. We will however deliver as much handcrafted material as possible. | SparkInBox studio | - | May 23, 2026 | |
Tally4: Operation MARY Store/marketing art | A few promotional images used on this store page were created with the assistance of generative AI tools. The game itself contains no AI-generated content. | WildRealm Inc | - | May 23, 2026 | |
Sovereign Strike: Submarine Supremacy Store/marketing textaudio | This game uses generative artificial intelligence to polish the store page description, add text to some screenshots, and compose the trailer music. No AI was used to generate core gameplay content or in-game assets. | Pepper Games | - | May 23, 2026 | |
BattleTabs In-game content arttextcode | This game uses AI for coding, some in-game 2D elements, and localisations. | Gangbusters Ltd | 25 | May 23, 2026 | |
Modern Warships In-game content art | Some visual assets in the game may involve the use of AI-assisted tools during the early stages of their creation. However, all such assets undergo extensive manual editing, refinement, and artistic rework by our team.
As a result, no artwork in the final game is presented in a purely AI-generated form. All visuals are carefully curated and significantly enhanced to meet our artistic standards. | Artstorm FZE | 1.1k | May 23, 2026 | |
Black Submarine In-game content artaudiotextcode | Generative AI was used during development to assist in the creation of:
Assets: Textures, Sound Effects, Music, and Voice.
Development: Code and Narrative Text.
All AI-generated content has been manually refined and integrated by our team to ensure high quality and originality. Many of these tools were utilized primarily for concepting and prototyping to streamline our production workflow. | fShark Games | - | May 23, 2026 | |
郑成功传 Clash of Armadas: Koxinga Unclear text | UI,Log , and descrption | 铭记历史 | - | Mar 18, 2026 | |
Morse Depths: WWII In-game content art | Only used strictly as a foundational tool to assist in creating base concepts for certain 2D sprites and background textures. Every AI-assisted asset was heavily modified, color-corrected, and manually integrated to fit the retro aesthetic. | Sasunia Game Studio | - | Mar 18, 2026 | |
Summer Before Dawn In-game content arttext | Generative artificial intelligence was utilized to enhance specific loading screen images and to aid in text translation for localization purposes. | SEELIS SOFTWARE | - | Mar 18, 2026 | |
Maritime Simulator In-game content artaudio | The game logo, game artwork and game marketing materials contain some AI generated materials.
In-game voices were made using assistive AI. | Vector Studios | - | Mar 18, 2026 | |
Deep Extraction Inc. In-game content art | In the game there are 2 posters. 1 poster contains a bouquet of roses that are generated and 1 poster contains a man strike a pose. | Depth Charge Interactive | - | Mar 18, 2026 | |
Oceanarium Fishing In-game content textart | We used AI for the game’s language translation descriptions, the Steam capsule image, and some in-game visuals. | DodoModo | - | Mar 18, 2026 | |
Seven Seas Jewels Collector's Edition Store/marketing textart | We use AI as a creative assistant to refine our English descriptions and ensure they are easy to read and engaging (since we are not native speakers). In addition, some of the game’s illustrations were created with the help of generative AI tools and later refined by human artists. | Anawiki Games | - | Mar 18, 2026 | |
Battleline: Pacific In-game content artaudio | We use a third-party tool to generate the officer and news cast videos. The scripts and dialogue are 100% written by human writers. The AI tool is used solely to animate the visual character and lip-sync to the script. | Gronstedt Group | - | Mar 18, 2026 |