About the Game

It's been a nice retirement. Mining batteries in the desert might not be the easiest job, but it's better than being scrapped on the frontline. Then the P.A.S.C.A.L. came, an evil intergalactic corporation out to turn every planet in their path into numbers in their accounts. What they didn’t expect was that one of the docile mining robots isn’t designed to surrender. No, AI.VI is designed for something else: Incredible violence.
Combining tower defense with FPS, AI.VI lets you become a one-bot rebellion, out for oil. Select your weapons, build your defenses, make them pay. Return the mines to the miner bots, scrap corporate minions by the thousand, and corner the galactic used parts market for further retirement.

Send your enemies to the scrapheap using your wits, backed by homemade weapons: Pump-action camera, combination pickaxe-crossbows, or a terrifying Jack-in-the-box filled with adorable (but explosive) plushes. Then set up your defenses and scrap corporate drones on an industrial scale - putting a dent in the P.A.S.C.A.L.'s bottom line!
Make AI.VI the war robot he was in the past, using a flexible loadout system that lets you play the way you want. Destroy armies up close and personal, automate the dismantling with malicious traps, or blend the two for your own playstyle!

As we all know, our world is made of four elements: fire, ice, corrosion and electricity. Take that, Socrates. And today, you can use them for what they’ve always been here for: kick ass! Combine elements to create powerful reactions to harm and weaken your enemies, find the strategy that fits your playstyle. Just keep in mind that not everyone is made of the same steel, some may love a nice ice bath…

Act like it! It might be much for one man, but not for one robot. Don't worry about AI.VI: He comes from the good old days before planned obsolescence, when a little driver update didn’t hurt. This means there's no limit to how powerful AI.VI can get: push the limits, overclock your loadout, combining dozens of weapons and buildings with randomized upgrades to reach truly ridiculous heights of power!
Screenshots
11 imagesVersion Information
Steam Patch Notes
Official update history
Hello cowbots!
Hotfix 1.0.7 is here!
You'll find all the detailed patch notes below.
Balance
Missions
Reworked the waves in mission 3 and 4.
Corrections
Misc
Fixed a crash caused by enemies receiving movement instructions after their destruction.
Enemies
Enemies no longer stay stuck in their spawning area.
Drones fall faster when stunned and explode when touching the ground.
Helllo cowbots!
Patch 1.0.6 is here! A couple of important issues were fixed alongside more minor bugs. We contue to better the game day after day, in big part thanks to the involved community - thank you all!
You'll find the detailed patch notes bellow.
Corrections
Misc
Fixed a bug that prevented the victory screen from popping up in missions 1 and 2.
Sound effects
The base volume is now properly 50% when launching the game for the first time.
The impact sound of the Fish-Eye Photographer is lowered.
Weapons and structures
The vortex of The Box and the Singularity Launcher more properly packs enemies.
Modules
Corrected a bug with the module "Ghosting": the player can no longer be kill by an enemy while in ghost mode.
The modules "Additional Charge" no longer causes ghost skill visuals to linger.
Enemies
Optimised drone AI to avoid getting stuck on the top of doors.
Hello cowbots!
Here's another small update to fix a couple issues with enemies. Your experience will always be our priority.
You'll find the detailed patch note below.
Corrections
Enemies
Enemies more properly go around barricades.
Ems no longer get stuck near the enemy spawns.
Optimised pathing for enemies in mission 10.
Flying enemies no longer get stuck in the rocket's rings in mission 11.
During mission 12, the Arachno-turrets no longer attaque the lower doors if they are on the top floor.
Challenges
The challenge "Overburdened" correctly applies the damage debuff and now has a visual effect active to indicate the current damage reduction.
Hello cowbots!
Today is a smaller update to fix a couple issues linked to the new enemy AI. The 1.0.4 address the navigation issues in a couple levels.
You'll find the more detailed patch notes below.
Corrections
Structures
Turret has their correct stats.
Enemies
- [p align="start"]Enemies no longer get stuck at the start of mission 7.
Ennemies properly pass through the door in mission 11.
Optimisations to avoid enemies getting stuck in mission 10.
Elite Drone properly attacks the objectives.
Hello cowbots!
After much labour, and thanks to the feedback from the community, we give you the detailed patched notes to hotfix 1.0.3!
The major aspects touched by this update are as follow:
Correcting a good number of the most critical bugs.
Enemy AI has been revamped. Avoids a couple performance issues when interacting with certain constructions (notably the Barricades) as well as other odd behaviour related issues.
Some changes to better the general experience and making the game as agreeable as possible. We'll continue to strive for a smoother gaming experience.
An immense thank you to all the players that took the time to give us feedback on our Discord and giving us the chance to make the game better for everyone.
You'll find all the nitty-gritty details below.
Updates
Added
Upgraded the Golems in mission 4:
Added an icon to indicate their location on the minimap.
Add preview on the ground when about to fire.
Reduced the cooldown of between each shot.
The projectile shot by the golems are more accurate.
Pause menu:
Groupe up "Retry", "Return to the saloon" and "Main menu" into "Give up" when the player is in a mission. This lets the player win the materials as if they had failed the mission. The three options to go back are available on the defeat screen.
The option to head back to the Main Menu remains available in the Saloon and Tutorial.
Text and visual upgrades.
Game Balance
Reduced the spread of the Maelstrom.
The orbs of the skill Sparking Spherules orbit around you faster and their hitbox was adjusted to hit enemies in contact with the player.
Rebalanced enemy distribution in the waves of mission 1, 2 and 3.
Emens have slightly less health.
Assault Drones have considerably reduced health.
Corrections
Texts and languages
Keybind for the forward key properly named in English.
Corrected text for the challenge "Back to the Roots": Weapons, structures and skills only use their level 0 stats, not 1.
Bugs
You can no longer be stuck indefinitely when falling in death zones (void, lava…).
It is no longer possible for the player to be stuck from a door closing in the tutorial level.
Fixed an out of bound in mission 2.
Corrected the areas that blocked placement of traps too close to the train in missions 1 and 2.
The loadout properly updates after selling or buying items in the armoury.
Corrected a bug that would limit the amount of Materials gained when achieving rank B, A or S in a mission.
You can no longer gain material when losing on the first wave of a mission.
Sound effects
Removed duplicate sound when using the primary attack of the Pickbow.
The retraction sound of Ice Spikes now correctly spatialise and are affected by the volume settings.
Weapons
The keyboard shortcuts to equip weapons no longer equip the first weapon in your loadout when the corresponding slot is empty.
The player is no longer slowed down when dying while using a weapon like the Maelstrom.
The Maelstrom no longer has the wrong fire rate when entering a level with the weapon in slot 1.
Fixed a bug that let you have the weapon out while in construction mode.
Corrected the visual delay on the Impaler's unique giving critical hit stacks.
Structures
The Stun Turret no longer damages the player when attacking with the area damage unique.
The lava from the Lava Shower no longer blocks projectiles.
You can no longer place wall structures on the pillars in mission 4.
You can no longer overlap floor structures with the Acid Pool.
Modules
The bonus damage from "Modulation" is now correctly attributed as soon as you obtain it.
The module "Shonen Spirit" now has an icon to indicate the bonus damage currently accumulated.
Corrected a bug that cause "Gunslinger" to reduce weapon damage.
Enemies
The enemy AI has been completely revamped and more optimised. Lag spikes that would happen from updating their pathing (notably through Barricades) is now drastically reduced and should no longer happen.
Enemies can no longer be damaged before stepping through the hologram doors of their spawners.
Corrected a collision issue that would cause some enemies to ignore damage from elements trails on the ground.
Corrected an issue with Emenems not properly spawning from Enems.
Drone type enemies correctly stop to attack their targets.
Egineer type enemies are no longer affected by the invulnerability of other Engineers during the challenge "Protective Bubbles".
Ems, Enems, and Arachnobot type enemies during the "Infestation" challenge no longer split when passing through the objective door.
Challenges
The challenge "Back to the Roots" properly modifies the level of weapons, constructions and skills to 0 and no longer create a visual bug with weapons that modify their reticule from unique upgrades.
Fixed a bug that would prevent enemies from spawning during the "They Don't Stop Coming" challenge on missions 12.
In the challenge "What Armory?" properly blocks you from changing weapons and structures during the mission.
UI
You can no longer "Return to Saloon" when failing mission 1 before you have unlocked the saloon.
Fixed a visual bug when hovering over modules already obtained during the selection of a new module.
Various fixes and upgrades on the minimap and its icons.
Hello cowbots,
Dropping our first major hotfix today.
The focus here is to address two major issues with the game:
The crash that was happening to players in mission 4: Ruins (and occasionally other missions).
The English translation
You can find the more detailed list of changes bellow.
Fixes
Text and language
English translation has been completely reviewed by more apt people. This was in great part through community member Puddy and a few others the dev team. Thanks a lot for their work. We hope the experience is now much smoother and the descriptions clearer.
Crashes and softlocks
Fixed an issue where the game would crash when playing in mission 4: Ruins.
Fixed an issue that could cause the player to be softlocked if they dashed out of the training room with the Big Rumbler (previously the Basse Hit).
Weapons
Fixed a bug that caused Pyro-technica (previously Pyrotechnics) to inflict double damage to flying enemies.
Enemies
Fixed an issue that would prevent the next wave from spawning if enemies were destroyed too quickly.
Fixed an issue where enemies would get stuck on the rails in level 3: Sandstorm.
UI
Loadout tutorial properly displays in mission 3: Sandstorm.
Speed lines from the Big-Rumbler's charge, the Impaler's dash and the Pugilists Brass' dashing strike are properly removed when passing through the training room's door.
Replaced the "WIP" icon showing up when AI.VI was slowed by hazards.
Fixed an issue with trap reload icons not properly disappearing once the circle was filled.
Can no longer clic the confirm button multiple times in the module selection screen.
Adjusted the maximum size of the confirmation pop-up windows.
It seems some players have experienced crashes when playing the 4th level of the game, The Ruins. It causes a fatal error message to pop up and the game freezes. While we haven't found the exact cause yet, and are working hard to get it fixed, there seems to be a work around that has been found:
Locate your AIVI.exe file (In your Library, right click AI.VI > Manage > Browse Local Files)
Right click your AIVI executable and select properties
In the compatibility tab, check "run this program in compatibility mode for"
Make sure it has selected Windows 8
It's not sure if this fix will work for everyone. If you still have issues, don't hesitate to report them on the steam discussion forums or on the Discord server.
[img src="{STEAM_CLAN_IMAGE}/45050395/dc95a88ee2fc3a0e9dbd9ab649b3878f25fd38a8.png"][img src="{STEAM_CLAN_IMAGE}/45050395/ee1fee41c7e90cc1587ee138feec24cdec5ec738.png"]
[table equalcells="1" colwidth=","][img src="{STEAM_CLAN_IMAGE}/45050395/df5e75fdf052347e1322796cb83c40db024254fc.png"]
Current Release
Build 25609192
Uploaded Oct 10, 2026
System Requirements
How to Install
AIVI.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload AI.VI for PC with a direct link or via torrent. Get the full version of AI.VI for free. AI.VI is a Action released by Out of Time.