Voices are generated using a text-to-speech model.
- Creator
- blazingtorch
- Reviews
- -
- Added
- Mar 18, 2026
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Voices are generated using a text-to-speech model.
I’m a solo dev running a creative experiment: every texture, model, sound, music loop and even code started life in generative AI tools that I run locally, before the build ships. No marketplace packs, no outsourcing. Nothing is generated while you play and the game never sends data outside your PC. Crimson System is my proof-of-concept for how far one person (plus a few neural nets) can push a retro FPS.
With the help of the AI chatbot, you can generate analyses and varied comments on your games and, if required, listen to them in different languages.
“Don’t Hang Up” uses generative AI voice technology (via ElevenLabs) to bring the anonymous phone calls to life. These AI-generated voices enhance immersion and help deliver the story in a unique, atmospheric way. No user data is collected or processed by AI systems.
In the game, AI technology was used to assist in generating the majority of the art and audio assets, specifically the UI, character illustrations, background illustrations, and background music. To achieve the desired visual effect, I will manually make secondary modifications to the generated assets after they are produced. I am fully aware that AI-generated work cannot compare to the creations of outstanding artists and musicians, and I completely understand any attitude you may hold toward AI. If you are still willing to give this game a try, I would like to explain: I apologize that, as an independent developer, from a financial standpoint, it has become difficult for me to afford a large amount of art and music content. However, this does not mean I will treat this work lightly. I have already conducted multiple rounds of optimization and replacement for the game's art and music, and this work will continue. I will bring my sincerity and dedication, within the limits of my ability, to gradually pursue results that are more satisfying to everyone.
Character voices are synthesized with the Voice Synthesizer VOICEVOX, and the Japanese translation is provided by the machine translator DeepL. Neither of these uses generate content in real-time. No sprites, code, ideas, music, or any other elements not mentioned were made with AI.
The background music in this game was created using AI.
🎵 In our game, AI is used exclusively for content creation: • character voice generation, • sound effects creation, • background music writing. AI does not affect gameplay, balance or decision making in the game. All story elements, mechanics and visual content are developed manually. We used AI tools to generate sound effects, music and voice-overs, but this content is pre-rendered and does not change dynamically during gameplay. No AI is used to live-generate content or code during gameplay.
The voices of two characters in this game (who are both robots) are pre-rendered via text to speech AI.
AI Voiceover used for the Trailer
AI-Generated Content Disclosure I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked. From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest." Here is exactly what AI was and wasn't used for: Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine. Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision. Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process. Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine. Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish. Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human. EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are. "EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything."
Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones.
Some characters and other assets in the game were generated using AI. The game’s music was created with the assistance of AI tools.
This game was made by a solo developer aka human being. Some visual and audio assets were built with AI support, then refined, edited and animated by hand. Also, code analysis and debugging (no pun intended) was done with the support of AI.
Portions of this game’s source code, specifically involving complex algorithms and calculation logic, were developed with the assistance of AI-powered tools to enhance development efficiency and ensure greater system stability. Additionally, a limited selection of music assets was created and refined using AI-assisted composition technologies. All visual and graphical assets, including character designs, user interfaces, background art, and promotional materials, were entirely created by artists in our development team. No AI-generated visual content was used in any part of the game.
All music assets were generated using Suno under a Pro subscription. Also the portraits of each General were produced with use of AI. I own full commercial rights to all music produced and portraits.
AI was used to create the visual art, music, voices, and sound effects. Abomination Ops was developed to demonstrate how modern artificial intelligence tools can be harnessed to craft a fully cinematic experience accessible to everyone. The story, world, and characters were conceived and written by a human being.
AI Assistant helped generate store capsule art and in-game music. Technical assistance was also provided with implementation of some game systems allowing a solo dev to punch above their weight.
This game uses generative AI to create real-time in-game content such as character dialogue and ambient sound. All AI-generated content is moderated and filtered to prevent inappropriate or infringing material. Players can report content directly through in-game tools or the Steam interface.
Some of the game's graphics and music were created using AI.
The in-game voice calls were generated from text to speech by AI.
The following content is partially used in this game. - AI-generated images - AI-generated illustrations with modifications - AI-generated music including melodies
App uses pre-rendered AI content.
The game background music is generated by AI: https://www.tianpuyue.cn
Music (BGM & Tracks): Suno and Udio were used for initial music generation concepts. Our sound artist then refined, mixed, mastered, and remade these tracks to create the final in-game BGM and rhythm game audio. (Sound effects and other audio elements were produced directly without AI.) Graphics (In-game Icons & Illustrations): Gemini and ChatGPT were used to generate initial drafts for select in-game icons and illustrations. Our graphic artists then directly edited, corrected, and retouched these assets to refine them for the final game.
AI is partly used in the game to create some in game music and 2d art.
99% of the code, references, music and some textures are generated by neural networks
the voice of npc was made by AI
Certain resources, including music and images, were created with the assistance of AI. No AI systems are included. The game does not generate text, dialogue, code, levels, characters, or voices in real time during gameplay. 일부 AI로 만들어진 리소스 - 음악, 이미지 사용되었음. AI시스템은 포함되지 않았기 때문에 플레이 중에 AI가 실시간으로 텍스트, 대사, 코드, 레벨, 캐릭터, 등을 생성할 일은 없음
The speech of the NPCs is pre-rendered using AI. No in-game AI usage.
The game utilizes AI to generate some scene assets, UI icons, and background music, enriching the gameplay experience.
The two videos on the store page have licensed generated music from Suno.
Assistance with coding and generating images and sounds.
Generated game art including in game art, market elements, and music
Bone-Bound uses generative AI tools for some pre-rendered artwork and music as part of a solo-development production pipeline. Final assets are manually selected, edited, redrawn, filtered, revised, and curated to fit the game's design, visual style, and tone. All card abilities, creature mechanics, balance, progression, rules, and gameplay systems are designed by the developer. No AI-generated content is created during gameplay.
Some generative AI tools were used as part of the creation of the sound track.
The developer has certainly used eleven labs voice tool or AI Audio, for very minimal dialogues' between characters. The duration is barely 20 seconds.
Sound, SFX, Images.
Certain pieces of audio and scripts were created with the help of Artificial Intelligence
All images and BGM in the game were generated using AI technology. This includes character designs, backgrounds, and various visual elements throughout the game. By leveraging AI, our goal was to create unique and visually appealing graphics that enhance the overall gaming experience. Additionally, the music was also generated by AI, contributing to the immersive and original atmosphere of the game.
Some business, event and collection item icons, as well as most background music, have been generated with artificial intelligence during the game's development
Do you use AI to generate pre-rendered content for your game, its store page, marketing materials, and/or community assets? Yes, I've used AI to generate the images (logo, banner) for the store page. ------------------ In my game, I use AI to generate voice lines. For example, when a player presses a specific key (shortcut), it triggers an audio file that was created using AI-generated voice.
We use AI to generate Voice Over and help us with Text.
The character voices used in the game were generated by artificial intelligence.
Dear players, Some of the puzzle levels and music in our game are created with the assistance of AI.
Megan AI runs a local language model on your PC to generate dialogue and text-to-speech replies in real time. No conversation data leaves your machine.
The background pictur,CG, background music, and partial voice acting were created with AI assistance.
The game's sound track and themes contain AI generated music
Some 3D models and sound effects in this game were created using AI tools. These assets were edited and integrated into the game by the developer. No real-time AI content generation is used in gameplay.
Artificial intelligence was used in this game for some visuals, sounds, and 3D models.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Septaluna In-game content audio | Voices are generated using a text-to-speech model. | blazingtorch | - | Mar 18, 2026 | |
Crimson System: VɅΔ Protocol In-game content artaudiocode | I’m a solo dev running a creative experiment: every texture, model, sound, music loop and even code started life in generative AI tools that I run locally, before the build ships. No marketplace packs, no outsourcing. Nothing is generated while you play and the game never sends data outside your PC. Crimson System is my proof-of-concept for how far one person (plus a few neural nets) can push a retro FPS. | Slamert Games | - | Mar 18, 2026 | |
Fritz - Your chess coach 2 Live AI textaudio | With the help of the AI chatbot, you can generate analyses and varied comments on your games and, if required, listen to them in different languages. | ChessBase GmbH | - | Mar 18, 2026 | |
Dont Hang Up ALPHA 1 In-game content audio | “Don’t Hang Up” uses generative AI voice technology (via ElevenLabs) to bring the anonymous phone calls to life. These AI-generated voices enhance immersion and help deliver the story in a unique, atmospheric way. No user data is collected or processed by AI systems. | DONT HANG UP FRANCHISE | - | Mar 18, 2026 | |
Cardtonia In-game content artaudio | In the game, AI technology was used to assist in generating the majority of the art and audio assets, specifically the UI, character illustrations, background illustrations, and background music. To achieve the desired visual effect, I will manually make secondary modifications to the generated assets after they are produced.
I am fully aware that AI-generated work cannot compare to the creations of outstanding artists and musicians, and I completely understand any attitude you may hold toward AI. If you are still willing to give this game a try, I would like to explain:
I apologize that, as an independent developer, from a financial standpoint, it has become difficult for me to afford a large amount of art and music content. However, this does not mean I will treat this work lightly. I have already conducted multiple rounds of optimization and replacement for the game's art and music, and this work will continue. I will bring my sincerity and dedication, within the limits of my ability, to gradually pursue results that are more satisfying to everyone. | 高手麦克 | - | Mar 18, 2026 | |
The Zundungeon In-game content audiotext | Character voices are synthesized with the Voice Synthesizer VOICEVOX, and the Japanese translation is provided by the machine translator DeepL. Neither of these uses generate content in real-time. No sprites, code, ideas, music, or any other elements not mentioned were made with AI. | Wispyworks | - | Mar 18, 2026 | |
Rustmire In-game content audio | The background music in this game was created using AI. | MimicMimijeok | - | Mar 18, 2026 | |
Diagnosis: No Answer In-game content audio | 🎵 In our game, AI is used exclusively for content creation:
• character voice generation,
• sound effects creation,
• background music writing.
AI does not affect gameplay, balance or decision making in the game. All story elements, mechanics and visual content are developed manually.
We used AI tools to generate sound effects, music and voice-overs, but this content is pre-rendered and does not change dynamically during gameplay. No AI is used to live-generate content or code during gameplay. | DocPumpkinInc | - | Mar 18, 2026 | |
Mindful of Him In-game content audio | The voices of two characters in this game (who are both robots) are pre-rendered via text to speech AI. | Patlsc | - | Mar 18, 2026 | |
Walls and Tower Party In-game content audio | AI Voiceover used for the Trailer | MB Games | - | Mar 18, 2026 | |
Low Magic They Said In-game content codeartaudiotext | AI-Generated Content Disclosure
I am a solo developer with no programming background. Before using AI, I spent three months following YouTube tutorials, deleted everything and restarted three times, and typed every line of code myself until the foundation of this game clicked.
From there, I used AI — primarily Claude — as a teacher and debugging partner across 7,000+ conversations over 16 months to learn GDScript and build every system in the game. The first line in my prompts is always "Stop being a yes sayer and always be brutal and honest."
Here is exactly what AI was and wasn't used for:
Code: I spent my first three months writing every line of code by hand. As the project grew, AI became a development partner — drafting code from my descriptions, which I then reviewed, debugged, and integrated. AI taught me programming concepts and helped me solve problems. Every design decision and system architecture is mine.
Art: AI-generated with extensive human direction and manual editing. Some pieces required 15 pages of descriptions. I often assemble final art from multiple elements — finding references, combining parts, and making hands-on edits until it matches my vision.
Animation: The first 14 enemies and 2 bosses were animated by me personally in DragonBones. For newer content, I'm exploring AI-generated animations and working to make them feel personal and consistent with the game's style — you can see examples with the later bosses. Some of these I'm still not satisfied with and will redo, which is just part of the process.
Music: I produced 350+ tracks using AI music tools and curated the best for the game. All creative direction — mood, style, placement — is mine.
Writing: All card text, lore, descriptions, and UI text are written by me. AI occasionally helps with polish.
Game Design: Every mechanic, card interaction, and balance decision comes from a lifetime of gaming — hundreds of board games, decades of Magic: The Gathering, a career at Blizzard Entertainment, and more consoles than most people can count. AI does not design games. That part is entirely human.
EDIT1: I felt the need to mention that I got diagnosed with ADHD last year, at the age of 47. The reason I could never learn coding in a traditional way is my attention span. If I am not interested it is super hard, and if I am interested it is super awesome. I get excited when I can talk and describe how I want my game to feel and function. The AI converts that to code, and together we've created a way for me to follow my dream and make a game that I want to play. I have thought to myself many times during development that I wish I knew how to make this myself, and I wish I was able to just learn and do things like most people. But here we are.
"EDIT2: I updated the Code section to be more precise. I only wrote code entirely by hand for the first three months. After that, AI and I worked together — I designed and described what I needed in detail, AI drafted it, and I reviewed, debugged, and integrated everything." | tripleslai | - | Mar 18, 2026 | |
My Wife Threw Out My Card Collection (So I Bought a Dump to Find Them All) ⭐ In-game content audio | Music: AI was used to generate the initial tracks, but every song was then heavily edited, rearranged, and mastered by a human. Nothing went straight from the algorithm to your headphones. | Pmdk23 | 1.4k | Mar 18, 2026 | |
Epos 11 In-game content artaudio | Some characters and other assets in the game were generated using AI.
The game’s music was created with the assistance of AI tools. | Bee Lines | - | Mar 18, 2026 | |
MechsNBugs In-game content artaudiocode | This game was made by a solo developer aka human being.
Some visual and audio assets were built with AI support, then refined, edited and animated by hand.
Also, code analysis and debugging (no pun intended) was done with the support of AI. | Purple Tortoise | - | Mar 18, 2026 | |
Coin Hunters In-game content codeaudio | Portions of this game’s source code, specifically involving complex algorithms and calculation logic, were developed with the assistance of AI-powered tools to enhance development efficiency and ensure greater system stability. Additionally, a limited selection of music assets was created and refined using AI-assisted composition technologies.
All visual and graphical assets, including character designs, user interfaces, background art, and promotional materials, were entirely created by artists in our development team. No AI-generated visual content was used in any part of the game. | Eternal Sparks Studio | - | Mar 18, 2026 | |
Ashen Destiny In-game content audioart | All music assets were generated using Suno under a Pro subscription. Also the portraits of each General were produced with use of AI. I own full commercial rights to all music produced and portraits. | Arrow & Blade Games | - | Mar 18, 2026 | |
Abomination Ops In-game content artaudiotext | AI was used to create the visual art, music, voices, and sound effects. Abomination Ops was developed to demonstrate how modern artificial intelligence tools can be harnessed to craft a fully cinematic experience accessible to everyone. The story, world, and characters were conceived and written by a human being. | Dynamic Solutions Megacorp | - | Mar 18, 2026 | |
Hyper Vyper In-game content artaudio | AI Assistant helped generate store capsule art and in-game music. Technical assistance was also provided with implementation of some game systems allowing a solo dev to punch above their weight. | The Last Resistance | - | Mar 18, 2026 | |
Delivery Simulator Live AI textaudio | This game uses generative AI to create real-time in-game content such as character dialogue and ambient sound. All AI-generated content is moderated and filtered to prevent inappropriate or infringing material. Players can report content directly through in-game tools or the Steam interface. | Nukrosoft | - | Mar 18, 2026 | |
Ramona In-game content artaudio | Some of the game's graphics and music were created using AI. | Daniele Doesn't Matter | 44 | Mar 18, 2026 | |
REAP: We Reap What Crawls In-game content audio | The in-game voice calls were generated from text to speech by AI. | Tbjbu2 | - | Mar 18, 2026 | |
鍵穴喫茶店 In-game content artaudio | The following content is partially used in this game.
- AI-generated images
- AI-generated illustrations with modifications
- AI-generated music including melodies | Luma | - | Mar 18, 2026 | |
Wheelborne In-game content artaudiocodetext | App uses pre-rendered AI content. | DeiZZ B | 104 | Mar 18, 2026 | |
Axe or Bone In-game content audio | The game background music is generated by AI: https://www.tianpuyue.cn | TuTu | - | Mar 18, 2026 | |
Noise Canceler In-game content audioart | Music (BGM & Tracks): Suno and Udio were used for initial music generation concepts. Our sound artist then refined, mixed, mastered, and remade these tracks to create the final in-game BGM and rhythm game audio. (Sound effects and other audio elements were produced directly without AI.)
Graphics (In-game Icons & Illustrations): Gemini and ChatGPT were used to generate initial drafts for select in-game icons and illustrations. Our graphic artists then directly edited, corrected, and retouched these assets to refine them for the final game. | MandU | - | Mar 18, 2026 | |
Dead Beyond In-game content audioart | AI is partly used in the game to create some in game music and 2d art. | Volkan Kutlubay | - | Mar 18, 2026 | |
Scooter Slayer In-game content codeaudioart | 99% of the code, references, music and some textures are generated by neural networks | Kulix Games | - | Mar 18, 2026 | |
The Last Joy 2 In-game content audio | the voice of npc was made by AI | Napping Penguin | - | Mar 18, 2026 | |
Archive : Zero In-game content artaudio | Certain resources, including music and images, were created with the assistance of AI.
No AI systems are included. The game does not generate text, dialogue, code, levels, characters, or voices in real time during gameplay.
일부 AI로 만들어진 리소스 - 음악, 이미지 사용되었음.
AI시스템은 포함되지 않았기 때문에
플레이 중에 AI가 실시간으로 텍스트, 대사, 코드, 레벨, 캐릭터,
등을 생성할 일은 없음 | TeamRedy | - | Mar 18, 2026 | |
Skylorn: Bound Together In-game content audio | The speech of the NPCs is pre-rendered using AI. No in-game AI usage. | Rudolf Herdt | - | Mar 18, 2026 | |
Seed 2313 In-game content artaudio | The game utilizes AI to generate some scene assets, UI icons, and background music, enriching the gameplay experience. | DaShanGames | - | Mar 18, 2026 | |
CursorMMO In-game content audio | The two videos on the store page have licensed generated music from Suno. | Kane Waltman | - | Mar 18, 2026 | |
Toto à la plage Dev only artaudio | Assistance with coding and generating images and sounds. | Totoludies | - | Mar 18, 2026 | |
Flanker - Call of the Ghost In-game content artaudio | Generated game art including in game art, market elements, and music | Just the Tip | - | Mar 18, 2026 | |
Bone-Bound In-game content artaudio | Bone-Bound uses generative AI tools for some pre-rendered artwork and music as part of a solo-development production pipeline. Final assets are manually selected, edited, redrawn, filtered, revised, and curated to fit the game's design, visual style, and tone.
All card abilities, creature mechanics, balance, progression, rules, and gameplay systems are designed by the developer. No AI-generated content is created during gameplay. | Slug Fest Studios | - | Mar 18, 2026 | |
Qubx 2 In-game content audio | Some generative AI tools were used as part of the creation of the sound track. | Iconic Games | - | Mar 18, 2026 | |
Liminal Salvation In-game content audio | The developer has certainly used eleven labs voice tool or AI Audio, for very minimal dialogues' between characters. The duration is barely 20 seconds. | Rishabh Mehra | 17 | Mar 18, 2026 | |
Celestial Wardens Unclear artaudio | Sound, SFX, Images. | Crimson Mantis Interactive | - | Mar 18, 2026 | |
Dark Sea In-game content audiotext | Certain pieces of audio and scripts were created with the help of Artificial Intelligence | DarkSignal Studios | - | Mar 18, 2026 | |
Re:Call In-game content artaudio | All images and BGM in the game were generated using AI technology. This includes character designs, backgrounds, and various visual elements throughout the game. By leveraging AI, our goal was to create unique and visually appealing graphics that enhance the overall gaming experience. Additionally, the music was also generated by AI, contributing to the immersive and original atmosphere of the game. | Re:Start | - | Mar 18, 2026 | |
magnat In-game content artaudio | Some business, event and collection item icons, as well as most background music, have been generated with artificial intelligence during the game's development | Cristi G | - | Mar 18, 2026 | |
Titanic Rescue In-game content audio | Do you use AI to generate pre-rendered content for your game, its store page, marketing materials, and/or community assets?
Yes, I've used AI to generate the images (logo, banner) for the store page.
------------------
In my game, I use AI to generate voice lines. For example, when a player presses a specific key (shortcut), it triggers an audio file that was created using AI-generated voice. | Ledgerdary | - | Mar 18, 2026 | |
The HELL : Dancing Plates 1923 Kanto Earthquake In-game content audiotext | We use AI to generate Voice Over and help us with Text. | METROPOLICE | - | Mar 18, 2026 | |
Blind Bluff In-game content audio | The character voices used in the game were generated by artificial intelligence. | 4S Games | - | Mar 18, 2026 | |
鸽亿分钟 In-game content artaudio | Dear players,
Some of the puzzle levels and music in our game are created with the assistance of AI. | Suiun Game (水云游戏) | 35 | Mar 18, 2026 | |
Megan AI Live AI textaudio | Megan AI runs a local language model on your PC to generate dialogue and text-to-speech replies in real time. No conversation data leaves your machine. | Chris Z. | - | Mar 18, 2026 | |
涼世書 (Ashes of Dynasty) In-game content artaudiotext | The background pictur,CG, background music, and partial voice acting were created with AI assistance. | 电子冰块Cybertech | - | Mar 18, 2026 | |
Enigmas of Nona: Canaly TD In-game content audio | The game's sound track and themes contain AI generated music | Brlinkiller | - | Mar 18, 2026 | |
Phoh: A Sleeping Soul In-game content artaudio | Some 3D models and sound effects in this game were created using AI tools. These assets were edited and integrated into the game by the developer. No real-time AI content generation is used in gameplay. | NextrStudio | - | Mar 18, 2026 | |
Not The End In-game content artaudio | Artificial intelligence was used in this game for some visuals, sounds, and 3D models. | Ert Gaming Studio | - | Mar 18, 2026 |