the voice of npc was made by AI
- Creator
- Napping Penguin
- Reviews
- -
- Added
- Mar 18, 2026
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Interactive or runtime AI features disclosed by the developer.
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the voice of npc was made by AI
Some visual assets in the game were created using Adobe Firefly, a generative AI tool. These AI-generated images are used for visual decoration only and do not affect gameplay mechanics or behavior.
This work is a novel game. Image generation AI is used to create background materials.
This game includes some pre-rendered content created using generative AI tools. Most of the core assets and gameplay elements are non-AI. AI was not used to generate real-time content during gameplay.
The developer has certainly used eleven labs voice tool or AI Audio, for very minimal dialogues' between characters. The duration is barely 20 seconds.
Certain pieces of audio and scripts were created with the help of Artificial Intelligence
Narration in the trailer
Some business, event and collection item icons, as well as most background music, have been generated with artificial intelligence during the game's development
We use AI to generate Voice Over and help us with Text.
Some of the images used in this game were created using generative AI.
AI tools were used for idea generation and localization support only. All final content was reviewed and manually refined by the developer.
Only the store capsule photos were created with the help of AI and edited later.
The character voices used in the game were generated by artificial intelligence.
*Translations were generated using AI technology.
Some of the 3D assets in-game were made starting from an AI generated 3D model.
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.
I wanted to use AI for certain assets because I aimed to achieve a certain level of "dehumanization"—that feeling that something isn’t human and can only be created by a machine.
One of the image used is generated by AI
We use AI generated images as an early starting point for some promotional key art and some in game lore portrait images. These images are then edited, retouched, and finalized by a human. No AI is used to live generate content, code, or text during gameplay.
AI is used to generate the voice of a main character, some sounds, images and localization.
AI Generated dialogue for patients
Certain video content within this game has been procedurally generated utilizing artificial intelligence technology.
AI is used to for the main trailer's naration.
The cover images of this game were designed and created thanks to artificial intelligence.
This game utilizes Generative Artificial Intelligence (AI) to assist in the creation of various visual assets, including textures, family photos, and character facial expressions. Additionally, AI was used for translating in-game dialogues into multiple supported languages. The core gameplay content, 3D models, and programming were crafted manually by the developer
Veil of Torment uses AI-generated voice performances for certain characters. These voices were created using licensed AI voice tools and do not replicate or impersonate real individuals. All voice content is original and was produced specifically for this project, in accordance with Steam's content policies.
Use of generative AI for certain marketing elements (capsules, illustrations). These elements are intended to be replaced in the future.
Some of the marketing and in-game art is made with AI assistance from base images.
promo and voice
Heavy use on Localization
“This game includes a small number of static 3D meshes created with generative AI tools. All environments, gameplay, and narrative content are handcrafted.”
This game uses artificial intelligence to create some images and sounds. It is also used to create unique music and songs.
Some game scripts and minor visual assets were created or refined using generative AI tools. All AI-generated content was reviewed and edited by the developer to ensure originality and consistency with the game's vision.
The caller images are AI generated and these people do not exist in real life.
NO AI was used except as outlined below. NO AI OF ANY FORM was used for story/writing, character sprites, CGs, main backgrounds, music, coding, or any other elements. We discovered a contractor used AI-assisted base line art on a limited number of secondary/non-main backgrounds. These were fully repainted and finished by a human artist. Includes speech synthesis.
Cabin Curse uses generative AI tools to assist with development. Specifically, AI was used to help create early concept art, generate a few ambient music tracks, and design minor in-world details such as product labels on props (e.g., mugs, cereal boxes). No AI is used to generate content during gameplay, and all AI-generated assets were reviewed, edited, and integrated by the developer.
We used AI for quick prototyping and then to edit some of our images to meet the various image size requirements Steam requires.
We use AI-generated textures and background elements for some 3D objects, which are then retouched and implemented in the game.
AI was used to create base textures that were further modified to suit the tone and atmosphere of the game. They were not used without proper amendments and incorporation to the game.
This game uses AI-generated sound effects (e.g., footsteps, ambient noises) to enhance the atmosphere. All gameplay, visuals, and story content are handcrafted.
Generated images for some paintings and photographs using AI.
We used AI for rapid prototyping or for minor edits to locked resources. A few resources stayed in the game.
Capsule art and some ai modeling are in this game
Localization is conducted either through AI translation followed by human review. Additionally, due to the nature of the scenario, Generative AI is utilized only for illustrations within the work that are explicitly labeled as 'Created by Generative AI.' (Generative AI was not used for general scenes, character illustrations, BGM, or other creative assets.)
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
Content created by artificial intelligence is mostly used for sprites, textures, models and images.
Some environmental murals and textures were created with the help of AI-generated images. These assets were then edited and integrated by our team to match the game's tone and style.
Sound Effects & BGM
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
The Last Joy 2 In-game content audio | the voice of npc was made by AI | Napping Penguin | - | Mar 18, 2026 | |
Pachiko In-game content art | Some visual assets in the game were created using Adobe Firefly, a generative AI tool.
These AI-generated images are used for visual decoration only and do not affect gameplay mechanics or behavior. | Sige | - | Mar 18, 2026 | |
躁のあなた鬱のあたし|Manic you and depressed me In-game content art | This work is a novel game. Image generation AI is used to create background materials. | CHARON | - | Mar 18, 2026 | |
Sasaeng | 사생 In-game content art | This game includes some pre-rendered content created using generative AI tools.
Most of the core assets and gameplay elements are non-AI.
AI was not used to generate real-time content during gameplay. | Jayhyeon Studio | 101 | 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 | |
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 | |
Behind The Doors Store/marketing text | Narration in the trailer | CreativeForge Games | - | 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 | |
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 | |
僕の6日間 In-game content art | Some of the images used in this game were created using generative AI. | TechAzy | - | Mar 18, 2026 | |
拟态残响HollowEcho In-game content text | AI tools were used for idea generation and localization support only. All final content was reviewed and manually refined by the developer. | YesNo Studio | - | Mar 18, 2026 | |
CONFRONT Store/marketing art | Only the store capsule photos were created with the help of AI and edited later. | BugBros Studios | - | 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 | |
The Deathmind In-game content text | *Translations were generated using AI technology. | Etnabyte Games | 32 | Mar 18, 2026 | |
SHIATH In-game content art | Some of the 3D assets in-game were made starting from an AI generated 3D model. | theJameskrik | 49 | 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 | |
Farm of the unseen Unclear art | I wanted to use AI for certain assets because I aimed to achieve a certain level of "dehumanization"—that feeling that something isn’t human and can only be created by a machine. | David Aguirre Molins | - | Mar 18, 2026 | |
Apartment 22 Store/marketing art | One of the image used is generated by AI | Blu Wraith | 21 | Mar 18, 2026 | |
Ashes of the Damned: The Forgotten Ward In-game content art | We use AI generated images as an early starting point for some promotional key art and some in game lore portrait images. These images are then edited, retouched, and finalized by a human. No AI is used to live generate content, code, or text during gameplay. | Crimson Cloud Games | - | Mar 18, 2026 | |
Zugaran In-game content audioarttext | AI is used to generate the voice of a main character, some sounds, images and localization. | Just Making Games | - | Mar 18, 2026 | |
Twelve Mental Patients In-game content text | AI Generated dialogue for patients | RybonStudio | - | Mar 18, 2026 | |
Cursed Castle In-game content art | Certain video content within this game has been procedurally generated utilizing artificial intelligence technology. | DQgames | - | Mar 18, 2026 | |
Bodies Left Behind | AI is used to for the main trailer's naration. | LaxieStudios | - | Mar 18, 2026 | |
Nightmare Store/marketing art | The cover images of this game were designed and created thanks to artificial intelligence. | GG.Studio | - | Mar 18, 2026 | |
Pikabuu: STOP! In-game content arttext | This game utilizes Generative Artificial Intelligence (AI) to assist in the creation of various visual assets, including textures, family photos, and character facial expressions. Additionally, AI was used for translating in-game dialogues into multiple supported languages. The core gameplay content, 3D models, and programming were crafted manually by the developer | JoyKeratif | 199 | Mar 18, 2026 | |
Veil of Torment In-game content audio | Veil of Torment uses AI-generated voice performances for certain characters. These voices were created using licensed AI voice tools and do not replicate or impersonate real individuals. All voice content is original and was produced specifically for this project, in accordance with Steam's content policies. | Dejan Milosevic | - | Mar 18, 2026 | |
Tunnel 19 Store/marketing art | Use of generative AI for certain marketing elements (capsules, illustrations).
These elements are intended to be replaced in the future. | Pipo Games | - | Mar 18, 2026 | |
Totenkampf : Anime Waifus vs WW2 Zombies In-game content art | Some of the marketing and in-game art is made with AI assistance from base images. | Kawaii Kommando | 26 | Mar 18, 2026 | |
No One Here But Me Unclear artaudio | promo and voice | Blue Cat studio | - | Mar 18, 2026 | |
Flipping is Hard In-game content text | Heavy use on Localization | Elegant Horse Studios | - | Mar 18, 2026 | |
The Quiet Weight In-game content art | “This game includes a small number of static 3D meshes created with generative AI tools. All environments, gameplay, and narrative content are handcrafted.” | Attic at Night | - | Mar 18, 2026 | |
YetiParty In-game content artaudio | This game uses artificial intelligence to create some images and sounds. It is also used to create unique music and songs. | MR_REVVA GAMES | 162 | Mar 18, 2026 | |
Strange island In-game content textart | Some game scripts and minor visual assets were created or refined using generative AI tools. All AI-generated content was reviewed and edited by the developer to ensure originality and consistency with the game's vision. | Black Bear Studio | - | Mar 18, 2026 | |
Un-Usual Hotline Store/marketing art | The caller images are AI generated and these people do not exist in real life. | Gonnerme | - | Mar 18, 2026 | |
Advent: Dawn In-game content artaudio | NO AI was used except as outlined below. NO AI OF ANY FORM was used for story/writing, character sprites, CGs, main backgrounds, music, coding, or any other elements.
We discovered a contractor used AI-assisted base line art on a limited number of secondary/non-main backgrounds. These were fully repainted and finished by a human artist. Includes speech synthesis. | Spire Games | - | Mar 18, 2026 | |
Cabin Curse In-game content artaudiotext | Cabin Curse uses generative AI tools to assist with development. Specifically, AI was used to help create early concept art, generate a few ambient music tracks, and design minor in-world details such as product labels on props (e.g., mugs, cereal boxes). No AI is used to generate content during gameplay, and all AI-generated assets were reviewed, edited, and integrated by the developer. | Rotten Rabbit | - | Mar 18, 2026 | |
Observer Protocol: The Station - Final Shift Store/marketing art | We used AI for quick prototyping and then to edit some of our images to meet the various image size requirements Steam requires. | BuderWorks | - | Mar 18, 2026 | |
Still It Runs In-game content art | We use AI-generated textures and background elements for some 3D objects, which are then retouched and implemented in the game. | NAYUG | 70 | Mar 18, 2026 | |
SAS: Heks In-game content art | AI was used to create base textures that were further modified to suit the tone and atmosphere of the game. They were not used without proper amendments and incorporation to the game. | ZenVision Games | - | Mar 18, 2026 | |
Nexen In-game content audio | This game uses AI-generated sound effects (e.g., footsteps, ambient noises) to enhance the atmosphere.
All gameplay, visuals, and story content are handcrafted. | UNCERT Games | - | Mar 18, 2026 | |
RESTORER Store/marketing art | Generated images for some paintings and photographs using AI. | Beshbarmak games | 52 | Mar 18, 2026 | |
Observer Protocol: The Station - Second Shift In-game content | We used AI for rapid prototyping or for minor edits to locked resources. A few resources stayed in the game. | BuderWorks | - | Mar 18, 2026 | |
Shafted In-game content art | Capsule art and some ai modeling are in this game | Large Lads | - | Mar 18, 2026 | |
"Erase -missing link-" Cthulhu Mythos Card Game ADV In-game content textart | Localization is conducted either through AI translation followed by human review.
Additionally, due to the nature of the scenario, Generative AI is utilized only for illustrations within the work that are explicitly labeled as 'Created by Generative AI.' (Generative AI was not used for general scenes, character illustrations, BGM, or other creative assets.) | PermanentPapyrus | - | Mar 18, 2026 | |
Backrooms: Glitchfield In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | SUDT Games | - | Mar 18, 2026 | |
Backrooms: The Wrong Level In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | SUDT Games | - | Mar 18, 2026 | |
Backrooms: No Level In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | SUDT Games | - | Mar 18, 2026 | |
Backrooms: The True Level In-game content art | Content created by artificial intelligence is mostly used for sprites, textures, models and images. | Skmaestro | - | Mar 18, 2026 | |
ScreeIN In-game content art | Some environmental murals and textures were created with the help of AI-generated images. These assets were then edited and integrated by our team to match the game's tone and style. | Team ScreeIn | 28 | Mar 18, 2026 | |
Don't Break audio | Sound Effects & BGM | Blackbox Agency | 12 | Mar 18, 2026 |