Traxion 3 uses AI-generated voices for in-game characters.
- Creator
- Play With Fire UG
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Traxion 3 uses AI-generated voices for in-game characters.
We use AI to generate some voice content for the game.
- Some of the background assets were generated using AI and then manually modified. - The BGM was generated using AI.
The game's store promotional images and some in-game scene asset are generated by AI
I used AI to make the images for each Fruit
1. Artistic assets are generated with the assistance of AI. (Can be completely removed from the inside mod page) 2. The localized text is translated with the assistance of artificial intelligence.
As a solo dev, I use custom-trained AI tools for a small portion of the visuals/audio, based on assets I own or created. The vast majority of my development effort goes into the realistic rocket simulation and engineering systems.
Community items are created with the help of AI
Some music and some voices were AI generated.
Some arts and sounds is made with AI assistance
This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game.
Generative AI was used during development to assist in the creation of some art and music assets, a portion of which are included in the final game. This includes select in-game visuals and music tracks that were generated or enhanced using AI tools. All AI-generated content was reviewed and curated by human developers to ensure it meets quality standards and does not infringe on any intellectual property. No live AI content is generated during gameplay. The game does not use AI to create or modify content while it is running. All assets are pre-generated and static within the final release.
Cover images, achievement images, several in-game textures were created, voice actors, TEXTS
I used Midjourney to stylize an ingame screenshot to create capsule art. AI helped me contextually translate my game into other languages.
A majority of the static image content, the character portrait animations in the Character Select screen, and some flavor text on playable cards, had AI play a role in their development. Some notable exceptions to this are: The card frame artwork for all cards, which were created by a contracted artist. Our capsule and header images, which were created by a contracted artist. Some enemy portraits. Marketing materials which include artwork from the capsule and header. All narrative and dialogue text, which was written by the team. We would like to extend a special thank you to the select family and friends who volunteered their likenesses for use as models for some of our main characters. It is deeply appreciated and we enjoyed working with you.
Some icons and background images are currently prototyped with AI but will be replaced in the future if the budget allows it.
AI was used in some of the linear story parts. AI just helped generating some casual dialogue text lines and translations in game text without any copyright element.
The vast majority of the game is handcrafted. AI tools were used to assist in the creation of 2D character dialogue portraits and some minor environment textures.
Deadeye Deepfake Simulacrum makes use of a custom built variational autoencoder to assist in the creation of character sprites, trained exclusively on the sprites I've already created. A separate generative adversarial network is used to make images that serve as the basis for some facial sprites, and background art.
This game features voice acting and ambient music created using ElevenLabs. We exclusively use Professional Voice Clones (PVC) from the ElevenLabs Voice Library, which are created with the explicit consent and verification of the original voice actors. Through ElevenLabs’ Royalty Sharing program, the voice artists are financially compensated for their work used in this project.
The game contains about 2,000 unique pre-rendered player portraits that were algorithmically generated and (badly) touched up by me, a human. The stadium backdrop image used in promotional material and on the home screen is likewise generated.
Tutorial character (Kim) and voiceovers were created with the help of AI and then retouched by our team to fit the game. AI tools have been used solely to assist our small indie dev team. Please be assured that the game's content represents our team's creativity and dedication.
Some sound and artwork were made with ai assistance
-some pictures for puzzles created using AI -some marketing materials for puzzles created using AI
We use a limited amount of pre-rendered AI generated content in our game. The background announcers in the hub and gameplay announcer were made using text to speech generation.
Creation of fantasy player pictures Creation of fantasy club crests
The music and character's audio are AI-generated.
Some models and music was created with help of AI
We used stable diffusion to create in-game wall posters
We use the IA to create 10 small portrait for the monster that you encounter into the campaign mode.
To create in game picture assets
Pre-rendered AI generated images may be used for card art.
Generative AI has been used during the creation of some assets both visual and audio. Namely the main capsule, the loading screens, the rally icons of the countries as well as the voice of the Co-Driver.
Using AI for the store page and store and Steam icons
AI voice cloning has been used, however, all acting has been performed by the voice actor, only the voice has been changed through AI technology. ChatGPT was used to generate model numbers and descriptions for the in game parts store.
Parts of the trading cards artwork and profile backgrounds artwork were helped or enhanced by artificial intelligence.
AI-Rendered Images (Stable Diffusion) 1 x Skybox for the exterior world of the laboratory 5 x projected graphics of the slide projector 2 x wall murals (astronaut on Martian moon Deimos, rocket) 2 x technical drawings on lab table
We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists.
My game uses AI quite frequently. Every logo you see is a product of the collaboration between a human and an AI. Every song you hear is a product of human-AI collaboration. Every player report card uses AI generated text modularly pieced together from smaller chunks. The match commentator is using an AI generated voice. This is a modern game that uses modern technology to its full potential.
2D generated ai images. ( Characters, map)
As a solo developer I use AI assistance to generate graphics and audio content for my games and marketing material. No generative text is used.
Achivment icon generated
- Some artworks have been made with the help of the Midjourney AI tool. - The Map Data in some countries has been generated with the help of AI technology to recognize satellite images.
The headers for the page are made using GrokAI as well as some of the icons and parts of the code has guidance of AI too All of the AI generated images have been modified in big ways and due to US laws all rights are still reserved for them especially since the AI code is extremely modified and only used as a guide not as a way to slack off
Some visual assets, such as trading card artwork, were created with the assistance of generative AI tools and then reviewed and finalized by the developer. The AI-generated images were used as a base for the final artwork included in the game’s Steam trading cards.
AI is used for localization, voice acting, in-game cutscenes, artworks and other marketing materials.
Some parts of the soundtrack and/or minor voiceline grunts have been created or enhanced by Artificial Intelligence.
We use AI to create some concept arts for the game used in some backgrounds
AI has been used to generate some sound effects
The original narrative of "My Poodle's Diary" is inspired by true events. AI was utilized to enhance the text, generate visual artwork, and provide narration, ensuring a polished and engaging experience. Despite this technological integration, each chapter has been meticulously crafted by hand to preserve the authenticity and emotional depth of the story.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Traxion 3000 In-game content audio | Traxion 3 uses AI-generated voices for in-game characters. | Play With Fire UG | - | Mar 18, 2026 | |
Tiny Vikings In-game content audio | We use AI to generate some voice content for the game. | Game Art Brain GmbH | - | Mar 18, 2026 | |
The Haunted House : Dark Island In-game content artaudio | - Some of the background assets were generated using AI and then manually modified.
- The BGM was generated using AI. | Dave Studio | - | Mar 18, 2026 | |
ACE Overheat 空战:过热 In-game content art | The game's store promotional images and some in-game scene asset are generated by AI | Gumou | 12 | Mar 18, 2026 | |
Fruits In-game content art | I used AI to make the images for each Fruit | Studio Gygax | 80 | Mar 18, 2026 | |
Sky Realm Idle In-game content arttext | 1. Artistic assets are generated with the assistance of AI. (Can be completely removed from the inside mod page)
2. The localized text is translated with the assistance of artificial intelligence. | 323Game | 109 | Mar 18, 2026 | |
Meco Rocket Simulator In-game content artaudio | As a solo dev, I use custom-trained AI tools for a small portion of the visuals/audio, based on assets I own or created. The vast majority of my development effort goes into the realistic rocket simulation and engineering systems. | Loren Aerospace Ltd | 12 | Mar 18, 2026 | |
Dark frame In-game content art | Community items are created with the help of AI | Nimos Games | 53 | Mar 18, 2026 | |
Sociopat In-game content audio | Some music and some voices were AI generated. | Bartoš Studio | 16 | Mar 18, 2026 | |
Mister Furry: Hot Muscles In-game content artaudio | Some arts and sounds is made with AI assistance | Red Six Development | 308 | Mar 18, 2026 | |
Sins of a Solar Empire II In-game content arttext | This game used AI to help quickly iterate through designs for some UI elements using our own artwork as a baseline. AI is also used to help translate the game. | Ironclad Games Corporation | 5k | Mar 18, 2026 | |
Commoners In-game content artaudio | Generative AI was used during development to assist in the creation of some art and music assets, a portion of which are included in the final game. This includes select in-game visuals and music tracks that were generated or enhanced using AI tools. All AI-generated content was reviewed and curated by human developers to ensure it meets quality standards and does not infringe on any intellectual property.
No live AI content is generated during gameplay. The game does not use AI to create or modify content while it is running. All assets are pre-generated and static within the final release. | Pixel Glitch Studios | - | Mar 18, 2026 | |
Cult of the Sons In-game content artaudiotext | Cover images, achievement images, several in-game textures were created, voice actors, TEXTS | SIENTURE | - | Mar 18, 2026 | |
Artificial Extinction 2 In-game content textart | I used Midjourney to stylize an ingame screenshot to create capsule art. AI helped me contextually translate my game into other languages. | 100Hr Games Inc | 100 | Mar 18, 2026 | |
Mori Carta In-game content arttext | A majority of the static image content, the character portrait animations in the Character Select screen, and some flavor text on playable cards, had AI play a role in their development.
Some notable exceptions to this are:
The card frame artwork for all cards, which were created by a contracted artist.
Our capsule and header images, which were created by a contracted artist.
Some enemy portraits.
Marketing materials which include artwork from the capsule and header.
All narrative and dialogue text, which was written by the team.
We would like to extend a special thank you to the select family and friends who volunteered their likenesses for use as models for some of our main characters. It is deeply appreciated and we enjoyed working with you. | Nevergreen Games | 73 | Mar 18, 2026 | |
Rise of Hegemony In-game content art | Some icons and background images are currently prototyped with AI but will be replaced in the future if the budget allows it. | Lion Loewe | - | Mar 18, 2026 | |
Camping Simulator: The Squad In-game content text | AI was used in some of the linear story parts. AI just helped generating some casual dialogue text lines and translations in game text without any copyright element. | CubeCube Sports Ltd. | 873 | Mar 18, 2026 | |
Dreadhunter In-game content arttext | The vast majority of the game is handcrafted. AI tools were used to assist in the creation of 2D character dialogue portraits and some minor environment textures. | Trickster Arts | 133 | Mar 18, 2026 | |
Deadeye Deepfake Simulacrum In-game content art | Deadeye Deepfake Simulacrum makes use of a custom built variational autoencoder to assist in the creation of character sprites, trained exclusively on the sprites I've already created. A separate generative adversarial network is used to make images that serve as the basis for some facial sprites, and background art. | nodayshalleraseyou | 806 | Mar 18, 2026 | |
Drone Alone In-game content audio | This game features voice acting and ambient music created using ElevenLabs. We exclusively use Professional Voice Clones (PVC) from the ElevenLabs Voice Library, which are created with the explicit consent and verification of the original voice actors. Through ElevenLabs’ Royalty Sharing program, the voice artists are financially compensated for their work used in this project. | Helskor Games | - | Mar 18, 2026 | |
Squiggle Football In-game content art | The game contains about 2,000 unique pre-rendered player portraits that were algorithmically generated and (badly) touched up by me, a human. The stadium backdrop image used in promotional material and on the home screen is likewise generated. | Max Barry | 127 | Mar 18, 2026 | |
Espresso Tycoon In-game content audio | Tutorial character (Kim) and voiceovers were created with the help of AI and then retouched by our team to fit the game. AI tools have been used solely to assist our small indie dev team. Please be assured that the game's content represents our team's creativity and dedication. | DreamWay Games | 1.1k | Mar 18, 2026 | |
Lust for Speed In-game content artaudio | Some sound and artwork were made with ai assistance | KG/AM | 57 | Mar 18, 2026 | |
Master of Pieces © Jigsaw Puzzle In-game content art | -some pictures for puzzles created using AI
-some marketing materials for puzzles created using AI | Graphium Studio | 56 | Mar 18, 2026 | |
DeadBlitZ In-game content audio | We use a limited amount of pre-rendered AI generated content in our game. The background announcers in the hub and gameplay announcer were made using text to speech generation. | Mewzur | - | Mar 18, 2026 | |
Startelf - Der Fußballmanager In-game content art | Creation of fantasy player pictures
Creation of fantasy club crests | Green Pitch Gaming | - | Mar 18, 2026 | |
Paid in Blood In-game content audio | The music and character's audio are AI-generated. | Wetwork Studio | - | Mar 18, 2026 | |
BOOMER SHOOTER In-game content artaudio | Some models and music was created with help of AI | BOOMERS UNITED | - | Mar 18, 2026 | |
Симулятор Русской Зимы In-game content art | We used stable diffusion to create in-game wall posters | Dobry Snegovik Studio | 19 | Mar 18, 2026 | |
Dice Of Olympus In-game content art | We use the IA to create 10 small portrait for the monster that you encounter into the campaign mode. | Bathyscaphe Studio, Charivari | 12 | Mar 18, 2026 | |
Poop In-game content art | To create in game picture assets | thug lifers | 299 | Mar 18, 2026 | |
Cards & Tankards In-game content art | Pre-rendered AI generated images may be used for card art. | Divergent Realities, LLC | 938 | Mar 18, 2026 | |
LEAD - Rally In-game content artaudio | Generative AI has been used during the creation of some assets both visual and audio. Namely the main capsule, the loading screens, the rally icons of the countries as well as the voice of the Co-Driver. | Tertus | - | Mar 18, 2026 | |
Nemesis - RPG In-game content art | Using AI for the store page and store and Steam icons | Ismylife | - | Mar 18, 2026 | |
HORROR TYCOON In-game content audiotext | AI voice cloning has been used, however, all acting has been performed by the voice actor, only the voice has been changed through AI technology.
ChatGPT was used to generate model numbers and descriptions for the in game parts store. | Smidge Games LLC | 91 | Mar 18, 2026 | |
Recon Control In-game content art | Parts of the trading cards artwork and profile backgrounds artwork were helped or enhanced by artificial intelligence. | Dmitry Kozlov | 93 | Mar 18, 2026 | |
TimeLab In-game content art | AI-Rendered Images (Stable Diffusion)
1 x Skybox for the exterior world of the laboratory
5 x projected graphics of the slide projector
2 x wall murals (astronaut on Martian moon Deimos, rocket)
2 x technical drawings on lab table | VR-Dynamix | 21 | Mar 18, 2026 | |
Isles of Krom In-game content art | We trained an AI that helped us generate base pictures that we then used as source to create illustrations for blessings and some items ingame. All other illustration are original creation made by our artists. | Floppy Goat Inc. | - | Mar 18, 2026 | |
Polyleague Manager 2026: Football Evolution In-game content artaudiotext | My game uses AI quite frequently. Every logo you see is a product of the collaboration between a human and an AI. Every song you hear is a product of human-AI collaboration. Every player report card uses AI generated text modularly pieced together from smaller chunks.
The match commentator is using an AI generated voice.
This is a modern game that uses modern technology to its full potential. | Mitchell Hepburn | - | Mar 18, 2026 | |
Fruit Hoop 2 In-game content art | 2D generated ai images. ( Characters, map) | Teeter Games | - | Mar 18, 2026 | |
Squirrelmageddon! In-game content artaudio | As a solo developer I use AI assistance to generate graphics and audio content for my games and marketing material. No generative text is used. | Squirrel Brain Games | - | Mar 18, 2026 | |
FizzQuiz In-game content art | Achivment icon generated | Moon | 19 | Mar 18, 2026 | |
Infection Free Zone In-game content art | - Some artworks have been made with the help of the Midjourney AI tool.
- The Map Data in some countries has been generated with the help of AI technology to recognize satellite images. | Jutsu Games | 7.1k | Mar 18, 2026 | |
Manikineko Online In-game content artcode | The headers for the page are made using GrokAI
as well as some of the icons and parts of the code has guidance of AI too
All of the AI generated images have been modified in big ways and due to US laws all rights are still reserved for them especially since the AI code is extremely modified and only used as a guide not as a way to slack off | manikineko.nl | - | Mar 18, 2026 | |
Brain Break In-game content art | Some visual assets, such as trading card artwork, were created with the assistance of generative AI tools and then reviewed and finalized by the developer. The AI-generated images were used as a base for the final artwork included in the game’s Steam trading cards. | Astralis Games | 152 | Mar 18, 2026 | |
Underground Garage In-game content textaudioart | AI is used for localization, voice acting, in-game cutscenes, artworks and other marketing materials. | BeardedBrothers.games | 590 | Mar 18, 2026 | |
Sherman Commander In-game content audio | Some parts of the soundtrack and/or minor voiceline grunts have been created or enhanced by Artificial Intelligence. | Iron Wolf Studio S.A. | 111 | Mar 18, 2026 | |
Heistfest In-game content art | We use AI to create some concept arts for the game used in some backgrounds | Amilcar Technologies | - | Mar 18, 2026 | |
Hack Slash Anon In-game content audio | AI has been used to generate some sound effects | Delta Jungle | - | Mar 18, 2026 | |
My Poodle's Diary In-game content textartaudio | The original narrative of "My Poodle's Diary" is inspired by true events. AI was utilized to enhance the text, generate visual artwork, and provide narration, ensuring a polished and engaging experience. Despite this technological integration, each chapter has been meticulously crafted by hand to preserve the authenticity and emotional depth of the story. | Soyhan Yazgan | - | Mar 18, 2026 |