Using AI voice for in-game AI voice
- Creator
- Glass Of Cat
- Reviews
- -
- Added
- Mar 18, 2026
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Using AI voice for in-game AI voice
We used A.I. in some assets of our game.
Generated images for some paintings and photographs using AI. The AI processes the phrases you speak into the microphone to determine whether they are an appeal to God.
AI was used in the production. We used ai for some coding.
I'm using an A.I. modified voice as a joke (which works great, by the way!). I'm using A.I. generated planets, stars and asteroids - all that stuff you see on the deepest layer of background (excluding some easily recognizable hand-drawn objects here and there).
In Escape the Void, AI was used to help generate the game concept, create artwork for the logo and icon, and enhance some of the text.
All images used for the store page and library were generated with AI tools and then resized and adjusted manually before being used in the game’s presentation.
This game uses generative artificial intelligence to create dynamic narrative descriptions and battle outcomes during gameplay. Player-provided words and choices are processed by an AI system to generate contextual text that reflects in-game actions, abilities, and events. All AI output is constrained by predefined game rules and moderation systems, and no AI is used to generate artwork, audio, or other visual assets. Generative AI in this game is used strictly as a gameplay and narrative logic component, not as a chat system or content creation tool.
I'm a colourblind dev, so I used AI to help me choose colours for the game's art
Our game utilizes artificial intelligence to accelerate the graphic creation process. However, each image has been carefully hand-polished to ensure the highest possible quality and detail.
Character portraits were initially generated with AI tools to create lifelike bases, then fully repainted and refined by hand.
Some images and content on this page have been created with the help of generative AI tools. These AI-generated assets are used respectfully, adhering to copyright rules and guidelines. We share this information here to be transparent with our players.
We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality.
Background music generated using UDIO.
Images, Back ground music, Voiceover, Cutscenes
Escape the Maze was developed by a solo developer. Some elements of the game, including store page visuals and text, were created using generative AI tools during development. All final assets have been carefully reviewed and manually refined to ensure accuracy, quality, and full compliance with Steam’s content guidelines. The game also features AI-controlled enemy behavior, such as a zombie that chases players in the maze. However, no live-generated AI content is used during gameplay.
Self made images have been put through AI to make them look a certain way, and after they have been edited to fit in the game, mainly in textures. Also used in the same way for marketing imagery.
* A few of the sound effects * The background image in the marketing materials * AI coding tools were used for the code base
The background images and rodents pictures are pre-rendered AI art
Some In-game 2D assets are AI generated
Some in-game scene images and a few UI images were generated using AI.
In our game, we use AI to generate textures dynamically, allowing for more diverse and detailed environments. This AI-driven approach enables the creation of unique visual assets without relying entirely on manual design, saving time while enhancing the game's aesthetic.
The game logo were created using AI-assisted tools. All other assets are handcrafted.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
部分动画效果和物品图标采用AI 生成
Art is AI made. Everything is voice acted but What is said is partly made by AI As far as what the voice actor is saying. Some Dialogue and main idea of the story is developer made.
This store page is temporarily translated with AI. Will be replaced with human translations upon release.
We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art.
During the development of this game, some visual assets for the store page and in-game loading screens were created with the assistance of generative AI tools. All such content was created and reviewed by the development team to ensure it aligns with the game's artistic vision and quality standards. No AI-generated content is created live during gameplay.
Ai voiceover for the trailer
This game includes some visuals and audio assets that were created using AI-assisted tools during development. No AI-generated content is created during gameplay.
AI has been used occasionally to assist with coding and, more rarely, for refining visual elements. However, the vast majority of the game has been developed without the use of AI.
As an independent developer, I generated code, 3D models, and textures using AI-based programs.
AI has been used to help develop the game's cover art.
AI has been used to help develop the game's cover art.
Generative AI was used to assist in the early creation stages of a small portion of the game's 2D images. These assets were subsequently refined and heavily edited by hand to match the game's final artistic style and quality standards.
AI Generated Music and SFX.
This game was created by a person with no experience in game development, with artificial intelligence acting as a library and assistant
Some images used within the puzzles were generated using artificial intelligence. Interface texts and subtitles were translated with the help of artificial intelligence.
This game used generative AI as an assistive tool during development to expand the scope of content production and improve workflow efficiency. The specific areas of use are as follows: Art: AI was used to create most of the background images that establish the game’s historical atmosphere, to enhance the quality of the main character concept art, to create extra character images, and to produce UI icons. All AI-generated visual assets were retouched and edited by artists to match the game’s direction and visual tone. Text and Localization: AI was used to draft large volumes of newspaper articles, public reactions, and text used in minigames. AI was also used to assist with proofreading, context checking, and drafting or reviewing some localized text. All AI-generated or AI-assisted results were reviewed, edited, and adjusted directly by the development team before being used in the game.
In developing the game, we used AI (Eleven Labs) for just one voiceover, while the remaining three characters are voiced by actors.
For the creation of certain visual assets, such as promo art, icons, and capsules for the Steam page, we used tools based on generative artificial intelligence. This allowed us, as a small team, to bring our artistic vision to life and produce vivid images that capture the atmosphere of the game.
AI was used in the creation of Natalie's model.
During development, we mainly used it to generate and complete code. We also used it to improve work efficiency by proofreading some text and converting images to black and white for verification.
I used AI-generated images to set up my shop page. Furthermore, all the icons in the game are AI-generated. I also had AI voices (languages) for NPCs generated by AI.
When creating game resources, AI was used (to generate some 3D models and images).
AI tools were used for some Game Assets.
We used a few pre-rendered images as internal references for proportions and framing. However, all-ingame visuals are original pixel art creations with our palettes, handcrafted by our team to ensure consistency and authenticity.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
134 and counting Live AI audio | Using AI voice for in-game AI voice | Glass Of Cat | - | Mar 18, 2026 | |
Session Notes: Route 404 In-game content | We used A.I. in some assets of our game. | 4Byte Studios | 61 | Mar 18, 2026 | |
Let's Pray Live AI arttext | Generated images for some paintings and photographs using AI.
The AI processes the phrases you speak into the microphone to determine whether they are an appeal to God. | Beshbarmak games | - | Mar 18, 2026 | |
Afterschool : Reel Danger Dev only code | AI was used in the production. We used ai for some coding. | Twinster Games | - | Mar 18, 2026 | |
Saturn Quest: The Loneliness Of Captain Navigator In-game content art | I'm using an A.I. modified voice as a joke (which works great, by the way!).
I'm using A.I. generated planets, stars and asteroids - all that stuff you see on the deepest layer of background (excluding some easily recognizable hand-drawn objects here and there). | Arkhouse Telegraph | - | Mar 18, 2026 | |
Escape the Void In-game content arttext | In Escape the Void, AI was used to help generate the game concept, create artwork for the logo and icon, and enhance some of the text. | Alexandros Dellos | - | Mar 18, 2026 | |
The House: Mystery Escape In-game content art | All images used for the store page and library were generated with AI tools and then resized and adjusted manually before being used in the game’s presentation. | Christian Iacono | - | Mar 18, 2026 | |
Codex Verbra Live AI text | This game uses generative artificial intelligence to create dynamic narrative descriptions and battle outcomes during gameplay.
Player-provided words and choices are processed by an AI system to generate contextual text that reflects in-game actions, abilities, and events. All AI output is constrained by predefined game rules and moderation systems, and no AI is used to generate artwork, audio, or other visual assets.
Generative AI in this game is used strictly as a gameplay and narrative logic component, not as a chat system or content creation tool. | GZ Production | - | Mar 18, 2026 | |
Zombie Typing In-game content art | I'm a colourblind dev, so I used AI to help me choose colours for the game's art | CBgameDev | - | Mar 18, 2026 | |
Fatebreaker In-game content art | Our game utilizes artificial intelligence to accelerate the graphic creation process. However, each image has been carefully hand-polished to ensure the highest possible quality and detail. | Kielan xd | - | Mar 18, 2026 | |
Blackwood's Dilemma In-game content art | Character portraits were initially generated with AI tools to create lifelike bases, then fully repainted and refined by hand. | The K Game Studio | - | Mar 18, 2026 | |
Survindust Store/marketing art | Some images and content on this page have been created with the help of generative AI tools. These AI-generated assets are used respectfully, adhering to copyright rules and guidelines. We share this information here to be transparent with our players. | IS Games | - | Mar 18, 2026 | |
Mourningwood Lodge In-game content art | We have utilized AI-assisted design for the store materials and some 2D background images within the game. However, these are not purely AI-generated; they are based on our original photographs that were enhanced using AI technology, and subsequently refined manually to ensure quality. | MYSTERY CROWN | 147 | Mar 18, 2026 | |
Idle Idle In-game content audio | Background music generated using UDIO. | Idle Idle | - | Mar 18, 2026 | |
Bruja In-game content artaudiotext | Images, Back ground music, Voiceover, Cutscenes | Creepy Club Studios | - | Mar 18, 2026 | |
Escape the Maze Live AI arttext | Escape the Maze was developed by a solo developer. Some elements of the game, including store page visuals and text, were created using generative AI tools during development. All final assets have been carefully reviewed and manually refined to ensure accuracy, quality, and full compliance with Steam’s content guidelines.
The game also features AI-controlled enemy behavior, such as a zombie that chases players in the maze. However, no live-generated AI content is used during gameplay. | Fatih CALISKAN | - | Mar 18, 2026 | |
I Have Been Here Before? In-game content art | Self made images have been put through AI to make them look a certain way, and after they have been edited to fit in the game, mainly in textures. Also used in the same way for marketing imagery. | Studio Vodka | - | Mar 18, 2026 | |
Fox! Hen! Bag! - Supporter Edition In-game content audioartcode | * A few of the sound effects
* The background image in the marketing materials
* AI coding tools were used for the code base | Niflheim | - | Mar 18, 2026 | |
Anime Dream Match: Rodents In-game content art | The background images and rodents pictures are pre-rendered AI art | Blender Games | - | Mar 18, 2026 | |
DriveWave In-game content art | Some In-game 2D assets are AI generated | Dumbbell Games | 128 | Mar 18, 2026 | |
窗口花园 In-game content art | Some in-game scene images and a few UI images were generated using AI. | ColorfulCloud71 | - | Mar 18, 2026 | |
I Wish You Well Live AI art | In our game, we use AI to generate textures dynamically, allowing for more diverse and detailed environments. This AI-driven approach enables the creation of unique visual assets without relying entirely on manual design, saving time while enhancing the game's aesthetic. | AtarioVanix | - | Mar 18, 2026 | |
ARCTIC CTHULHU Store/marketing art | The game logo were created using AI-assisted tools. All other assets are handcrafted. | Ted Zufle | - | Mar 18, 2026 | |
Peg Solitaire Pro Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Homebound: Escape Room Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Klondike Solitaire Pro Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
我穿越回末世5天前 In-game content art | 部分动画效果和物品图标采用AI 生成 | 浔曜 | - | Mar 18, 2026 | |
Vein-Weaver Knitting In-game content artaudiotext | Art is AI made.
Everything is voice acted but
What is said is partly made by AI
As far as what the voice actor is saying.
Some Dialogue and main idea of the story is
developer made. | Chris Allen | - | Mar 18, 2026 | |
Cozy Rabbit Hole In-game content text | This store page is temporarily translated with AI.
Will be replaced with human translations upon release. | Schackmann's | - | Mar 18, 2026 | |
Ocean Keeper Co-op Store/marketing art | We are using an AI-generated capsule image for our market research and testing phase. Once we wrap up these tests, we will create and share the final hand-painted capsule art. | RetroStyle Games | 142 | Mar 18, 2026 | |
Bastionfall In-game content art | During the development of this game, some visual assets for the store page and in-game loading screens were created with the assistance of generative AI tools. All such content was created and reviewed by the development team to ensure it aligns with the game's artistic vision and quality standards. No AI-generated content is created live during gameplay. | STLND Interactive | - | Mar 18, 2026 | |
Before They Catch Us In-game content audio | Ai voiceover for the trailer | ANTertainment | 12 | Mar 18, 2026 | |
Laundromat In-game content artaudio | This game includes some visuals and audio assets that were created using AI-assisted tools during development. No AI-generated content is created during gameplay. | Rafael Matias | - | Mar 18, 2026 | |
Donjon Dev only codeart | AI has been used occasionally to assist with coding and, more rarely, for refining visual elements. However, the vast majority of the game has been developed without the use of AI. | SIXDOTS | - | Mar 18, 2026 | |
Haunted: Village In-game content codeart | As an independent developer, I generated code, 3D models, and textures using AI-based programs. | Panderma Games | - | Mar 18, 2026 | |
Car Race Pro Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Car Race Simulator Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Mar 18, 2026 | |
Why's It Getting DARKER?! In-game content art | Generative AI was used to assist in the early creation stages of a small portion of the game's 2D images. These assets were subsequently refined and heavily edited by hand to match the game's final artistic style and quality standards. | Kenan'sGames | - | Mar 18, 2026 | |
Lost my Collection of 600 Stars In-game content audio | AI Generated Music and SFX. | Vaggelis Arabatzoglou | - | Mar 18, 2026 | |
Nightcrawler Dev only code | This game was created by a person with no experience in game development, with artificial intelligence acting as a library and assistant | TsuraiKuromaru | - | Mar 18, 2026 | |
The Path of the Sunflower In-game content arttext | Some images used within the puzzles were generated using artificial intelligence.
Interface texts and subtitles were translated with the help of artificial intelligence. | Arthela Studios | - | Mar 18, 2026 | |
The Newspapers of the day In-game content arttext | This game used generative AI as an assistive tool during development to expand the scope of content production and improve workflow efficiency. The specific areas of use are as follows:
Art: AI was used to create most of the background images that establish the game’s historical atmosphere, to enhance the quality of the main character concept art, to create extra character images, and to produce UI icons. All AI-generated visual assets were retouched and edited by artists to match the game’s direction and visual tone.
Text and Localization: AI was used to draft large volumes of newspaper articles, public reactions, and text used in minigames. AI was also used to assist with proofreading, context checking, and drafting or reviewing some localized text.
All AI-generated or AI-assisted results were reviewed, edited, and adjusted directly by the development team before being used in the game. | divingstudio | - | Mar 18, 2026 | |
Cave Crave VR In-game content audio | In developing the game, we used AI (Eleven Labs) for just one voiceover, while the remaining three characters are voiced by actors. | 3R Games S.A. | 128 | Mar 18, 2026 | |
Clash of the Kingdoms In-game content art | For the creation of certain visual assets, such as promo art, icons, and capsules for the Steam page, we used tools based on generative artificial intelligence. This allowed us, as a small team, to bring our artistic vision to life and produce vivid images that capture the atmosphere of the game. | New Horizons | - | Mar 18, 2026 | |
Why Did You Leave Me Like This? In-game content art | AI was used in the creation of Natalie's model. | LeahGames | - | Mar 18, 2026 | |
memOriedit Dev only codetextart | During development, we mainly used it to generate and complete code. We also used it to improve work efficiency by proofreading some text and converting images to black and white for verification. | いちか鉢 | - | Mar 18, 2026 | |
Robinsons Simulations World In-game content artaudio | I used AI-generated images to set up my shop page. Furthermore, all the icons in the game are AI-generated. I also had AI voices (languages) for NPCs generated by AI. | GameChangeKiller | - | Mar 18, 2026 | |
Steel Defence In-game content art | When creating game resources, AI was used (to generate some 3D models and images). | Storytime Games | - | Mar 18, 2026 | |
Kingdom Dice In-game content | AI tools were used for some Game Assets. | DRD | 10 | Mar 18, 2026 | |
1964 Operation Velvet Twins In-game content art | We used a few pre-rendered images as internal references for proportions and framing. However, all-ingame visuals are original pixel art creations with our palettes, handcrafted by our team to ensure consistency and authenticity. | SEEP | - | Mar 18, 2026 |