The AI generates responses to the player's interrogations.
- Creator
- Cogoo
- Reviews
- -
- Added
- Mar 18, 2026
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The AI generates responses to the player's interrogations.
Most face textures of human models were created using AI.
As you gather words by interviewing witnesses to solve the crime, you'll gradually piece together the correct combination of words. When you guess the correct combination, an image will be generated in real time, ensuring that each playthrough is a unique experience.
Generated voiceover.
It just traduce the voice to text so the NPC takes actions acording the text received. Also Voice and Assets where generated by AI (not during gameplay)
Use ChatGPT to help write descriptions, come up with ideas, proofread the text. Use StableDiffusion for ideation, concept art, icons generation e.g. knife, gun.
AI has been used to generate some seamless textures. It also has been used to generate UI images or to enhance drawings/sketches.
IA is used to generate some concepts that serve as the basis for illustrations, most are reworked by hand.
Thumbnail of Mary | Official Teaser 2 Some UI illustrations of the game. And some talk texts
AI pictures are used for: Game icon, game splash, editor splash. Voices are also A.I. That is all
AI only for the game cover and Logo
The game features AI-generated sound effects. To provide players with so many languages, we used AI for localization. We'll do everything we can to ensure better translation quality in the full version. Additionally, we used artificial intelligence to create some graphics like wallpapers, steam cards and other smaller graphics.
We got help from AI in creating the game content and dialogues.
Generative AI was used to creat arts in development.
AI used for game artwork
Some of the visual assets both in the game and in the promotional materials were created with AI's help.
The AI generates responses to the player's interrogations.
Used AI to create some item textures
Art and visual assets were created with AI-assisted tools as part of a custom development pipeline. All assets are manually reviewed, edited, and refined to meet the game’s creative vision and maintain stylistic consistency. The game does not use AI to generate content at runtime.
we use Ai for baner or our game
AI was used to generate an image for the storepage capsules
Clan images and Game Logo generated by AI
Use of AI-generated images to assist with marketing materials and textures.
Game allows player to use voice as a main input tool. To achieve great quality of speech to text, a base version of openai's whisper model is used. Model: https://openaipublic.azureedge.net/main/whisper/models/ed3a0b6b1c0edf879ad9b11b1af5a0e6ab5db9205f891f668f8b0e6c6326e34e/base.pt Repository with license: https://github.com/openai/whisper The content seen in the game is not live-generated. The player's input is embedded into a vector through a small model with 278M parameters. Model: https://huggingface.co/sentence-transformers/paraphrase-multilingual-mpnet-base-v2 Then, the game uses Faiss to match the player's input to known, predefined inputs. Each of those describes a reaction and change in the state of the game. Repository and License: https://github.com/facebookresearch/faiss Icon was made with local diffusion model.
Backgrounds and some characters are created using AI.
Menu background is generated by AI
RaceOnLife uses AI-driven NPC systems to create more dynamic interactions inside the game world. Some NPCs are designed to remember previous conversations, react to the player’s behavior, and respond differently depending on how the player communicates with them. These interactions may affect how NPCs guide, assist, ignore, challenge, or oppose the player during gameplay. Our goal is to make the island feel more alive, where conversations with non-player characters are not just static dialogue lines, but part of the player’s personal journey through the story and open world. AI features are used to support NPC behavior, dialogue variation, and player interaction systems. Core gameplay, world design, missions, vehicles, races, combat, progression, and major story content are created and directed by our development team. For live AI interactions, we are working with safety rules and moderation limits to reduce the risk of inappropriate, harmful, or illegal generated content.
In order to create an experimental mystery game that focuses on interactive conversations with characters, I also used generative AI to create the visuals, as I don't have an artistic background or the funds to hire a professional artist.
AI tools were used to support the development process of X Burger: Visuals: Some environmental textures and specific parts of the promotional art on the store page were created or edited with the assistance of AI. Music & Audio: Some musical backgrounds supporting the game's atmosphere were composed or enhanced using AI tools. Content Generation: The entire script and core game design are 100% hand-crafted by the developer; AI was utilized solely as a tool to visually and audibly support this creative vision.
We believe AI can create new experiences for the player not possible before. In this game AI is used to generate text responses to make the NPC's in the game dynamically act and respond like humans. This differs from previously available technologies since all responses are tailored to this player input.
Characters avatar
Code optimization, avatar art.
We've generated some of the pictures of characters with ai. The characters you can interact with in the game.
AI tools were used in a limited way to help generate parts of some in-game images, which were then edited, refined, and finalized by human artists.
We use AI-assisted gendered voices using a voice sampler, not cloning voices of real people. We rely on Eleven Labs and Replica Studios.
Background images in some scenes are created using artificial intelligence with significant post-processing. Some animations in the game are based on neural network animations with significant manual post-processing.
Character voices are produced by VOIVEVOX software and licensed by the voice owners. Songs are sung by AI virtual singers of ACE software, and have obtained relevant commercial licenses. The English text of this game is translated by AI Translator, and the translated text is from the game script.
Our game leverages sophisticated artificial intelligence to create an immersive and unpredictable gameplay experience. Each citizen is powered by AI, enabling them to exhibit distinct personalities, react dynamically to player actions, and contribute uniquely to the mystery. This AI integration not only enhances the realism of the city environment but also ensures that no two playthroughs are the same, providing a fresh challenge every time.
* Contents below are copied from the game, the soundtrack does not use any Generative AI technology. User will be able to talk in freeform with the NPCs within the game world according to the environment given to them. Some of the evidence (photos on the wall, book covers) have been created using AI tools
The game contains portraits and images generated by AI.
Placeholder loading screens and some in-game materials were made with AI assistance.
We use AI as a support tool in the game's development, helping with the creation and improvement of code, texts, images, music, and problem-solving.
We use AI to generate dialogs in game, all characters have their own personality thanks to AI.
Sign design
Ai generated content was use to create this game storepage banner
This game includes dialogues generated with the help of a conversational AI and may not be appropriate for all audiences.
The Store Page Art Utilizes A.I. generated art to depict the game's premise and content.
- Part of our English voice cast is created by using AI to modify the live actors' voices. - Several of our in-game Radio stations feature music generated with AI .
The use of AI in Vice Undercover was strictly limited to enhancing a limited number of database images, such as some faces, objects, and locations. All images began with original photographs taken by the team, which were then used to create datasets for generating initial concepts. These AI-generated images were not used as-is—instead, they served as a starting point for detailed, creative transformation. Every final image was extensively painted, composited, and refined using original photographs and artistic elements, ensuring that all visuals align with the game's unique style and authenticity. AI was simply one tool in a much larger creative process driven by human artistry.
AI was used in the ChemScan manual to generate the photo of the machine. NO AI used for the voices.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
AI Schoolgirls Murder Mystery Live AI text | The AI generates responses to the player's interrogations. | Cogoo | - | Mar 18, 2026 | |
The Faceless Killer In-game content art | Most face textures of human models were created using AI. | Punga | - | Mar 18, 2026 | |
MoriA.I.RTy Live AI text | As you gather words by interviewing witnesses to solve the crime, you'll gradually piece together the correct combination of words. When you guess the correct combination, an image will be generated in real time, ensuring that each playthrough is a unique experience. | Red Meat Games | - | Mar 18, 2026 | |
Midnight Shift In-game content audio | Generated voiceover. | Midnight Gaming Studio | 12 | Mar 18, 2026 | |
After Midnight Live AI audioart | It just traduce the voice to text so the NPC takes actions acording the text received. Also Voice and Assets where generated by AI (not during gameplay) | Digital Forge | - | Mar 18, 2026 | |
The Final Act In-game content textart | Use ChatGPT to help write descriptions, come up with ideas, proofread the text.
Use StableDiffusion for ideation, concept art, icons generation e.g. knife, gun. | One Electron Universe | 14 | Mar 18, 2026 | |
StreamerBeater In-game content art | AI has been used to generate some seamless textures.
It also has been used to generate UI images or to enhance drawings/sketches. | N.R. | 26 | Mar 18, 2026 | |
Angor In-game content art | IA is used to generate some concepts that serve as the basis for illustrations, most are reworked by hand. | Puca Games | - | Mar 18, 2026 | |
Mary Unclear arttext | Thumbnail of Mary | Official Teaser 2
Some UI illustrations of the game.
And some talk texts | Pinster Games | - | Mar 18, 2026 | |
The way you died In-game content artaudio | AI pictures are used for: Game icon, game splash, editor splash.
Voices are also A.I.
That is all | Cosy Entertainment | - | Mar 18, 2026 | |
Agora Project Store/marketing art | AI only for the game cover and Logo | Anttarez Games | - | Mar 18, 2026 | |
HackHub - Ultimate Hacker Simulator In-game content audiotextart | The game features AI-generated sound effects. To provide players with so many languages, we used AI for localization. We'll do everything we can to ensure better translation quality in the full version. Additionally, we used artificial intelligence to create some graphics like wallpapers, steam cards and other smaller graphics. | HotBunny | 884 | Mar 18, 2026 | |
Devil's Deal In-game content text | We got help from AI in creating the game content and dialogues. | trippysloth | - | Mar 18, 2026 | |
莫比乌斯疑案 Dev only art | Generative AI was used to creat arts in development. | YiMiao Game | - | Mar 18, 2026 | |
Crime Simulator: Playgrounds In-game content art | AI used for game artwork | Ultimate Games S.A. | 245 | Mar 18, 2026 | |
Shareholders In-game content art | Some of the visual assets both in the game and in the promotional materials were created with AI's help. | Shareholders Dev Team | - | Mar 18, 2026 | |
AI公寓:虚拟证言 Live AI text | The AI generates responses to the player's interrogations. | IntelliPlay | 16 | Mar 18, 2026 | |
Murder Avenue In-game content art | Used AI to create some item textures | ArtDock | - | Mar 18, 2026 | |
Rome Idle: Legacy In-game content art | Art and visual assets were created with AI-assisted tools as part of a custom development pipeline. All assets are manually reviewed, edited, and refined to meet the game’s creative vision and maintain stylistic consistency. The game does not use AI to generate content at runtime. | White Oak Games | - | Mar 18, 2026 | |
Ambulance Simulator 911 Emergency Store/marketing art | we use Ai for baner or our game | Grizzly Games | - | Mar 18, 2026 | |
Drug Dealer Sim: Street Hustle Store/marketing art | AI was used to generate an image for the storepage capsules | Azuu Games | - | Mar 18, 2026 | |
Tokyo Mafia Simulator Store/marketing art | Clan images and Game Logo generated by AI | Alkame Games | - | Mar 18, 2026 | |
KILLDOZER SIMULATOR In-game content art | Use of AI-generated images to assist with marketing materials and textures. | wildgoose | - | Mar 18, 2026 | |
Interrogator Live AI text | Game allows player to use voice as a main input tool. To achieve great quality of speech to text, a base version of openai's whisper model is used.
Model:
https://openaipublic.azureedge.net/main/whisper/models/ed3a0b6b1c0edf879ad9b11b1af5a0e6ab5db9205f891f668f8b0e6c6326e34e/base.pt
Repository with license:
https://github.com/openai/whisper
The content seen in the game is not live-generated. The player's input is embedded into a vector through a small model with 278M parameters.
Model:
https://huggingface.co/sentence-transformers/paraphrase-multilingual-mpnet-base-v2
Then, the game uses Faiss to match the player's input to known, predefined inputs. Each of those describes a reaction and change in the state of the game.
Repository and License:
https://github.com/facebookresearch/faiss
Icon was made with local diffusion model. | Jarema Radom | - | Mar 18, 2026 | |
Love and Crime In-game content art | Backgrounds and some characters are created using AI. | Mango x2 | - | Mar 18, 2026 | |
Lowrider Hopping In-game content art | Menu background is generated by AI | I_T | - | Mar 18, 2026 | |
RaceOnLife Live AI text | RaceOnLife uses AI-driven NPC systems to create more dynamic interactions inside the game world.
Some NPCs are designed to remember previous conversations, react to the player’s behavior, and respond differently depending on how the player communicates with them. These interactions may affect how NPCs guide, assist, ignore, challenge, or oppose the player during gameplay.
Our goal is to make the island feel more alive, where conversations with non-player characters are not just static dialogue lines, but part of the player’s personal journey through the story and open world.
AI features are used to support NPC behavior, dialogue variation, and player interaction systems. Core gameplay, world design, missions, vehicles, races, combat, progression, and major story content are created and directed by our development team.
For live AI interactions, we are working with safety rules and moderation limits to reduce the risk of inappropriate, harmful, or illegal generated content. | ELife Studio | - | Mar 18, 2026 | |
Cursed Diamonds In-game content arttext | In order to create an experimental mystery game that focuses on interactive conversations with characters, I also used generative AI to create the visuals, as I don't have an artistic background or the funds to hire a professional artist. | Lioncode Games | - | Mar 18, 2026 | |
X Burger In-game content artaudio | AI tools were used to support the development process of X Burger:
Visuals: Some environmental textures and specific parts of the promotional art on the store page were created or edited with the assistance of AI.
Music & Audio: Some musical backgrounds supporting the game's atmosphere were composed or enhanced using AI tools.
Content Generation: The entire script and core game design are 100% hand-crafted by the developer; AI was utilized solely as a tool to visually and audibly support this creative vision. | Midnight Fork | - | Mar 18, 2026 | |
Verbal Verdict Live AI text | We believe AI can create new experiences for the player not possible before. In this game AI is used to generate text responses to make the NPC's in the game dynamically act and respond like humans. This differs from previously available technologies since all responses are tailored to this player input. | Savanna Developments | - | Mar 18, 2026 | |
Hidden Clues: Gang Wars Unclear art | Characters avatar | Seven Sails Games | - | Mar 18, 2026 | |
Hidden Clues 2: Miami In-game content art | Code optimization, avatar art. | Seven Sails Games | - | Mar 18, 2026 | |
Gangs of the street In-game content art | We've generated some of the pictures of characters with ai. The characters you can interact with in the game. | Adrien chalono | - | Mar 18, 2026 | |
Crime Simulator In-game content art | AI tools were used in a limited way to help generate parts of some in-game images, which were then edited, refined, and finalized by human artists. | CookieDev | 2.2k | Mar 18, 2026 | |
Crime: 1997 In-game content audio | We use AI-assisted gendered voices using a voice sampler, not cloning voices of real people. We rely on Eleven Labs and Replica Studios. | Bad Guys Games | - | Mar 18, 2026 | |
MEAT-GRINDER In-game content art | Background images in some scenes are created using artificial intelligence with significant post-processing.
Some animations in the game are based on neural network animations with significant manual post-processing. | Oyashiro.dev | - | Mar 18, 2026 | |
ヌースジャンプの前奏曲 In-game content audiotext | Character voices are produced by VOIVEVOX software and licensed by the voice owners.
Songs are sung by AI virtual singers of ACE software, and have obtained relevant commercial licenses.
The English text of this game is translated by AI Translator, and the translated text is from the game script. | 蔡承龙 | - | Mar 18, 2026 | |
Case Closed Live AI text | Our game leverages sophisticated artificial intelligence to create an immersive and unpredictable gameplay experience. Each citizen is powered by AI, enabling them to exhibit distinct personalities, react dynamically to player actions, and contribute uniquely to the mystery. This AI integration not only enhances the realism of the city environment but also ensures that no two playthroughs are the same, providing a fresh challenge every time. | Otso | - | Mar 18, 2026 | |
Uncover the Smoking Gun Live AI arttext | * Contents below are copied from the game, the soundtrack does not use any Generative AI technology.
User will be able to talk in freeform with the NPCs within the game world according to the environment given to them.
Some of the evidence (photos on the wall, book covers) have been created using AI tools | ReLU Games, Inc. | 393 | Mar 18, 2026 | |
Anonymous Hacker Simulator In-game content art | The game contains portraits and images generated by AI. | Sicarius | 692 | Mar 18, 2026 | |
Wreckage In-game content art | Placeholder loading screens and some in-game materials were made with AI assistance. | Jupiter Lighthouse Games | - | Mar 18, 2026 | |
Low and Furious In-game content codetextartaudio | We use AI as a support tool in the game's development, helping with the creation and improvement of code, texts, images, music, and problem-solving. | Code IT Game Studio | 12 | Mar 18, 2026 | |
Danse Macabre AI Text RPG Live AI text | We use AI to generate dialogs in game, all characters have their own personality thanks to AI. | Prima RPG | - | Mar 18, 2026 | |
Neural Synapse Unclear | Sign design | HelionGames | - | Mar 18, 2026 | |
Miami Horizon 2077 Store/marketing art | Ai generated content was use to create this game storepage banner | CJ | 15 | Mar 18, 2026 | |
Vaudeville In-game content text | This game includes dialogues generated with the help of a conversational AI and may not be appropriate for all audiences. | Bumblebee Studios | 271 | Mar 18, 2026 | |
Project Almighty 2 Store/marketing art | The Store Page Art Utilizes A.I. generated art to depict the game's premise and content. | John C. Ragland | - | Mar 18, 2026 | |
Vivat Slovakia In-game content audio | - Part of our English voice cast is created by using AI to modify the live actors' voices.
- Several of our in-game Radio stations feature music generated with AI . | Team Vivat | 789 | Mar 18, 2026 | |
Vice Undercover In-game content art | The use of AI in Vice Undercover was strictly limited to enhancing a limited number of database images, such as some faces, objects, and locations. All images began with original photographs taken by the team, which were then used to create datasets for generating initial concepts. These AI-generated images were not used as-is—instead, they served as a starting point for detailed, creative transformation. Every final image was extensively painted, composited, and refined using original photographs and artistic elements, ensuring that all visuals align with the game's unique style and authenticity. AI was simply one tool in a much larger creative process driven by human artistry. | Ancient Machine | - | Mar 18, 2026 | |
The Operator Store/marketing art | AI was used in the ChemScan manual to generate the photo of the machine.
NO AI used for the voices. | Bureau 81 | 3.3k | Mar 18, 2026 |