Some of the art references were made by AI
- Creator
- lemur_on_mars
- 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.
Some of the art references were made by AI
Use AI tools to assist in the development of image materials, video materials, and audio materials
During development, we used AI-assisted tools to improve some code and autocomplete features to write parts of non-core code.We use AI-assisted translation in our localization workflow; all final text is human-reviewed and edited.
The game contains 60+ unique pre-rendered team logos that were AI generated to maintain a consistent look for our leagues debut.
We used generative AI (Leonardo AI) during the development process solely to generate some of the game’s artwork. These images are static and were created before release. The game does not include any runtime generative AI features, and no new AI-generated content is created during gameplay. All AI-generated assets are licensed for commercial use.
This game uses AI technology to create detailed and authentic 3D meshes of game pieces and components, enhancing the visual experience and making the digital board feel as close to the physical version as possible. It also leverages AI to generate background images for game menus and to create capsule images for Steam
Some placeholder visuals include material made with modern content-creation tools and will be replaced upon release of the full version.
The images displayed on the cards and the figures named as heroes were made using generative A.I.
The entire game is coded by hand without any AI. Midjourney is used for card art. The game is a solo side-project, and this was to one thing I could not do myself.
As an independent developer, I have used artificial intelligence to create some of the card images, as I do not have the necessary skills to make them myself; however, the plans for future releases include having enough capital for a real artist to create the graphics.
AI drawing, AI composition
For generating card illustrations only
Some of the materials and text descriptions are created by AI
In Banana of Doom, AI takes the cards you play, pits them against each other, and generates funny, creative text reasons for the outcome then reveals them to the player
Generation of audiovisual resources
Some store page images were created with the help of AI. Our game artist uses AI tools to support and accelerate the creative process for certain designs.
Most of the images, backgrounds and some texts in this game are AI-generated.
We used AI tools to assist in the creation of the game's music tracks.
LLM generates officer persona and dialogue each checkpoint. Player input is classified, updating Suspicion immediately.
Mainly used AI to generate character portraits, scene concept art, and basic UI elements.
Generative AI tools were used to assist in the creation of some in-game art assets, such as icons, textures, and concept art. All AI-assisted assets were reviewed and refined by our team before implementation.
Using AI to generate code and texture.
We currently use placeholder AI card art assets for playtesting only and fully intend to replace all AI art with artist rendered assets
The store page materials, game main interface background image, loading interface background image, and card artwork are all generated by artificial intelligence
In this game, AI was used for the skill cards used by characters, and it was temporarily used before being updated with hand-drawn images.
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.
Using AI for Generating Art and assets
Some background textures were created or upscaled using generative tools to support the solo development process.
AI was used for generating in-game content icon images.
Because this game was developed and produced by an individual with limited energy, some icons and story texts were generated with the assistance of AI and were manually screened and polished to improve the overall game quality and player experience.
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."
The core gameplay is AI-driven. Interactions between items/scenarios generate live results and narrative texts through artificial intelligence.
Some visual elements in Escoba were created using artificial intelligence-assisted tools. Specifically: The achievement icons were generated with the help of AI to achieve a consistent and stylised appearance. Some visual elements in the shop, such as the background illustrations featuring page, were also generated using AI and then manually edited to fit the overall aesthetic of the game. No playable characters, animations, or core gameplay graphics were created using AI. AI-generated elements are limited to supporting visual content, and all art was reviewed and polished by human artists before being included in the game.
AI Content Usage Explanation: Some visual assets in Briscawere created using AI-assisted tools. Specifically: The achievement icons were generated with the help of AI to create consistent and stylized imagery. A few store art elements, such as the background illustrations of the kings, were also generated using AI and later edited manually to fit the overall aesthetic of the game. No in-game characters, animations, or core gameplay visuals were created using AI. The AI-generated assets are limited to supporting visual content, and all artwork was reviewed and polished by human artists before inclusion.
Some promotional materials were assisted by AI
AI has been utilized during the store page assets creation of this game. We have used it for the game icon creation, correcting some of the explanation texts about the game mechanics to have a clear communication with our players.
We used AI in certain parts of the process when creating the capsule images on our game’s store page.
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.
Used minimal AI to assist in the creation.
*部分按钮图标、界面背景和角色框架使用了AI生成技术。 *UltraGloria Works对生成内容经过严格筛选和完全重新编辑并且留有编辑过程证据,UltraGloria Works拥有全部图像资产和内容资产的归属权和知识产权。
Food Fight features artwork developed with generative AI.
Code: Generate basic functionality code, less than 1% of the total lines of code. Images: Generate images for reference or initial drafts, less than 5% of the total image assets. Text: Generate text for reference, initial drafts, or polishing, less than 5% of the total text volume.
Some visual assets for this game were generated with AI.
We use AI to generate 2D concept art for reference for some icons and 3D models, AI was also used to generate concept art for some of the store page's illustrations such as the header and capsules.
As a solo developer, I use AI tools solely for creative support. Some visual assets in Infinite Cards were created with the help of AI-assisted tools. All generated content was carefully selected and edited to meet the visual style and quality standards of the game.
Character and Icon
All Frontend is coded by AI.
Most of the art assets, including character illustrations were created using commercially licensed AI platforms. Additionally, AI-assisted refinement was applied to some portions of the textual content.
使用AI生成游戏部分资源图片
Some illustrations and prop icons use AI tools.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Pale Lies Unclear art | Some of the art references were made by AI | lemur_on_mars | - | Mar 18, 2026 | |
Mainelander In-game content artaudio | Use AI tools to assist in the development of image materials, video materials, and audio materials | MISTY MOUNTAINS NETWORK TECHNOLOGY CO LTD | - | Mar 18, 2026 | |
Faust Duel In-game content codetext | During development, we used AI-assisted tools to improve some code and autocomplete features to write parts of non-core code.We use AI-assisted translation in our localization workflow; all final text is human-reviewed and edited. | A Bowl of Shrimp | - | Mar 18, 2026 | |
Stadium VR In-game content art | The game contains 60+ unique pre-rendered team logos that were AI generated to maintain a consistent look for our leagues debut. | Madstages | - | Mar 18, 2026 | |
Tic Cat Dog In-game content art | We used generative AI (Leonardo AI) during the development process solely to generate some of the game’s artwork. These images are static and were created before release. The game does not include any runtime generative AI features, and no new AI-generated content is created during gameplay. All AI-generated assets are licensed for commercial use. | Longoza Game Stuio | - | Mar 18, 2026 | |
Board Game Simulator In-game content art | This game uses AI technology to create detailed and authentic 3D meshes of game pieces and components, enhancing the visual experience and making the digital board feel as close to the physical version as possible. It also leverages AI to generate background images for game menus and to create capsule images for Steam | Pico Soft | - | Mar 18, 2026 | |
Secret of Fantasy Dev only art | Some placeholder visuals include material made with modern content-creation tools and will be replaced upon release of the full version. | Instable Loop Games | - | Mar 18, 2026 | |
Archomni Store/marketing art | The images displayed on the cards and the figures named as heroes were made using generative A.I. | DIONYSIOS DIAMANTOPOULOS | - | Mar 18, 2026 | |
Their Sky Store/marketing art | The entire game is coded by hand without any AI.
Midjourney is used for card art. The game is a solo side-project, and this was to one thing I could not do myself. | blid | - | Mar 18, 2026 | |
Arcana: Card Arena In-game content art | As an independent developer, I have used artificial intelligence to create some of the card images, as I do not have the necessary skills to make them myself; however, the plans for future releases include having enough capital for a real artist to create the graphics. | Asha Games | - | Mar 18, 2026 | |
卡牌世界 Card World Unclear art | AI drawing, AI composition | Huawen | - | Mar 18, 2026 | |
汗青三国 In-game content art | For generating card illustrations only | FarmGameStudio | - | Mar 18, 2026 | |
命运牌手 Fatecard Wielder Store/marketing text | Some of the materials and text descriptions are created by AI | ZZ | - | Mar 18, 2026 | |
Banana of Doom Live AI text | In Banana of Doom, AI takes the cards you play, pits them against each other, and generates funny, creative text reasons for the outcome then reveals them to the player | Playroom | - | Mar 18, 2026 | |
Dobro Goranku Unclear artaudio | Generation of audiovisual resources | Moonlabs | 28 | Mar 18, 2026 | |
Arctic Digger TCG Collection Store/marketing art | Some store page images were created with the help of AI. Our game artist uses AI tools to support and accelerate the creative process for certain designs. | ToD Game Studio | 31 | Mar 18, 2026 | |
荒野求生 In-game content arttext | Most of the images, backgrounds and some texts in this game are AI-generated. | Qi Jun | - | Mar 18, 2026 | |
Trickshot Tactics In-game content audio | We used AI tools to assist in the creation of the game's music tracks. | Time Relic Games | - | Mar 18, 2026 | |
DFP - Disappear from Polizia Live AI text | LLM generates officer persona and dialogue each checkpoint. Player input is classified, updating Suspicion immediately. | IOX | - | Mar 18, 2026 | |
The Last Purge In-game content art | Mainly used AI to generate character portraits, scene concept art, and basic UI elements. | Third Singular | - | Mar 18, 2026 | |
钓鱼牌 In-game content art | Generative AI tools were used to assist in the creation of some in-game art assets, such as icons, textures, and concept art. All AI-assisted assets were reviewed and refined by our team before implementation. | JianBingGaming | - | Mar 18, 2026 | |
Mage of Tempest Castle In-game content artcode | Using AI to generate code and texture. | Donnie Lee | - | Mar 18, 2026 | |
Blightfell Dev only art | We currently use placeholder AI card art assets for playtesting only and fully intend to replace all AI art with artist rendered assets | Merlyn Labs | - | Mar 18, 2026 | |
Throne of Capital In-game content art | The store page materials, game main interface background image, loading interface background image, and card artwork are all generated by artificial intelligence | bulanke | - | Mar 18, 2026 | |
Witch Atelier In-game content art | In this game, AI was used for the skill cards used by characters, and it was temporarily used before being updated with hand-drawn images. | Witch Atelier | - | 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 | |
Wolvenrise In-game content art | Using AI for Generating Art and assets | WildDream Studio | - | Mar 18, 2026 | |
Stackatalbi In-game content art | Some background textures were created or upscaled using generative tools to support the solo development process. | Kupilas Media | - | Mar 18, 2026 | |
Game of Dice In-game content art | AI was used for generating in-game content icon images. | TRALA LAB | 24 | Mar 18, 2026 | |
Little Immortal Cultivator In-game content arttext | Because this game was developed and produced by an individual with limited energy, some icons and story texts were generated with the assistance of AI and were manually screened and polished to improve the overall game quality and player experience. | YiHuan Game | - | 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 | |
When You Woke Up From The Pain Live AI text | The core gameplay is AI-driven. Interactions between items/scenarios generate live results and narrative texts through artificial intelligence. | BenYang39 | - | Mar 18, 2026 | |
Escoba In-game content art | Some visual elements in Escoba were created using artificial intelligence-assisted tools. Specifically:
The achievement icons were generated with the help of AI to achieve a consistent and stylised appearance.
Some visual elements in the shop, such as the background illustrations featuring page, were also generated using AI and then manually edited to fit the overall aesthetic of the game.
No playable characters, animations, or core gameplay graphics were created using AI. AI-generated elements are limited to supporting visual content, and all art was reviewed and polished by human artists before being included in the game. | Quarzo Aplicaciones y Juegos SL | - | Mar 18, 2026 | |
Brisca In-game content art | AI Content Usage Explanation:
Some visual assets in Briscawere created using AI-assisted tools. Specifically:
The achievement icons were generated with the help of AI to create consistent and stylized imagery.
A few store art elements, such as the background illustrations of the kings, were also generated using AI and later edited manually to fit the overall aesthetic of the game.
No in-game characters, animations, or core gameplay visuals were created using AI. The AI-generated assets are limited to supporting visual content, and all artwork was reviewed and polished by human artists before inclusion. | Quarzo Aplicaciones y Juegos SL | - | Mar 18, 2026 | |
Tales of Terrarum Store/marketing art | Some promotional materials were assisted by AI | Electronic Soul | 115 | Mar 18, 2026 | |
TavernHold In-game content arttext | AI has been utilized during the store page assets creation of this game. We have used it for the game icon creation, correcting some of the explanation texts about the game mechanics to have a clear communication with our players. | Tevniyal Studios | 25 | Mar 18, 2026 | |
Kraken's Bar Store/marketing art | We used AI in certain parts of the process when creating the capsule images on our game’s store page. | Playactive Games | - | 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 | |
木积 Unclear | Used minimal AI to assist in the creation. | RoeBox | - | Mar 18, 2026 | |
武均天下 In-game content art | *部分按钮图标、界面背景和角色框架使用了AI生成技术。
*UltraGloria Works对生成内容经过严格筛选和完全重新编辑并且留有编辑过程证据,UltraGloria Works拥有全部图像资产和内容资产的归属权和知识产权。 | UltraGloria Works | 15 | Mar 18, 2026 | |
Food Fight In-game content art | Food Fight features artwork developed with generative AI. | Recoil Mojo | - | Mar 18, 2026 | |
Striking Wine Dev only codearttext | Code: Generate basic functionality code, less than 1% of the total lines of code.
Images: Generate images for reference or initial drafts, less than 5% of the total image assets.
Text: Generate text for reference, initial drafts, or polishing, less than 5% of the total text volume. | hyacinthlet | - | Mar 18, 2026 | |
Pantheon Poker In-game content art | Some visual assets for this game were generated with AI. | Praetorian Games | - | Mar 18, 2026 | |
Hack & Po In-game content art | We use AI to generate 2D concept art for reference for some icons and 3D models, AI was also used to generate concept art for some of the store page's illustrations such as the header and capsules. | Posibillian Tech | - | Mar 18, 2026 | |
Infinite Cards In-game content art | As a solo developer, I use AI tools solely for creative support. Some visual assets in Infinite Cards were created with the help of AI-assisted tools. All generated content was carefully selected and edited to meet the visual style and quality standards of the game. | Tubby Turtle Studios | 94 | Mar 18, 2026 | |
超光速小队 art | Character and Icon | Bulletproof Pudding Studio | - | Mar 18, 2026 | |
鱼自会上钩 EffortlessCatch Unclear code | All Frontend is coded by AI. | JLL | - | Mar 18, 2026 | |
工地四重奏 In-game content arttext | Most of the art assets, including character illustrations were created using commercially licensed AI platforms. Additionally, AI-assisted refinement was applied to some portions of the textual content. | RealmSeekers | - | Mar 18, 2026 | |
肉鸽麻将 In-game content art | 使用AI生成游戏部分资源图片 | 刘欣 | - | Mar 18, 2026 | |
刀蛐蛐 In-game content art | Some illustrations and prop icons use AI tools. | 游梦初心 | - | Mar 18, 2026 |