This game utilizes generative AI to create art assets, which are primarily used for the store page background and the card examples in the workshop.
- Creator
- Institute of Card Game Studies
- Reviews
- -
- Added
- Jul 25, 2026
Public Steam disclosure research 25,376 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.
This game utilizes generative AI to create art assets, which are primarily used for the store page background and the card examples in the workshop.
Syncline is developed by me — AI tools were used to assist with parts of development, including code, some text content (UI copy, tutorial hints, level descriptions, store page copy), localization/translations, and some audio. All such content was directed by me and reviewed/edited before being included. No content is generated by AI at runtime — everything players see, hear, and play is fixed at build time.
This game uses generative AI to pre-generate visual assets (character portraits, capsule/marketing art) and voice narration (TTS). All AI-generated content is created during development and reviewed/curated by the developer before shipping. No generative AI runs live during gameplay. We have the necessary rights to use the AI tools and their outputs, and the content does not infringe third-party IP.
Some 2D art assets in this game — such as menu UI textures (buttons and panels) and background images — were created with the help of generative AI image tools during development. All AI-generated assets were reviewed and edited by the developer before being included in the game. No AI-generated content is created live during gameplay.
Was used to help produce game buttons, physics, and level editor.
AI was used to generate logos and default sprites for this program.
Fish species artwork in Swimcraft is pre-rendered AI-generated imagery. All venue photography is the developer's own, and all audio, UI and game code are non-generated. No AI content is generated live during play.
We have used generative AI tools to translate the game into additional languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure it is displayed correctly and that the interface and menus function properly.
This game makes use of AI for localization of the following languages: Ukrainian, Spanish, Japanese, Korean, Polish, Portugese (Brasil), Russian, Simplified Chinese, Traditional Chinese, Turkish, Hindi. We're working with native translators, so expect this list to become shorter with time.
Some visual assets and promotional materials included with this application were created or refined using generative AI tools. All AI-generated content has been reviewed, edited, and curated by the developer before being included in the product. The application does not generate AI content during runtime.
Players may select a preset worldview and character template, or customize their own worldview and character settings before starting the game. They can interact via text typing in the in-game chat window, as well as click AI-provided options to engage with AI-generated content.
Campaign Forge uses generative AI as a core, opt-in feature. Worlds, characters, regions, and stories are generated live, on demand, at the player's direction, using an AI provider and model the player chooses (paid cloud, free cloud, or a fully local/offline model — bring your own API key or run locally).
Bear with me. As a solo-creator I really want to first focus on the game complex logic and its user interface and features, which are crucial to me to give you the best possible experience I can. So this game includes a small number of artworks and music tracks generated using AI tools, which where still edited and refined by me before being included in the final build. I'm working hard to make the game even better at every release. Thank you!
Some 2D art assets (e.g. icons, store capsules, background art) were created with the help of generative AI image tools and then curated and edited by the developer. No AI-generated content is produced live during gameplay.
Generative AI was used to assist in the creation of the game’s promotional videos and most of its art assets. All puzzles in the game were manually designed and created by the development team.
Generative AI was used only during early visual concepting and ideation for some marketing art directions. The game itself, its mechanics, levels, code, UI, and final gameplay assets are created and edited by the developer.
Command Doctrine uses generative AI to create some of the content you play. When you generate a scenario or a campaign, an AI model produces the map, the opposing forces, the objectives, and the written mission briefing from your prompt. AI is also used to write narrative battle reports, to create the images that accompany them, and to interpret the natural-language orders you give your units. This content is generated live by third-party AI services. We apply content moderation and input filtering to guard against inappropriate or unsafe output.
This game utilized AI tools during the development process, primarily to assist in generating character portraits. All AI-generated assets were reviewed and curated by the development team before being implemented into the game.
Some visual assets, including characters, environments, objects, and backgrounds, were produced with the help of generative AI tools during development, then curated, edited, cleaned up, and integrated manually under human art direction to achieve a consistent visual style.
A small number of texture assets use generative AI as a starting point and were manually edited for use in-game. Most visual assets are original, licensed, purchased, or used with creator permission.
The Art on the store page (the Camille queen of the bot playing card ) was generated by AI. No copyright infringement of any kind.
Some store page marketing images, capsule assets, and promotional screenshots were created or edited with generative AI and then reviewed and adjusted for layout, sizing, and text. The game does not use live generative AI during gameplay, and it does not connect to any third-party AI service while players are playing.
Artificial intelligence tools were used to create sound effects, textures, and images.
Generative AI tools were used during development to assist with drafting, revising, and refactoring portions of the game’s source code. It was reviewed, edited, compiled, and tested by the developer before inclusion.
AI tools were used to enhance development productivity and to create a few visual assets such as logos.
The game's Steam Library assets have some usage of image generative AI
Some of the game’s visual assets were created with the help of AI art tools. All assets are pre-generated and do not change during gameplay.
while im actively commissioning capsule artwork, select parts of the steam page capsule art contain AI generated art.
Generative AI tools (including Tripo3D and Meshy) were used during development to generate base 3D models for characters and environment assets, which were then manually adjusted and refined. AI tools were also used to create ambient background textures for marketing materials and Steam capsule illustrations. No live-generated AI content is used during runtime.
We used AI to help in coding the game, and coming up with some of our promotional art assets.
AI-assisted tools were used as part of the development workflow for prototyping, implementation support, and content iteration. The released game content was selected, edited, and curated by the developer. The game does not use live generative AI during gameplay.
As a solo developer working on a passion project with very limited resources, I utilized generative AI as a workflow tool to help sketch out the initial base meshes and textures for the miniatures and terrain elements. However, every single asset was then manually refined, over painted, and fully optimized by me to ensure a consistent, high-quality art style and solid performance.
This game uses generative AI to assist with code completion and localization translation. The game's library cover art, promotional images are hand-drawn and then enhanced with AI.
much of this game was vibe coded using Antigravity.
Some voice dialogue and a small number of in-game icons were created or assisted by generative AI tools. All such content has been reviewed and edited by the development team before being included in the game.
AI is used to produce the following: - Character sprites / icons - Soundtrack
This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai.
Currently, this game uses placeholder generative AI images for character portraits and voiceovers for the announcer. Hopefully these assets will be replaced by talented artists overtime.
Placeholder Graphics, Code
This game uses generative AI to assist with the translation of some localization text. The content has been reviewed and edited by the developer.
Some store page artwork, capsule images, and library artwork for Peg Cascade were created with assistance from generative AI tools, then selected, edited, and prepared by the developer for use in the game’s presentation. The game does not generate AI content during gameplay.
Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner throughout development.
Some art assets, audio, and text translation were produced with the assistance of AI.
AI helped me produce the game, some sounds and artwork!
Small portion of marketing, achievements icon, and a several of the in-game music were created with AI
Translate text content with AI
AI is used to draw pictures and icons, to generate music and sounds.
Temporary pre-rendered visual assets were created with the assistance of generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services while running.
Some assets were generated by AI
This product uses pre-generated AI-assisted content created during development, including selected visual assets, localization support, store text support, and voice lines. All AI-assisted content is reviewed and edited by the developer before being included in the game.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Boss Key Store/marketing art | This game utilizes generative AI to create art assets, which are primarily used for the store page background and the card examples in the workshop. | Institute of Card Game Studies | - | Jul 25, 2026 | |
Syncline In-game content textcodeaudio | Syncline is developed by me — AI tools were used to assist with parts of development, including code, some text content (UI copy, tutorial hints, level descriptions, store page copy), localization/translations, and some audio. All such content was directed by me and reviewed/edited before being included. No content is generated by AI at runtime — everything players see, hear, and play is fixed at build time. | KCEDERLUND.DEV | - | Jul 23, 2026 | |
One Thought Immortal / 一念修仙 In-game content artaudio | This game uses generative AI to pre-generate visual assets (character portraits, capsule/marketing art) and voice narration (TTS). All AI-generated content is created during development and reviewed/curated
by the developer before shipping. No generative AI runs live during gameplay. We have the necessary rights to use the AI tools and their outputs, and the content does not infringe third-party IP. | Tiger | - | Jul 23, 2026 | |
Velocrash In-game content art | Some 2D art assets in this game — such as menu UI textures (buttons and panels) and background images — were created with the help of generative AI image tools during development. All AI-generated assets were reviewed and edited by the developer before being included in the game. No AI-generated content is created live during gameplay. | Apolloxian Games | 11 | Jul 22, 2026 | |
Bumper Core Unclear | Was used to help produce game buttons, physics, and level editor. | Nelaria | - | Jul 22, 2026 | |
Warden Campaigns In-game content art | AI was used to generate logos and default sprites for this program. | Warden Campaigns | - | Jul 22, 2026 | |
Swimcraft In-game content art | Fish species artwork in Swimcraft is pre-rendered AI-generated imagery. All venue photography is the developer's own, and all audio, UI and game code are non-generated. No AI content is generated live during play. | Harbledown Digital | - | Jul 20, 2026 | |
Shadowbound In-game content text | We have used generative AI tools to translate the game into additional languages and make it accessible to a wider audience. The development team has reviewed and overseen the integration of all text to ensure it is displayed correctly and that the interface and menus function properly. | Dozy Duck Games | - | Jul 19, 2026 | |
semperfly - fpv drone simulator In-game content text | This game makes use of AI for localization of the following languages: Ukrainian, Spanish, Japanese, Korean, Polish, Portugese (Brasil), Russian, Simplified Chinese, Traditional Chinese, Turkish, Hindi. We're working with native translators, so expect this list to become shorter with time. | Nordfen | - | Jul 18, 2026 | |
ProjeVerse Store/marketing art | Some visual assets and promotional materials included with this application were created or refined using generative AI tools. All AI-generated content has been reviewed, edited, and curated by the developer before being included in the product. The application does not generate AI content during runtime. | Rhuam Phillip Ferreira Coelho | - | Jul 17, 2026 | |
Companions' Chronicles Live AI text | Players may select a preset worldview and character template, or customize their own worldview and character settings before starting the game. They can interact via text typing in the in-game chat window, as well as click AI-provided options to engage with AI-generated content. | TLSoul | - | Jul 17, 2026 | |
Campaign Forge Live AI text | Campaign Forge uses generative AI as a core, opt-in feature. Worlds, characters, regions, and stories are generated live, on demand, at the player's direction, using an AI provider and model the player chooses (paid cloud, free cloud, or a fully local/offline model — bring your own API key or run locally). | Daedalus | - | Jul 15, 2026 | |
About Frontlines In-game content artaudio | Bear with me. As a solo-creator I really want to first focus on the game complex logic and its user interface and features, which are crucial to me to give you the best possible experience I can. So this game includes a small number of artworks and music tracks generated using AI tools, which where still edited and refined by me before being included in the final build. I'm working hard to make the game even better at every release. Thank you! | Luca Burgio | - | Jul 15, 2026 | |
Gateshock In-game content art | Some 2D art assets (e.g. icons, store capsules, background art) were created with the help of generative AI image tools and then curated and edited by the developer. No AI-generated content is produced live during gameplay. | 3dGecko | - | Jul 15, 2026 | |
Star Curve Store/marketing art | Generative AI was used to assist in the creation of the game’s promotional videos and most of its art assets. All puzzles in the game were manually designed and created by the development team. | InnoStudio | - | Jul 13, 2026 | |
Fake Snake In-game content art | Generative AI was used only during early visual concepting and ideation for some marketing art directions. The game itself, its mechanics, levels, code, UI, and final gameplay assets are created and edited by the developer. | Narvio Games | - | Jul 8, 2026 | |
Command Doctrine Live AI arttext | Command Doctrine uses generative AI to create some of the content you play. When you generate a scenario or a campaign, an AI model produces the map, the opposing forces, the objectives, and the written mission briefing from your prompt. AI is also used to write narrative battle reports, to create the images that accompany them, and to interpret the natural-language orders you give your units. This content is generated live by third-party AI services. We apply content moderation and input filtering to guard against inappropriate or unsafe output. | ByteFlow | - | Jul 7, 2026 | |
Qianli: The Vastscape Scroll In-game content art | This game utilized AI tools during the development process, primarily to assist in generating character portraits. All AI-generated assets were reviewed and curated by the development team before being implemented into the game. | Betobe Studio | - | Jul 7, 2026 | |
Thorny Times In-game content art | Some visual assets, including characters, environments, objects, and backgrounds, were produced with the help of generative AI tools during development, then curated, edited, cleaned up, and integrated manually under human art direction to achieve a consistent visual style. | Aterdux Entertainment™ | - | Jul 7, 2026 | |
OxRox In-game content art | A small number of texture assets use generative AI as a starting point and were manually edited for use in-game. Most visual assets are original, licensed, purchased, or used with creator permission. | FatOx Games | 45 | Jul 5, 2026 | |
Camille Queen of Chess bots | The Art on the store page (the Camille queen of the bot playing card ) was generated by AI. No copyright infringement of any kind. | Camillesoftware | - | Jul 3, 2026 | |
Mow My World Store/marketing art | Some store page marketing images, capsule assets, and promotional screenshots were created or edited with generative AI and then reviewed and adjusted for layout, sizing, and text. The game does not use live generative AI during gameplay, and it does not connect to any third-party AI service while players are playing. | BotDance LLC | - | Jul 3, 2026 | |
FUNDAMENTA In-game content artaudio | Artificial intelligence tools were used to create sound effects, textures, and images. | Rangel Oblivion | - | Jul 3, 2026 | |
Steel Crawlers Dev only code | Generative AI tools were used during development to assist with drafting, revising, and refactoring portions of the game’s source code. It was reviewed, edited, compiled, and tested by the developer before inclusion. | Artcodeup | - | Jul 2, 2026 | |
Petrix In-game content art | AI tools were used to enhance development productivity and to create a few visual assets such as logos. | Dams-Labs | - | Jun 29, 2026 | |
Forward Assault Store/marketing art | The game's Steam Library assets have some usage of image generative AI | Lucas Wilde | 72 | Jun 27, 2026 | |
Drift Mania In-game content art | Some of the game’s visual assets were created with the help of AI art tools. All assets are pre-generated and do not change during gameplay. | Full Sweat Games | - | Jun 16, 2026 | |
The Crayon Is Mightier Store/marketing art | while im actively commissioning capsule artwork, select parts of the steam page capsule art contain AI generated art. | Highfivan | - | Jun 15, 2026 | |
Firewall Maze In-game content art | Generative AI tools (including Tripo3D and Meshy) were used during development to generate base 3D models for characters and environment assets, which were then manually adjusted and refined. AI tools were also used to create ambient background textures for marketing materials and Steam capsule illustrations. No live-generated AI content is used during runtime. | TwistedBob Games | - | Jun 12, 2026 | |
Driftscape: Void In-game content art | We used AI to help in coding the game, and coming up with some of our promotional art assets. | Three Brothers Games | - | Jun 11, 2026 | |
Portalborn Dev only | AI-assisted tools were used as part of the development workflow for prototyping, implementation support, and content iteration. The released game content was selected, edited, and curated by the developer. The game does not use live generative AI during gameplay. | TheHand | 50 | Jun 10, 2026 | |
Adunata In-game content art | As a solo developer working on a passion project with very limited resources, I utilized generative AI as a workflow tool to help sketch out the initial base meshes and textures for the miniatures and terrain elements. However, every single asset was then manually refined, over painted, and fully optimized by me to ensure a consistent, high-quality art style and solid performance. | Maurizio Nitti | - | Jun 7, 2026 | |
Shift Chess In-game content codetextart | This game uses generative AI to assist with code completion and localization translation. The game's library cover art, promotional images are hand-drawn and then enhanced with AI. | 冷游工作室 | - | Jun 4, 2026 | |
Critter Highlanders Dev only code | much of this game was vibe coded using Antigravity. | Oaklandishh | - | Jun 3, 2026 | |
城市派对 In-game content audioart | Some voice dialogue and a small number of in-game icons were created or assisted by generative AI tools. All such content has been reviewed and edited by the development team before being included in the game. | Jieqi Network | - | Jun 3, 2026 | |
Final Legal Move In-game content artaudio | AI is used to produce the following:
- Character sprites / icons
- Soundtrack | Nuhmworks | - | Jun 3, 2026 | |
Modern Wars Dev only codetext | This game originally was made fully by ai, ai is used for the code and text, the game is now being developed without ai. | man_82 | - | Jun 3, 2026 | |
Phaseshift: Evolved In-game content artaudio | Currently, this game uses placeholder generative AI images for character portraits and voiceovers for the announcer. Hopefully these assets will be replaced by talented artists overtime. | Bubblehead Game Dev | - | Jun 3, 2026 | |
World Tree Defender - Seedling of Yggdrasil Unclear | Placeholder Graphics, Code | ISC-Avalanche | - | Jun 3, 2026 | |
蒼穹のダンジョン 忍び返しの霊峰 In-game content text | This game uses generative AI to assist with the translation of some localization text. The content has been reviewed and edited by the developer. | KAZUNAO Game Studio | - | Jun 3, 2026 | |
Peg Cascade Store/marketing art | Some store page artwork, capsule images, and library artwork for Peg Cascade were created with assistance from generative AI tools, then selected, edited, and prepared by the developer for use in the game’s presentation. The game does not generate AI content during gameplay. | Starfuel Interactive | - | May 23, 2026 | |
Cyber Spartan In-game content art | Cyber Spartan uses AI-generated content for select visual assets, including character expression artwork and some promotional materials. Core gameplay code, game design, and level design are human-directed. AI tools were used as a creative partner
throughout development. | PLICA GAMES | - | May 23, 2026 | |
Tidal Strings In-game content artaudiotext | Some art assets, audio, and text translation were produced with the assistance of AI. | June666 | - | May 23, 2026 | |
Les jeux du cycle In-game content audioart | AI helped me produce the game, some sounds and artwork! | Antoine | - | May 23, 2026 | |
MyBiz: Pomodoro Desk Tycoon In-game content artaudio | Small portion of marketing, achievements icon, and a several of the in-game music were created with AI | Bizpro Games | - | May 23, 2026 | |
Mindless as the Mountains In-game content text | Translate text content with AI | 咸蛋 | - | May 23, 2026 | |
VoxelMancy In-game content artaudio | AI is used to draw pictures and icons, to generate music and sounds. | Reuniko | - | May 23, 2026 | |
Clankerfront In-game content art | Temporary pre-rendered visual assets were created with the assistance of generative AI tools. The game does not use generative AI during gameplay and does not connect to external AI services while running. | Lizz Studio | - | May 23, 2026 | |
KRAST FORGE Unclear | Some assets were generated by AI | Krabbe Studios | - | May 23, 2026 | |
Ironfields In-game content arttextaudio | This product uses pre-generated AI-assisted content created during development, including selected visual assets, localization support, store text support, and voice lines. All AI-assisted content is reviewed and edited by the developer before being included in the game. | Divis Studio | - | May 23, 2026 |