We currently use placeholder AI card art assets for playtesting only and fully intend to replace all AI art with artist rendered assets
- Creator
- Merlyn Labs
- Reviews
- -
- Added
- Mar 18, 2026
Public Steam disclosure research 25,383 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.
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We currently use placeholder AI card art assets for playtesting only and fully intend to replace all AI art with artist rendered assets
AI has been used to streamline coding and development.
This game uses AI-assisted tools to generate certain visual assets, such as character portraits and concept art. These assets were curated and refined by the developer to ensure quality and originality.
The store page materials, game main interface background image, loading interface background image, and card artwork are all generated by artificial intelligence
Some images and icons in the game were generated with AI and post-processed manually. In-game music and voice-overs are AI generated. More details on my use of AI in my devlog: https://lemuria.org/devlogs/ta-07/
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.
Some of the artwork in this game was created using AI.
AI Voiceover used for the Trailer
Perk images and Marshal portraits are generated using generative AI and edited manually for artistic coherency.
AI is used for localization (pre-generated translations of English interface text to supported languages for accessibility purposes).
This game uses AI to generate some of its graphic assets and to assist with translation.
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.
AI tools have been used to generate part of the localization texts.
Optional local LLMs are integrated to provide advice during gameplay. No assets are made with GenAI.
AI was used to help concept idea, coding assistance and some images for marketing which will be replaced prior to release.
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.
This store page includes promotional assets that were partially created or enhanced using AI-based tools.
We used AI in certain parts of the process when creating the capsule images on our game’s store page.
Some graphics created by generative AI
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.
Sound, SFX, Images.
We use AI to generate Voice Over and help us with Text.
Few of the visuals of characters are generated by AI
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 store assets are put together by human hands but use images generated by AI. All in-game assets, screenshots, and videos are human-made with love. Some in-game assets are purchased from artists on itch.io, the rest are handmade.
I only use AI for the images related to the game's story.
We use AI for coding, translation, and word filtering.
The game's sound track and themes contain AI generated music
Some visual assets for this game were generated with AI.
Store page uses images that are AI generated, which have been modified.
I use AI to assist in generating pre-rendered game assets, store page copy, and some marketing and community materials to improve production efficiency and quality. However, all AI-generated content is carefully reviewed and edited by humans to ensure it aligns with the game's style and brand identity.
With the help of the AI chatbot, you can generate analyses and varied comments on your games and, if required, listen to them in different languages.
There are currently hundreds of assets in the game about 2% are AI generated and are being slowly replaced by real artist.
Please make sure to edit this and fill out the rest.
Some images in the game were created using generative AI.
Some visual assets were created using AI tools under human supervision. No AI is used in the game itself.
Graphic resources
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
- The developer initially generated base code using ChatGPT, through which they learned C# and Unity. This code was then manually edited and expanded by hand. - For the music, the developer received guidance from ChatGPT on composition methods, such as chord progressions, and composed the music manually. - While the developer received advice from ChatGPT on how to create pixel art, no AI was used in the actual drawing process.
Pre-rendered assets and some development assistance code/text were generated using AI tools.
This game used generative AI tools during development to have early placeholder UI/2D Art Assets. No generative AI is used during gameplay, and all final in-game assets were manually reviewed to ensure quality and originality.
This game uses pre-rendered AI-generated content. AI was used to create some static visual assets, including the main menu artwork and base models for in-game avatars. These assets are not generated at runtime. Gameplay systems, logic, and final implementation are authored by the developer, with AI also used as a coding assistance tool during development.
We integrate artificial intelligence solely as a creative assistance tool during pre-production and artistic exploration phases. Specifically, we use image generators to produce preliminary concept art, explore different visual directions, and accelerate iteration on our graphic ideas. AI serves only as a source of inspiration, while the entire final content is fully created, curated, and refined by our human team. Generated images are never used as-is in the final product. Every visual element in the game (textures, characters, environments, illustrations, etc.) is recreated, retouched, painted, recomposed, or manually validated by our artists to ensure: originality of the content, respect for copyright, artistic consistency, and compliance with Steam/Valve guidelines. AI does not contribute to the generation of final assets, 3D models, animations, sounds, or any other elements directly integrated into the game. Its role is strictly limited to providing visual references, aesthetic guidance, and starting points to help our team work more efficiently. This approach allows us to maintain a strong and authentic artistic identity while benefiting from a more fluid, inspiring, and innovative creation process — directly reflected in the quality, coherence, and originality of our game.
Some visual assets were created with the help of generative AI tools. These assets were later modified and updated manually during development. They are not direct or unedited outputs of the AI tools.
AI pre-generated assets only for store and some icons
During the development of this game, I used artificial intelligence tools for the following purposes: * Accelerating the coding process – AI-powered assistants supported programming, debugging, and code generation to help bring the game to life more efficiently. * Text translation and language checking – I used AI to translate written content into multiple languages and to assist with spelling and grammar correction. Please note that all content generated or modified with the help of AI was manually reviewed and edited to ensure quality and a consistent player experience.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
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 | |
XD CLICKER Dev only code | AI has been used to streamline coding and development. | Zapt5454 | - | Mar 18, 2026 | |
守个蛋 In-game content art | This game uses AI-assisted tools to generate certain visual assets, such as character portraits and concept art. These assets were curated and refined by the developer to ensure quality and originality. | Ychicken | 16 | 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 | |
Trade Anchor In-game content artaudio | Some images and icons in the game were generated with AI and post-processed manually.
In-game music and voice-overs are AI generated.
More details on my use of AI in my devlog: https://lemuria.org/devlogs/ta-07/ | Lemuria | - | 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 | |
War of Banners In-game content art | Some of the artwork in this game was created using AI. | Jackto Studios | - | Mar 18, 2026 | |
Walls and Tower Party In-game content audio | AI Voiceover used for the Trailer | MB Games | - | Mar 18, 2026 | |
Marshals of Yore In-game content art | Perk images and Marshal portraits are generated using generative AI and edited manually for artistic coherency. | One Man Horde | 28 | Mar 18, 2026 | |
Of Crowns & Chains In-game content text | AI is used for localization (pre-generated translations of English interface text to supported languages for accessibility purposes). | BlueJayAvis | 16 | Mar 18, 2026 | |
NAMAKORIUM In-game content arttext | This game uses AI to generate some of its graphic assets and to assist with translation. | Polyscape Inc. | 141 | 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 | |
Tabletop Fantasy War In-game content text | AI tools have been used to generate part of the localization texts. | EdenDev Studio | 10 | Mar 18, 2026 | |
Dying Reign code | Optional local LLMs are integrated to provide advice during gameplay. No assets are made with GenAI. | Bryce | - | Mar 18, 2026 | |
Pioneers Store/marketing textcodeart | AI was used to help concept idea, coding assistance and some images for marketing which will be replaced prior to release. | Andy Cadman | - | 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 | |
Knights vs Nature 2 Store/marketing art | This store page includes promotional assets that were partially created or enhanced using AI-based tools. | Poemagames | - | 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 | |
1492 - Colonization of the new world Unclear art | Some graphics created by generative AI | Salty Olives | - | 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 | |
Celestial Wardens Unclear artaudio | Sound, SFX, Images. | Crimson Mantis Interactive | - | Mar 18, 2026 | |
The HELL : Dancing Plates 1923 Kanto Earthquake In-game content audiotext | We use AI to generate Voice Over and help us with Text. | METROPOLICE | - | Mar 18, 2026 | |
Veg Uprising In-game content art | Few of the visuals of characters are generated by AI | PixeCast Studios | - | 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 | |
Harwell In-game content art | Some store assets are put together by human hands but use images generated by AI. All in-game assets, screenshots, and videos are human-made with love.
Some in-game assets are purchased from artists on itch.io, the rest are handmade. | Caleb Houlding | - | Mar 18, 2026 | |
The Mind Snare In-game content art | I only use AI for the images related to the game's story. | wanderson_ods | - | Mar 18, 2026 | |
Word Chain Dungeon Dev only codetext | We use AI for coding, translation, and word filtering. | Ota Mato | - | Mar 18, 2026 | |
Enigmas of Nona: Canaly TD In-game content audio | The game's sound track and themes contain AI generated music | Brlinkiller | - | Mar 18, 2026 | |
Pantheon Poker In-game content art | Some visual assets for this game were generated with AI. | Praetorian Games | - | Mar 18, 2026 | |
Hope Company Store/marketing art | Store page uses images that are AI generated, which have been modified. | Samuel Parker | - | Mar 18, 2026 | |
Elemental Magic Wars Store/marketing arttext | I use AI to assist in generating pre-rendered game assets, store page copy, and some marketing and community materials to improve production efficiency and quality. However, all AI-generated content is carefully reviewed and edited by humans to ensure it aligns with the game's style and brand identity. | FWGames | 11 | Mar 18, 2026 | |
Fritz Chess 20 Steam Edition Live AI textaudio | With the help of the AI chatbot, you can generate analyses and varied comments on your games and, if required, listen to them in different languages. | ChessBase GmbH | 13 | Mar 18, 2026 | |
Golden Gambit In-game content art | There are currently hundreds of assets in the game about 2% are AI generated and are being slowly replaced by real artist. | Smooby, LLC | - | Mar 18, 2026 | |
Cute Fantasy | Please make sure to edit this and fill out the rest. | Memo | - | Mar 18, 2026 | |
Pray Or Die In-game content art | Some images in the game were created using generative AI. | Hyper-Ego Games | - | Mar 18, 2026 | |
New Space Age Store/marketing art | Some visual assets were created using AI tools under human supervision. No AI is used in the game itself. | NT7 Studio | - | Mar 18, 2026 | |
Dungeon Fortress : Overlord Unclear art | Graphic resources | Boonplay | - | 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 | |
Merge Coin: Mai In-game content codeaudioart | - The developer initially generated base code using ChatGPT, through which they learned C# and Unity. This code was then manually edited and expanded by hand.
- For the music, the developer received guidance from ChatGPT on composition methods, such as chord progressions, and composed the music manually.
- While the developer received advice from ChatGPT on how to create pixel art, no AI was used in the actual drawing process. | GhostTempura | - | Mar 18, 2026 | |
Diceeee In-game content arttextcode | Pre-rendered assets and some development assistance code/text were generated using AI tools. | packnrollgames | - | Mar 18, 2026 | |
Riftborn In-game content art | This game used generative AI tools during development to have early placeholder UI/2D Art Assets. No generative AI is used during gameplay, and all final in-game assets were manually reviewed to ensure quality and originality. | MoonRift LLC | - | Mar 18, 2026 | |
Chess, Texas In-game content artcode | This game uses pre-rendered AI-generated content. AI was used to create some static visual assets, including the main menu artwork and base models for in-game avatars. These assets are not generated at runtime. Gameplay systems, logic, and final implementation are authored by the developer, with AI also used as a coding assistance tool during development. | Studio Apollo | 26 | Mar 18, 2026 | |
Choc Tactic for Chess Master In-game content art | We integrate artificial intelligence solely as a creative assistance tool during pre-production and artistic exploration phases.
Specifically, we use image generators to produce preliminary concept art, explore different visual directions, and accelerate iteration on our graphic ideas.
AI serves only as a source of inspiration, while the entire final content is fully created, curated, and refined by our human team.
Generated images are never used as-is in the final product.
Every visual element in the game (textures, characters, environments, illustrations, etc.) is recreated, retouched, painted, recomposed, or manually validated by our artists to ensure:
originality of the content,
respect for copyright,
artistic consistency,
and compliance with Steam/Valve guidelines.
AI does not contribute to the generation of final assets, 3D models, animations, sounds, or any other elements directly integrated into the game.
Its role is strictly limited to providing visual references, aesthetic guidance, and starting points to help our team work more efficiently.
This approach allows us to maintain a strong and authentic artistic identity while benefiting from a more fluid, inspiring, and innovative creation process — directly reflected in the quality, coherence, and originality of our game. | Pooandplay | - | Mar 18, 2026 | |
The Last Seed In-game content art | Some visual assets were created with the help of generative AI tools. These assets were later modified and updated manually during development. They are not direct or unedited outputs of the AI tools. | YebStudio | - | Mar 18, 2026 | |
Power the Future In-game content art | AI pre-generated assets only for store and some icons | simnetzero-dev | - | Mar 18, 2026 | |
Astra Industria In-game content codetext | During the development of this game, I used artificial intelligence tools for the following purposes:
* Accelerating the coding process – AI-powered assistants supported programming, debugging, and code generation to help bring the game to life more efficiently.
* Text translation and language checking – I used AI to translate written content into multiple languages and to assist with spelling and grammar correction.
Please note that all content generated or modified with the help of AI was manually reviewed and edited to ensure quality and a consistent player experience. | Regnum Noctis | - | Mar 18, 2026 |