Only assets like art and sound were generated using AI. Code was designed and programmed by me.
- Creator
- Caitlyn Walsh (CaveBit Studios)
- Reviews
- -
- Added
- Jul 22, 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.
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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.
Only assets like art and sound were generated using AI. Code was designed and programmed by me.
Portions of this game were created with the assistance of generative AI tools. This includes parts of the game's code, artwork and UI graphics, sound effects, and written text (in-game and on the store page). All AI-assisted content was directed, reviewed, and edited by the developer before inclusion. No AI content is generated during gameplay, the cribbage opponent uses conventional game algorithms, not generative AI and the game does not connect to any AI services at runtime.
Some Music is generated. Thats it :)
AI was used for the game's cover art.
Part of the art icons in the game are AI-generated.
Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece by Debussy and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime.
Some Assets were created with AI assistance.
Topological Board Game used generative AI tools during development to assist with programming, documentation, store-page text, localization drafts, and design iteration. All AI-assisted material is reviewed and edited by the developer before being included in the game or store page. The game does not use generative AI to create live player-facing content during gameplay. It does not connect to external third-party AI services during normal gameplay. Local robot opponents, rule-based analysis, search, simulation, and self-play/research tools may be included, but these are gameplay/strategy systems rather than live generative AI content systems.
Some card and background illustrations were initially generated using generative AI and then reviewed and edited by the developer before being included in the game.
This is a solo-developed game. Some visual assets were created with the assistance of generative AI. I started from my own sketches and concepts, then used AI to generate and refine artwork, with all final assets reviewed and integrated by me.
Marketing images and designs incorporate some AI-generated elements
This game may use pre-generated AI-assisted visual assets in some store/marketing materials and placeholder art. All such assets are reviewed and edited by the developer. The game does not use live generative AI during gameplay.
Pueblo Duerme uses generative AI during gameplay to create short in-game text chat messages for bot players in social deduction matches. The game includes local Qwen3 GGUF models that run on the player's PC through a local llama-server process, with Quality and Performance modes available in the settings menu. Player messages are not sent to an external AI service. The system is limited to gameplay dialogue and uses validation and fallback responses to keep messages within the game's rules.
Generative AI was used only during the early concept art and ideation phase to help explore visual directions and inspire the art team. Any AI-assisted concepts served solely as reference material. All final in-game artwork was created, substantially reworked, or manually produced by human artists. The game does not generate AI content during gameplay, and no live AI systems are used by players.
AI tools were used to assist in creating some store page descriptions and game graphics.
This game was created with the assistance of generative AI tools for visual assets, music, and coding. All generated material was extensively edited, arranged, curated, and directed by the developer. The gameplay design, UI layout, visual style, and overall creative vision are the result of significant human authorship.
Generative AI was used as an assistive tool for creating some visual assets. All AI-assisted assets were manually edited and refined by a human designer before being included in the game.
The game does not use AI to generate content for the game. Some of the game content was developed using AI, but the game itself does not use AI to generate any content.
Generative AI tools were used during development to assist with the creation and editing of some visual assets, background assets, character assets, code, and text. The game does not include live AI-generated content based on player input. All AI-assisted content has been reviewed, edited, and approved by the developer before inclusion. The game does not contain AI-generated adult-only content.
Game backgrounds, character portraits, map elements, and UI icons are pre-generated using AI image generation tools.
Some store-page and marketing imagery for Crown & Conquest (capsule art, icons) was created with the assistance of generative AI image tools. All gameplay, rules, audio, and in-game art are hand-authored, and the game does not use generative AI during gameplay.
This game uses generative AI ONLY to assist with translations for some supported languages. Gameplay, puzzles, artwork, characters, and game design are created by the development team.
Generative AI was used as an assistive tool for some parts of the following game development tasks: (Background images, item images, coloring of character artwork, sound, code review, optimization, and localization text.)
The game's lessons and coach commentary were drafted with generative AI tools and then edited by the developer and written into the code. Nothing is generated live while you play. The game's actual analysis, such as equity, odds, and the grading of your decisions, is computed by the game's code, not by AI. The game's 2D artwork was also created using generative AI image tools.
Some music and assets in this game were created with generative AI tools, then manually reworked and adapted by the developer. The game design, code and integration are the developer's own work.
AI is used in some of the images on the store page and in the game title.
The program generates Chess player profiles and Evaluations of certain chess positions with the help of chess engines and AI.
Some of the store page artwork, including capsule images and promotional graphics, were created with the assistance of generative AI tools.
Some visual assets used in Organized Chaos were created with the assistance of generative artificial intelligence tools, including character art, item icons, environmental props, and promotional/game UI visuals. These assets were reviewed, selected, edited, and implemented by the developer to match the game’s intended style, readability, and gameplay needs.
The creative direction and design of this game are the work of the developer. All code, copywriting, artwork, background images, and non-Chinese translations were AI-assisted.
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.
This game uses AI-generated images, created with Stable Diffusion and similar tools, for card artwork, character portraits, backgrounds, and animated card videos. All AI-generated assets were reviewed and edited by the developer. No AI generates content during gameplay.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Some visual assets and visual reference material used during development were created with the assistance of generative AI tools. All final assets are reviewed, edited, and curated by me before use. I use these tools to support and enhance my own ideas and designs, not to replace the creative process.
I have updated the AI Content Survey to better reflect the content used in the game. Some background images were created with the assistance of generative AI. A small number of player card artworks were also created using generative AI, but the majority of the cards were created without AI-generated artwork. Additionally, some promotional/store images contain AI-generated elements, while many others do not. The AI-generated content is limited to certain visual assets and does not affect gameplay or game logic.
We use generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers.
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 of this game's images and artwork, its background music, and parts of its translated text were created with the help of generative AI tools. All AI-assisted content was reviewed by the developer before being included. The Sudoku puzzles themselves are generated by traditional (non-AI) algorithms, and no content is generated by AI while you play.
This game contains some AI-generated backgrounds and icons. Apart from that, all card art, characters, and 3D models are hand-crafted.
Some of the artwork currently in Norectus: Theatre of War was created with generative AI tools during development, including card art, in-game backgrounds, and store images. We use it as placeholder art so we can build, balance, and expand the game during Early Access. We are commissioning human artists and replacing this AI-generated art over time. Every AI-assisted asset is reviewed by our team before it goes into the game.
AI was utilized in the following areas: * Art Assets: Two textures (the move marker and UI background) were generated using AI tools. * Development: AI was primarily used for code review, debugging, and localization support. * Audio: Some musical tracks and voices may have been AI-generated. Text: Help text was generated and proofread with AI assistance. * In-Game Feature: The game includes llama.cpp, enabling an experimental feature where players can consult an AI about chess moves.
Everything except the gameplay, copywriting, and visual effects is made with AI.
Generative AI tools were used during the development of this game to assist with programming, game logic implementation, written content, visual assets, and other development workflows. AI-generated code, text, images, and design elements were reviewed, modified, and approved by the developer before being included in the final product.
This game uses AI-generated artwork.
Developed using Claude Code.
Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay.
AI-generated assets were used for the store graphical capsule art.
This game was developed with the assistance of various AI tools. All AI-assisted content was reviewed, edited, and implemented by the developer before being included in the final game.
Some of the Generals' portraits were created using AI.
AI was used to assist with translating the in-game text.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Glyphrune In-game content artaudio | Only assets like art and sound were generated using AI. Code was designed and programmed by me. | Caitlyn Walsh (CaveBit Studios) | - | Jul 22, 2026 | |
Just Cribbage In-game content artaudiotextcode | Portions of this game were created with the assistance of generative AI tools. This includes parts of the game's code, artwork and UI graphics, sound effects, and written text (in-game and on the store page). All AI-assisted content was directed, reviewed, and edited by the developer before inclusion. No AI content is generated during gameplay, the cribbage opponent uses conventional game algorithms, not generative AI and the game does not connect to any AI services at runtime. | Five Cats Studios | - | Jul 22, 2026 | |
Ranoka In-game content audio | Some Music is generated. Thats it :) | Soul in a flask | - | Jul 22, 2026 | |
Football Chess Store/marketing art | AI was used for the game's cover art. | PEGAX Studios | - | Jul 20, 2026 | |
大圣牌凌霄斗神 In-game content art | Part of the art icons in the game are AI-generated. | 大唐工作室 | - | Jul 20, 2026 | |
Damage Shogi In-game content codeaudioart | Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece by Debussy and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime. | Ichigeki Games | - | Jul 18, 2026 | |
Maiden Covenant: The Infernal Citadel Unclear | Some Assets were created with AI assistance. | Moving Bear Studio | - | Jul 18, 2026 | |
Topological Board Game In-game content codetext | Topological Board Game used generative AI tools during development to assist with programming, documentation, store-page text, localization drafts, and design iteration. All AI-assisted material is reviewed and edited by the developer before being included in the game or store page.
The game does not use generative AI to create live player-facing content during gameplay. It does not connect to external third-party AI services during normal gameplay. Local robot opponents, rule-based analysis, search, simulation, and self-play/research tools may be included, but these are gameplay/strategy systems rather than live generative AI content systems. | You-Xun Zhang | - | Jul 18, 2026 | |
Road2Conquest In-game content art | Some card and background illustrations were initially generated using generative AI and then reviewed and edited by the developer before being included in the game. | J2H2 | - | Jul 18, 2026 | |
Alien Hunt In-game content art | This is a solo-developed game. Some visual assets were created with the assistance of generative AI. I started from my own sketches and concepts, then used AI to generate and refine artwork, with all final assets reviewed and integrated by me. | Myrt | - | Jul 17, 2026 | |
Queen's Court: A Duel of Dignitaries Store/marketing art | Marketing images and designs incorporate some AI-generated elements | The Lady and Loaf Games Co. | - | Jul 16, 2026 | |
Twisted Roll Store/marketing art | This game may use pre-generated AI-assisted visual assets in some store/marketing materials and placeholder art. All such assets are reviewed and edited by the developer. The game does not use live generative AI during gameplay. | mapapa | - | Jul 15, 2026 | |
Pueblo Duerme Live AI text | Pueblo Duerme uses generative AI during gameplay to create short in-game text chat messages for bot players in social deduction matches. The game includes local Qwen3 GGUF models that run on the player's PC through a local llama-server process, with Quality and Performance modes available in the settings menu. Player messages are not sent to an external AI service. The system is limited to gameplay dialogue and uses validation and fallback responses to keep messages within the game's rules. | D-Games | - | Jul 13, 2026 | |
Greek War In-game content art | Generative AI was used only during the early concept art and ideation phase to help explore visual directions and inspire the art team. Any AI-assisted concepts served solely as reference material. All final in-game artwork was created, substantially reworked, or manually produced by human artists. The game does not generate AI content during gameplay, and no live AI systems are used by players. | Universal Lab | - | Jul 12, 2026 | |
Dice & Dare : A Push-Your-Luck Casino-Style Dice Roguelike Store/marketing textart | AI tools were used to assist in creating some store page descriptions and game graphics. | TheVegasLab.com | - | Jul 11, 2026 | |
The Curse of Dracula In-game content artaudiocode | This game was created with the assistance of generative AI tools for visual assets, music, and coding. All generated material was extensively edited, arranged, curated, and directed by the developer. The gameplay design, UI layout, visual style, and overall creative vision are the result of significant human authorship. | Peter Kelly | - | Jul 11, 2026 | |
Citadels - Shadow City In-game content art | Generative AI was used as an assistive tool for creating some visual assets. All AI-assisted assets were manually edited and refined by a human designer before being included in the game. | SERGEI MIRONOV | - | Jul 11, 2026 | |
Realm Tycoons Dev only | The game does not use AI to generate content for the game. Some of the game content was developed using AI, but the game itself does not use AI to generate any content. | Sunstone Entertainment LLC | - | Jul 11, 2026 | |
どいなかでリバーシ In-game content artcodetext | Generative AI tools were used during development to assist with the creation and editing of some visual assets, background assets, character assets, code, and text. The game does not include live AI-generated content based on player input. All AI-assisted content has been reviewed, edited, and approved by the developer before inclusion. The game does not contain AI-generated adult-only content. | Hapon Works | - | Jul 11, 2026 | |
Hex Clash - The Fractured Combs In-game content art | Game backgrounds, character portraits, map elements, and UI icons are pre-generated using AI image generation tools. | Salih Demirkol | - | Jul 11, 2026 | |
Crown & Conquest In-game content art | Some store-page and marketing imagery for Crown & Conquest (capsule art, icons) was created with the assistance of generative AI image tools. All gameplay, rules, audio, and in-game art are hand-authored, and the game does not use generative AI during gameplay. | Cannibal Parrot Games | - | Jul 11, 2026 | |
Sudokiller In-game content text | This game uses generative AI ONLY to assist with translations for some supported languages.
Gameplay, puzzles, artwork, characters, and game design are created by the development team. | Tranqui Games | - | Jul 9, 2026 | |
フォーチュリア:交易路の開拓者 In-game content artaudiocodetext | Generative AI was used as an assistive tool for some parts of the following game development tasks:
(Background images, item images, coloring of character artwork, sound, code review, optimization, and localization text.) | FUJIYAMA ENTERTAINMENT | - | Jul 9, 2026 | |
Final Table In-game content textart | The game's lessons and coach commentary were drafted with generative AI tools and then edited by the developer and written into the code. Nothing is generated live while you play. The game's actual analysis, such as equity, odds, and the grading of your decisions, is computed by the game's code, not by AI.
The game's 2D artwork was also created using generative AI image tools. | Phocus Games | - | Jul 9, 2026 | |
Hatch'n'Wall In-game content audioart | Some music and assets in this game were created with generative AI tools, then manually reworked and adapted by the developer. The game design, code and integration are the developer's own work. | Fromont Gaming | - | Jul 8, 2026 | |
Rever4 Store/marketing art | AI is used in some of the images on the store page and in the game title. | As-key | - | Jul 8, 2026 | |
ChessBase'26 SE Unclear text | The program generates Chess player profiles and Evaluations of certain chess positions with the help of chess engines and AI. | ChessBase GmbH | - | Jul 8, 2026 | |
无尽扫雷模拟器 Store/marketing art | Some of the store page artwork, including capsule images and promotional graphics, were created with the assistance of generative AI tools. | FishForge | - | Jul 8, 2026 | |
Organized Chaos In-game content art | Some visual assets used in Organized Chaos were created with the assistance of generative artificial intelligence tools, including character art, item icons, environmental props, and promotional/game UI visuals. These assets were reviewed, selected, edited, and implemented by the developer to match the game’s intended style, readability, and gameplay needs. | Alena Mangusheva | - | Jul 7, 2026 | |
Massive Wild Monsters Spawn Near the Castle In-game content arttextcode | The creative direction and design of this game are the work of the developer. All code, copywriting, artwork, background images, and non-Chinese translations were AI-assisted. | ZhiCheng Xu | - | 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 | |
Soul Monsters: The Machine Kingdom and the Lich Queen In-game content art | This game uses AI-generated images, created with Stable Diffusion and similar tools, for card artwork, character portraits, backgrounds, and animated card videos. All AI-generated assets were reviewed and edited by the developer. No AI generates content during gameplay. | Industrial Miracle | - | Jul 7, 2026 | |
ON&OFF Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | DopamineCrucian | - | Jul 7, 2026 | |
Suika 3D Dev only art | Some visual assets and visual reference material used during development were created with the assistance of generative AI tools.
All final assets are reviewed, edited, and curated by me before use. I use these tools to support and enhance my own ideas and designs, not to replace the creative process. | Leaky Tap Games | - | Jul 6, 2026 | |
FootBall Card Battle In-game content art | I have updated the AI Content Survey to better reflect the content used in the game.
Some background images were created with the assistance of generative AI. A small number of player card artworks were also created using generative AI, but the majority of the cards were created without AI-generated artwork. Additionally, some promotional/store images contain AI-generated elements, while many others do not.
The AI-generated content is limited to certain visual assets and does not affect gameplay or game logic. | Howling Beast Entertainment | - | Jul 5, 2026 | |
Odin's Chess Unclear | We use generative AI to help create this game. It's part of what lets a small team build a game like this. We believe in being transparent about the tools we use, but they're only tools. Every part of this game is reviewed, refined, and curated by our team to meet our creative vision and quality standards, and we hope you'll enjoy the game for the experience it delivers. | Ridiculous Games | - | 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 | |
Sudoku Haven In-game content artaudiotext | Some of this game's images and artwork, its background music, and parts of its translated text were created with the help of generative AI tools. All AI-assisted content was reviewed by the developer before being included. The Sudoku puzzles themselves are generated by traditional (non-AI) algorithms, and no content is generated by AI while you play. | Emu WTF | - | Jul 2, 2026 | |
The Singularity In-game content art | This game contains some AI-generated backgrounds and icons.
Apart from that, all card art, characters, and 3D models are hand-crafted. | CompileError | - | Jul 2, 2026 | |
Norectus: Theatre of War In-game content art | Some of the artwork currently in Norectus: Theatre of War was created with generative AI tools during development, including card art, in-game backgrounds, and store images. We use it as placeholder art so we can build, balance, and expand the game during Early Access. We are commissioning human artists and replacing this AI-generated art over time. Every AI-assisted asset is reviewed by our team before it goes into the game. | Glacir Studios | 10 | Jul 2, 2026 | |
Caïssa Board In-game content arttextaudiocode | AI was utilized in the following areas:
* Art Assets: Two textures (the move marker and UI background) were generated using AI tools.
* Development: AI was primarily used for code review, debugging, and localization support.
* Audio: Some musical tracks and voices may have been AI-generated.
Text: Help text was generated and proofread with AI assistance.
* In-Game Feature: The game includes llama.cpp, enabling an experimental feature where players can consult an AI about chess moves. | Dominique Lorre | - | Jul 1, 2026 | |
Town Master In-game content textart | Everything except the gameplay, copywriting, and visual effects is made with AI. | LIU JIEYI | - | Jul 1, 2026 | |
The Rich Die First In-game content arttextcode | Generative AI tools were used during the development of this game to assist with programming, game logic implementation, written content, visual assets, and other development workflows. AI-generated code, text, images, and design elements were reviewed, modified, and approved by the developer before being included in the final product. | Huiyi Chu | - | Jun 30, 2026 | |
Vexbound In-game content art | This game uses AI-generated artwork. | Cierzo Works | - | Jun 29, 2026 | |
Daily War Online Dev only code | Developed using Claude Code. | Daily War Online | - | Jun 29, 2026 | |
Scorched Dominion In-game content artaudio | Generative AI tools were used during development to create and edit some visual assets, including character, unit, action, and background artwork. Generative AI was also used in the creation of some sound and audio assets. All generated materials were reviewed, selected, and edited by the developer before being included in the game or its store assets. The game does not generate AI content during gameplay. | InfiniService | - | Jun 28, 2026 | |
APEX Swoop: Card Game Store/marketing art | AI-generated assets were used for the store graphical capsule art. | Apex Business Computing | - | Jun 28, 2026 | |
Nonogram Detective In-game content | This game was developed with the assistance of various AI tools. All AI-assisted content was reviewed, edited, and implemented by the developer before being included in the final game. | Detective Barry | - | Jun 28, 2026 | |
三國鼎立Online Remastered In-game content art | Some of the Generals' portraits were created using AI. | Chinesegamer | 79 | Jun 28, 2026 | |
Take That Hill In-game content text | AI was used to assist with translating the in-game text. | Hunted Cow Games | - | Jun 28, 2026 |