Artificial Intelligence used to generate placeholder assets for card art and in code modification.
- Creator
- Constellation Studios
- Reviews
- -
- Added
- Aug 14, 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.
Artificial Intelligence used to generate placeholder assets for card art and in code modification.
Some of the visual artwork in Coilbound — including character and card illustrations, environment art, and store assets — was created with the assistance of generative AI image tools during development. All generated content was reviewed, edited, and curated by the developer. Coilbound does not use any AI-generated content in real time during gameplay.
Programming & Scripting: Generative AI tools were used to assist in writing, optimizing, and debugging source code during development. Localization: AI-assisted tools were used to support the translation process for certain languages, which were then reviewed and polished by the development team.
Some of the artwork in FAVOR — including character board illustrations, card art and cover art — was created with the help of generative AI image tools, then curated, edited and assembled by our team for the printed 1st Edition of the game and this digital adaptation. No content is generated live during gameplay: every card, board and illustration is a fixed, pre-made asset that ships with the game.
NeoRunners uses generative AI tools as part of its development process. AI-assisted content includes portions of the game's visual artwork and UI assets, promotional/store artwork, and character voice audio. These assets are generated and/or iterated on during development and are reviewed, selected, edited, and integrated by the development team before being included in the game. The game does not generate this content dynamically during gameplay.
Generative AI tools were used in the creation of certain art assets, audio materials and descriptive text during game development. All AI-generated content has been manually reviewed, edited and integrated by the developer. No new content is dynamically generated by AI while the game is running.
During the development of this game, most of the code was generated with AI assistance; however, I personally carried out extensive debugging, modifications, and integration to ensure its stability. All creative content in the game — including the art, music, design, and writing — was handcrafted by me independently. Some sound effects are sourced from publicly available resources on free-to-use commercial websites, while others were made by me personally.
Some monsters in the game are drawn using AI.
Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer.
Some aspects of code, art, and sound effects were generated with the use of LLMs.
We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs.
Evoruption uses generative AI to create its 2D artwork. All artwork is selected, refined, and integrated into the game by the developer.
The card illustrations, background art and background music in this game were created with generative AI tools during development. All of it is produced ahead of time, reviewed and selected by the developer, and shipped as fixed asset files. The game does not generate any content at runtime and does not connect to any AI service while you play.
Some store page artwork (capsule images) was created with the assistance of generative AI tools and then edited and reviewed by the developer. Some 2D art (card artwork, backgrounds, UI) and in-game text (card descriptions, flavor text) were created with the help of generative AI tools.
This game is basically AI-generated
Generative AI tools were used during development to assist with some pre-generated visual assets and store marketing images. These assets are fixed in advance and are not generated during gameplay. The released game does not call an external generative AI service and does not generate text, images, audio, code, or other content at runtime.
Of course, we used artificial intelligence to create some of the illustrations and interface elements, translate texts into various languages, and make the programmers’ work easier. Without AI, it would have been impossible to bring our project to life with the quality we envisioned and within a realistic timeframe. We’d like to thank the developers and companies behind artificial intelligence for the incredible tools that helped us realize our dream and create this game.
This game uses generative AI tools to assist in the creation of select visual assets and localization. Card illustrations and art assets: AI-generated concepts serve as an early creative foundation, developed under the direction of veteran concept artist Ni Li (ArtStation portfolio available, 10+ years of artistic experience). Localization: AI-assisted translation is used for 30+ languages.
Some artwork and game assets were edited and created using AI tools.
Breathtoll includes some AI-generated content, all of it created during development. Nothing is generated live while you play. Cinematic cutscenes: the video imagery and animation are AI-generated. Creatures: the 3D creature models began as AI-generated base meshes and were hand-refined through multiple Blender passes (cleanup, retopology, and texturing) before use in the game. Store and marketing art: some capsule and store images are composed from frames of the AI-generated cutscenes. All other content is human-made, including the game code, systems, design, all writing (scripts, narration, and story), and the hand-authored card art. We hold the rights to the AI-generated content under the generating tools' commercial licenses. This disclosure reflects the current build. We are in the process of bringing on an artist for human-made renderings, and some of the AI-generated content above will be replaced with human-created work for the full launch. We will update this disclosure as that happens.
Some card illustrations currently use AI-generated artwork. Following the game’s full release, these illustrations will gradually be replaced with artwork created by professional artists.
Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine.
Some card‑art images were initially generated by generative‑AI tools, then manually edited, redrawn and processed by developers. No AI‑generated content is created during gameplay.
Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay.
All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way.
Procession Engine is a hand-designed game that uses AI tools to speed up development. Every card, faction, and system was designed, balanced, and playtested by its developer. Generative AI tools were used under human direction as part of the production pipeline: 2D artwork (card illustrations and icons) and 3D model bases were generated to the developer's specifications and then reviewed, curated, and integrated by hand. Sound effects were produced with AI audio tools and individually selected and mixed. Portions of the game code were written with AI assistance and reviewed by a human. No AI content is generated at runtime.
Generative AI tools were used during development to assist with the creation and iteration of some 2D visual assets, UI elements, concept artwork, and selected audio assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
* Localization done with the help of generative AI
BattleDeck uses AI tools in the following areas: Artwork, audio and as a development assistant during coding. All AI generated content has been reviewed and refined by the developer.
some of the code for the game is AI generated, some backgrounds
This game uses AI for art, music, and localization.
Some of the game's 2D artwork (the slot machine cabinet and its symbols) was created with the help of generative AI image tools, then reviewed, corrected and integrated by hand. Part of the soundtrack was created with generative AI music tools. All game design, gameplay code and text were authored by the developer, who also used AI coding assistants during development. Nothing is AI-generated at runtime: the game contains no live AI content.
Some artwork, music, and sound effects were created with the assistance of AI tools, then curated and edited by the developer.
Generative AI tools were used in parts of this game's development, always under human creative direction. Art: The game's visual design is led by a classically trained 2D artist acting as art director. The UI style, overall color palette, character art, and environment style are all conceived and directed by a human, starting from hand-drawn sketches and detailed art direction. Generative AI is used only as an execution tool carrying out that direction—the distinctive style and texture of the game come from human artistic judgment, and every asset is directed, selected, and refined by the artist. Music: The main melodies are composed by us by ear. Generative AI is then directed—with specific guidance on mood, instrumentation, and arrangement—to help realize the finished tracks. Code: The game's code was generated using AI coding tools. All content is reviewed and integrated by the developers before inclusion. The game contains no content generated live by AI during gameplay.
This game was made with the help of generative AI tools: • 2D art: Some of the game's 2D artwork (backgrounds, UI skins, card and joker illustrations) was created using generative AI, then selected, edited and integrated into the game by hand. • Commentary: In-match commentary lines were produced with AI text-to-speech. All other sound effects are synthesized procedurally by the game's own code, with no AI involved. No AI model runs while you play. The game is fully offline and never connects to any server; all of the content above is pre-generated, fixed content created during development. No player data is ever sent to any AI system.
Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay.
Some characters and backgrounds were designed using AI.
Generative AI was used to assist in creating selected promotional capsule and library artwork for this Steam store page. These assets were reviewed and selected by the developer. No generative AI features are used during gameplay, and no content is generated at runtime.
Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects. All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services.
This game contains pre-generated visual, audio, and text assets created with generative AI and selected, directed, edited, and integrated by the developer. It does not use live-generated AI content during gameplay.
Generative AI was used to assist in creating some pre-generated art assets, including portions of card artwork, UI decorations, and store marketing imagery. All AI-assisted assets are reviewed, edited, and integrated by the developer before inclusion. The game does not use generative AI to generate content while running.
Some pre-created content in SPELLSTEEL was developed with the assistance of generative AI as part of a human-directed creative process. SPELLSTEEL does not use generative AI to generate gameplay content or player-facing content in real time.
Some artwork , sound effects, and music were created using generative AI tools. All content was pre-generated during development and reviewed/edited by the developer. The game does not generate content at runtime.
Some card illustrations were created with the assistance of generative AI during development, then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay.
Generative AI tools were used during development to assist with portions of the game’s code, including implementation, debugging, refactoring, and testing. The resulting code was reviewed, edited, integrated, and tested before inclusion in the shipped build. The game does not contain a generative AI model, does not connect to a generative AI service, does not accept player prompts, and does not generate code or other AI content while running.
Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play.
this game is fully developed by AI, art is generated by AI as well
Cards art was done with Generative AI. The background art, win/lose/tie screens, and several effect images
Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay.
All visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Deck Beasts Dev only artcode | Artificial Intelligence used to generate placeholder assets for card art and in code modification. | Constellation Studios | - | Aug 14, 2026 | |
Coilbound In-game content art | Some of the visual artwork in Coilbound — including character and card illustrations, environment art, and store assets — was created with the assistance of generative AI image tools during development. All generated content was reviewed, edited, and curated by the developer. Coilbound does not use any AI-generated content in real time during gameplay. | Goblin Games | - | Aug 14, 2026 | |
SetList Battle In-game content codetext | Programming & Scripting: Generative AI tools were used to assist in writing, optimizing, and debugging source code during development.
Localization: AI-assisted tools were used to support the translation process for certain languages, which were then reviewed and polished by the development team. | Monaka | - | Aug 14, 2026 | |
FAVOR In-game content art | Some of the artwork in FAVOR — including character board illustrations, card art and cover art — was created with the help of generative AI image tools, then curated, edited and assembled by our team for the printed 1st Edition of the game and this digital adaptation. No content is generated live during gameplay: every card, board and illustration is a fixed, pre-made asset that ships with the game. | Corkscrew Games | - | Aug 14, 2026 | |
NeoRunners In-game content artaudio | NeoRunners uses generative AI tools as part of its development process. AI-assisted content includes portions of the game's visual artwork and UI assets, promotional/store artwork, and character voice audio. These assets are generated and/or iterated on during development and are reviewed, selected, edited, and integrated by the development team before being included in the game. The game does not generate this content dynamically during gameplay. | VanHawk | - | Aug 14, 2026 | |
World War II Auto Battler In-game content artaudiotext | Generative AI tools were used in the creation of certain art assets, audio materials and descriptive text during game development. All AI-generated content has been manually reviewed, edited and integrated by the developer. No new content is dynamically generated by AI while the game is running. | Three Sevens 21 | - | Aug 14, 2026 | |
please have fun in the dream Dev only code | During the development of this game, most of the code was generated with AI assistance; however, I personally carried out extensive debugging, modifications, and integration to ensure its stability. All creative content in the game — including the art, music, design, and writing — was handcrafted by me independently. Some sound effects are sourced from publicly available resources on free-to-use commercial websites, while others were made by me personally. | Yang Jiaxuan | - | Aug 14, 2026 | |
Endless Dark Loot In-game content art | Some monsters in the game are drawn using AI. | BaMiao | - | Aug 14, 2026 | |
DaiDee 大弟 In-game content artaudiotext | Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer. | YCF Productions | - | Aug 13, 2026 | |
Spike Force In-game content artaudiocode | Some aspects of code, art, and sound effects were generated with the use of LLMs. | Deep Six Game Studios | - | Aug 13, 2026 | |
Mahjong Solitaire In-game content art | We've harnessed the power of Generative AI technology to create several of our game's unique theme background artworks, enhancing your gaming experience with visually stunning designs. | Popoko VM Games | - | Aug 13, 2026 | |
Evoruption In-game content art | Evoruption uses generative AI to create its 2D artwork. All artwork is selected, refined, and integrated into the game by the developer. | Arctic Moose Games | - | Aug 13, 2026 | |
CardCollectorBattle In-game content artaudio | The card illustrations, background art and background music in this game were created with generative AI tools during development. All of it is produced ahead of time, reviewed and selected by the developer, and shipped as fixed asset files. The game does not generate any content at runtime and does not connect to any AI service while you play. | RNG Game Lab | - | Aug 13, 2026 | |
PlayCard Football In-game content arttext | Some store page artwork (capsule images) was created with the assistance of generative AI tools and then edited and reviewed by the developer. Some 2D art (card artwork, backgrounds, UI) and in-game text (card descriptions, flavor text) were created with the help of generative AI tools. | Cormisys | - | Aug 13, 2026 | |
Confidence Man Unclear | This game is basically AI-generated | zun | - | Aug 13, 2026 | |
学習ローグ Store/marketing art | Generative AI tools were used during development to assist with some pre-generated visual assets and store marketing images. These assets are fixed in advance and are not generated during gameplay. The released game does not call an external generative AI service and does not generate text, images, audio, code, or other content at runtime. | YIICTSC | - | Aug 13, 2026 | |
Robinson: Survival In-game content arttext | Of course, we used artificial intelligence to create some of the illustrations and interface elements, translate texts into various languages, and make the programmers’ work easier. Without AI, it would have been impossible to bring our project to life with the quality we envisioned and within a realistic timeframe. We’d like to thank the developers and companies behind artificial intelligence for the incredible tools that helped us realize our dream and create this game. | Digital Fresh | - | Aug 13, 2026 | |
Oh My Card: Taiji Hyper In-game content arttext | This game uses generative AI tools to assist in the creation of select visual assets and localization.
Card illustrations and art assets: AI-generated concepts serve as an early creative foundation, developed under the direction of veteran concept artist Ni Li (ArtStation portfolio available, 10+ years of artistic experience).
Localization: AI-assisted translation is used for 30+ languages. | EntropyZen | - | Aug 13, 2026 | |
Seven Seals In-game content art | Some artwork and game assets were edited and created using AI tools. | Nexus Media | - | Aug 11, 2026 | |
Breathtoll In-game content art | Breathtoll includes some AI-generated content, all of it created during development. Nothing is generated live while you play.
Cinematic cutscenes: the video imagery and animation are AI-generated.
Creatures: the 3D creature models began as AI-generated base meshes and were hand-refined through multiple Blender passes (cleanup, retopology, and texturing) before use in the game.
Store and marketing art: some capsule and store images are composed from frames of the AI-generated cutscenes.
All other content is human-made, including the game code, systems, design, all writing (scripts, narration, and story), and the hand-authored card art. We hold the rights to the AI-generated content under the generating tools' commercial licenses.
This disclosure reflects the current build. We are in the process of bringing on an artist for human-made renderings, and some of the AI-generated content above will be replaced with human-created work for the full launch. We will update this disclosure as that happens. | Josh Winter | - | Aug 11, 2026 | |
刀与剑 ~斗牌风云录 In-game content art | Some card illustrations currently use AI-generated artwork. Following the game’s full release, these illustrations will gradually be replaced with artwork created by professional artists. | LarjGameStudio | - | Aug 11, 2026 | |
Raise, Rise & Die In-game content art | Character and environment art and animations are AI-generated as a starting point (PixelLab, ComfyUI), then reworked, corrected and integrated by hand by the solo developer. The same applies to store page and marketing artwork. All AI-assisted content is pre-generated and finalized before shipping — no content is generated at runtime on the player's machine. | Grimvault games | - | Aug 11, 2026 | |
剑心犹在 In-game content art | Some card‑art images were initially generated by generative‑AI tools, then manually edited, redrawn and processed by developers. No AI‑generated content is created during gameplay. | SU HANTIAN | - | Aug 11, 2026 | |
Card duel : Black rite In-game content artaudio | Some visual art assets and music used in this game were created with the assistance of generative AI tools. These materials are used as part of the game's visual presentation and soundtrack. No content is generated by AI during gameplay. | Uya | - | Aug 8, 2026 | |
GO, STOP In-game content artaudiotext | All 2D artwork (hwatu card illustrations, character portraits, backgrounds) and music tracks were created using generative AI tools, then curated, edited, and assembled by the developer. All AI content is pre-rendered during development — nothing is generated live at runtime. Localization was machine-assisted and human-reviewed. Store page assets were produced the same way. | Moon Shin Ho | - | Aug 8, 2026 | |
Procession Engine In-game content artaudiocode | Procession Engine is a hand-designed game that uses AI tools to speed up development. Every card, faction, and system was designed, balanced, and playtested by its developer. Generative AI tools were used under human direction as part of the production pipeline: 2D artwork (card illustrations and icons) and 3D model bases were generated to the developer's specifications and then reviewed, curated, and integrated by hand. Sound effects were produced with AI audio tools and individually selected and mixed. Portions of the game code were written with AI assistance and reviewed by a human. No AI content is generated at runtime. | Not Applicable Games | - | Aug 8, 2026 | |
Pachinko Forge In-game content artaudio | Generative AI tools were used during development to assist with the creation and iteration of some 2D visual assets, UI elements, concept artwork, and selected audio assets. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | Cow Horse Studio | - | Aug 8, 2026 | |
A Wizard-Chess Tournament In-game content text | * Localization done with the help of generative AI | Stefan Badenhorst | - | Aug 8, 2026 | |
BattleDeck In-game content artaudiocode | BattleDeck uses AI tools in the following areas:
Artwork, audio and as a development assistant during coding. All AI generated content has been reviewed and refined by the developer. | 5Aces | - | Aug 8, 2026 | |
Muddi In-game content artcode | some of the code for the game is AI generated, some backgrounds | Morten N. Jensen | - | Aug 8, 2026 | |
Twenty One Points In-game content artaudiotext | This game uses AI for art, music, and localization. | 浮生若琉璃 | - | Aug 7, 2026 | |
Discard In-game content artaudiotextcode | Some of the game's 2D artwork (the slot machine cabinet and its symbols) was created with the help of generative AI image tools, then reviewed, corrected and integrated by hand. Part of the soundtrack was created with generative AI music tools. All game design, gameplay code and text were authored by the developer, who also used AI coding assistants during development. Nothing is AI-generated at runtime: the game contains no live AI content. | GiorgioFox | - | Aug 7, 2026 | |
Slay Sean, Save The World! In-game content artaudio | Some artwork, music, and sound effects were created with the assistance of AI tools, then curated and edited by the developer. | Christopher Pufan | - | Aug 7, 2026 | |
SEVEIL In-game content artaudiocode | Generative AI tools were used in parts of this game's development, always under human creative direction.
Art: The game's visual design is led by a classically trained 2D artist acting as art director. The UI style, overall color palette, character art, and environment style are all conceived and directed by a human, starting from hand-drawn sketches and detailed art direction. Generative AI is used only as an execution tool carrying out that direction—the distinctive style and texture of the game come from human artistic judgment, and every asset is directed, selected, and refined by the artist.
Music: The main melodies are composed by us by ear. Generative AI is then directed—with specific guidance on mood, instrumentation, and arrangement—to help realize the finished tracks.
Code: The game's code was generated using AI coding tools.
All content is reviewed and integrated by the developers before inclusion. The game contains no content generated live by AI during gameplay. | Fever Nap Studio | - | Aug 7, 2026 | |
Cartagol: Football Card Career In-game content artaudiotext | This game was made with the help of generative AI tools:
• 2D art: Some of the game's 2D artwork (backgrounds, UI skins, card and joker illustrations) was created using generative AI, then selected, edited and integrated into the game by hand.
• Commentary: In-match commentary lines were produced with AI text-to-speech. All other sound effects are synthesized procedurally by the game's own code, with no AI involved.
No AI model runs while you play. The game is fully offline and never connects to any server; all of the content above is pre-generated, fixed content created during development. No player data is ever sent to any AI system. | İlker Yelken | - | Aug 6, 2026 | |
Ember Covenant In-game content arttextcode | Generative AI tools were used during development to assist with concept artwork, selected in-game visual assets, and portions of written content and code. All AI-assisted material was reviewed, curated, edited, and integrated by the developer. The game does not generate AI content during gameplay. | UAB Dimetris | - | Aug 5, 2026 | |
Gorgeous Legion In-game content art | Some characters and backgrounds were designed using AI. | Gorgeous Game | - | Aug 5, 2026 | |
Chess Town Store/marketing art | Generative AI was used to assist in creating selected promotional capsule and library artwork for this Steam store page. These assets were reviewed and selected by the developer. No generative AI features are used during gameplay, and no content is generated at runtime. | Ludo Narrative Lab | - | Aug 5, 2026 | |
Card&Dungeon In-game content arttextaudio | Generative AI tools were used during development to assist with portions of the game’s code, gameplay data, English and Korean text, visual assets—including card, character, monster, UI, and environment artwork—and the creation of music, ambience, and sound effects.
All AI-assisted material was reviewed and selected by the developer, then edited or processed where appropriate, tested, and integrated into the game. The game does not use generative AI at runtime, and no player input or personal data is sent to generative AI services. | SDBD Studio | - | Aug 5, 2026 | |
ZERO KNOWLEDGE In-game content artaudiotext | This game contains pre-generated visual, audio, and text assets created with generative AI and selected, directed, edited, and integrated by the developer. It does not use live-generated AI content during gameplay. | Spencer MacBeth | - | Aug 4, 2026 | |
万界牌:轮回湮灭 In-game content art | Generative AI was used to assist in creating some pre-generated art assets, including portions of card artwork, UI decorations, and store marketing imagery. All AI-assisted assets are reviewed, edited, and integrated by the developer before inclusion. The game does not use generative AI to generate content while running. | FAN XIAOBO | - | Aug 4, 2026 | |
Spellsteel In-game content arttext | Some pre-created content in SPELLSTEEL was developed with the assistance of generative AI as part of a human-directed creative process. SPELLSTEEL does not use generative AI to generate gameplay content or player-facing content in real time. | Kharadum Studios | - | Aug 4, 2026 | |
BoardboundHeroes In-game content artaudio | Some artwork , sound effects, and music were created using generative AI tools. All content was pre-generated during development and reviewed/edited by the developer. The game does not generate content at runtime. | Calvis Studio | - | Aug 4, 2026 | |
魔王诛杀 In-game content art | Some card illustrations were created with the assistance of generative AI during development, then selected, edited, and integrated by the developer. No AI-generated content is created during gameplay. | Linqi Jiang | - | Aug 4, 2026 | |
The Rouge Casino Dev only code | Generative AI tools were used during development to assist with portions of the game’s code, including implementation, debugging, refactoring, and testing. The resulting code was reviewed, edited, integrated, and tested before inclusion in the shipped build. The game does not contain a generative AI model, does not connect to a generative AI service, does not accept player prompts, and does not generate code or other AI content while running. | ceoadlw | - | Aug 4, 2026 | |
Bagatto In-game content art | Some of this game's assets were made with the assistance of generative AI tools and were reviewed, curated and hand-finished by the developer. No content is generated while you play. | Meridian Studios | - | Aug 4, 2026 | |
100+ Bored Games In-game content art | this game is fully developed by AI, art is generated by AI as well | AQ | - | Aug 4, 2026 | |
Siege In-game content art | Cards art was done with Generative AI.
The background art, win/lose/tie screens, and several effect images | Emas | - | Aug 4, 2026 | |
Escape the Umbra In-game content artaudio | Pre-generated generative AI tools were used during production to create or assist with 2D artwork, animation assets, music, and sound effects. All AI-assisted content is selected, edited as needed, and integrated by the developer. The game does not generate content during gameplay. | Tyborg | - | Aug 4, 2026 | |
Lagan Salvage Run In-game content arttext | All visual assets and store page copy that ship with the product were created using generative AI tools during development, then reviewed and edited by the developer. This includes: card illustrations, creature and hazard art, UI iconography, and backgrounds within the game; the Steam capsule and header images; and the written store page description. Store page screenshots are unaltered captures of the running game. No content is generated at runtime; all assets are static and baked into the build. Procedural systems in the game (seeded board layout, salvage rolls) are deterministic algorithms, not generative AI. | Drumlin | - | Aug 2, 2026 |