Chaos ChessSteamSome assets have been generated using AI
- Creator
- Dark Keep Studios
- Reviews
- -
- Added
- Aug 23, 2026
Chaos ChessSteamSome assets have been generated using AI
GRIDLOCK GAMBITSteamThis game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer.
Cyber Classics CollectionSteamSome shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime.
Checkmate RushSteamAll pixel artwork is hand-made by a human artist (Dani Maccari, licensed and credited). Sound effects are procedurally synthesized from hand-authored code and Suno AI. AI tools were used during development as a programming assistant and to help draft and edit some in-game and store text, all of which was human-directed, reviewed, and curated. No generative AI runs at runtime, and no AI-generated imagery ships with the game.
Kingsfall:ChessSteamKingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay.
Immortal ChessSteamGenerative AI tools were used during development to assist with the creation of some visual assets, store artwork and initial localization drafts. All generated content was reviewed, edited, and integrated by the developer. Immortal Chess does not generate AI content during gameplay.
Watch Party: Watch the web togetherSteamPre-generated content only. Some 2D artwork (menu and loading-screen key art) and UI sound effects were created or processed with generative AI tools, then reviewed and edited by the developer. No content is AI-generated at runtime.
World War ChessSteamVery few of the models are AI Generated, and I want to remove those models once I have the time
TacticianSteamAI translation tools were used to produce the localized text for the game. Additionally, initial concept drafts for select visual assets were generated using AI, but were subsequently heavily modified, painted over, and finalized by human artists.
Damage XiangqiSteam[Pre-Generated AI Content] Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime.
A Wizard-Chess TournamentSteam* Localization done with the help of generative AI
Chess TownSteamGenerative 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.
Damage ChessSteamPortions of this game's code, artwork, music arrangement, and text were created with the assistance of generative AI tools (Anthropic Claude). All AI-assisted content was reviewed, tested, and curated by the developer. The game does not generate any content using AI at runtime.
Chaos ChessSteamNo art or sound generation was used. Some help for coding the complex in-game enemy AI interactions were utilized from LLM models. Also the game analysis was made with coding help.
Topological Board GameSteamTopological 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.
Hex Clash - The Fractured CombsSteamGame backgrounds, character portraits, map elements, and UI icons are pre-generated using AI image generation tools.
ChessBase'26 SESteamThe program generates Chess player profiles and Evaluations of certain chess positions with the help of chess engines and AI.
Odin's ChessSteamWe 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.
Caïssa BoardSteamAI 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.
K-CHESS OMEGASteamThis game uses generative AI to create concept art, some background illustrations. All AI-generated content has been reviewed, edited, and refined by human hands to ensure it does not infringe on any copyrights.
Pillar Of WarSteamThis game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency. No AI is used during gameplay, and the player experience is entirely handcrafted.
ZeitnotSteamAI-generated content is used only during the concept art and asset planning phase to generate initial creative ideas. No AI-generated content is present in the final game.
Altus Chess-Archaic BeginningsSteamAll visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI.
Crown TacticsSteamMachine learning was used in the initial localisation process for the Crown Tactics in game and store page text.
Dechamel ChessSteamAI was used to help create elements of the game and the store page.
Grand Chess Manager: Road to GrandmasterSteamPre-generated AI-assisted artwork is used for fictional chess player avatars and selected promotional visuals. These assets are reviewed before inclusion. No live generative AI is used during gameplay.
Final Legal MoveSteamAI is used to produce the following: - Character sprites / icons - Soundtrack
King's SkirmishSteamTranslations made with IA
JanggiSteamWe'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.
Chess 2SteamCover art and localizations were made with the help of generative artificial intelligence.
Checkers KingdomSteamI have used Claude Code to create the game itself code and assets.
Centurion's GambitSteamAll visual assets and sound effects in this game were created with the assistance of AI generation tools, then curated and integrated by the developer.
RanaRangam: Where Chess Pieces BleedSteamAs a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork. The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me. My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets.
The Kings Game: Through the VeilSteamSome portions of a few 2D graphics were based off AI Generation before modifying.
Last Crown GambitSteamSome in-game 3D assets were created using AI-assisted tools and have been reviewed and modified by the developer before being included in the game.
NEXUS CHESSSteamThis project was developed using advanced AI-assisted tools across visual assets, audio design, and core system implementation, with all elements carefully refined and adjusted to ensure a cohesive and polished gameplay experience.
Rogue MateSteamThis game incorporates AI assistance in its development. The overall vision and execution remain that of the developer. All language translations were done using Claude. If there are any mistranslations, please contact me to fix them!
ChessilloSteamAI tools were used to assist in the creation of some music tracks and visual assets. All AI-generated content was reviewed and refined by the developer.
Chess Master Quest - IdleSteamChess Master Quest was developed by a solo developer with assistance from generative AI tools during development. • Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer. • Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer. No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay.
Sharp ChessSteamthe art for the game is generated by AI
Strike ChessSteamAI tools were occasionally used during development to assist with coding challenges and debugging. All visual assets, audio, and in-game content were created entirely by humans, with no AI-generated art, music, or gameplay elements included in the final product.
Chess AISteamSome in-game artwork, including silver and gold tier chess pieces, game boards, and character upgrade images, were created using AI image generation tools.
Chess KingdomSteamI have used Claude Code to create the game itself code and assets.
Fool`s RoadSteamAI was used to generate store page images, Steam capsule artwork, and some class icon concepts. All AI generated materials were edited and modified by the developer. All gameplay systems, mechanics, game design, and creative decisions are fully developed and curated by the developer. AI tools were used as a productivity aid, not as a replacement for creative direction or game development.
Card ChessSteamThe game is developed with assistance of generative AI.
CheckersSteamWe'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.
ChesscentSteamAI was used as a tool to support the creative and technical process, not as a replacement for design, implementation, or artistic decision-making. AI was used to assist with programming tasks, such as problem-solving, code structuring, and iteration during development. All final code was reviewed, adapted, and integrated manually by the developer. AI was also used to generate early visual concepts and rough art sketches. These assets were not used directly in the final game; instead, they served as references and inspiration. All final visuals were manually reviewed, refined, and adjusted to fit the game’s art direction and technical constraints.
KingsterSteamSome 2D art and sound effects were created using limited AI-assisted drafts, then fully hand-edited and finalized by our art team. No AI runs during gameplay, and players do not generate or interact with AI content.
The Board is YoursSteamI translated the game with online tools to support other languages than English and French
Chess vs AllSteamI want to be fully transparent with you. Some of the visual assets in this game were created with the help of generative AI tools. However, AI was used strictly as a tool, not as a replacement for creativity or craftsmanship. No image generated by AI was used “as is.” Every asset went through heavy manual modification, repainting, redesigning, compositional changes, color correction, detailing, and integration into the game’s visual language. I spent hundreds of hours in GIMP reworking compositions, adjusting lighting and color palettes, redrawing shapes and much more. The final result you see in the game is the outcome of extensive manual work and artistic decisions. I'm not an artist at all, and AI simply helped accelerate early-stage iteration. Without this help the game could not exist. The game’s design, mechanics, balance, progression systems, and overall vision are entirely human-made. Thank you for supporting indie development.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Chaos Chess Unclear | Some assets have been generated using AI | Dark Keep Studios | - | Aug 23, 2026 | |
GRIDLOCK GAMBIT In-game content audioarttext | This game was developed with the assistance of generative AI. Music, sound effects, translation, and some visual art were AI-generated, then curated and adjusted by the developer. | Yossy | - | Aug 22, 2026 | |
Cyber Classics Collection In-game content artaudiotext | Some shipped content was created with the help of generative AI tools and then reviewed and edited by the developer: parts of the store and marketing artwork, the trailer music, and the first drafts of the interface translations (German, Spanish, French, Polish, Brazilian Portuguese). All gameplay, rules logic and code are deterministic and human-reviewed. The game does not generate any AI content at runtime. | Blacksmith Forge | - | Aug 17, 2026 | |
Checkmate Rush In-game content textaudio | All pixel artwork is hand-made by a human artist (Dani Maccari, licensed and credited). Sound effects are procedurally synthesized from hand-authored code and Suno AI. AI tools were used during development as a programming assistant and to help draft and edit some in-game and store text, all of which was human-directed, reviewed, and curated. No generative AI runs at runtime, and no AI-generated imagery ships with the game. | Opal Labs | - | Aug 16, 2026 | |
Kingsfall:Chess In-game content art | Kingsfall:Chess uses pre-generated AI-generated imagery for some visual assets within the game and promotional/store materials. Other visual assets were created by artists using traditional methods. No content is generated by AI during gameplay. | Kahuna Studios | - | Aug 15, 2026 | |
Immortal Chess In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets, store artwork and initial localization drafts. All generated content was reviewed, edited, and integrated by the developer.
Immortal Chess does not generate AI content during gameplay. | Arcane Square Games | - | Aug 11, 2026 | |
Watch Party: Watch the web together In-game content artaudio | Pre-generated content only. Some 2D artwork (menu and loading-screen key art) and UI sound effects were created or processed with generative AI tools, then reviewed and edited by the developer. No content is AI-generated at runtime. | Strangeloop Interactive | - | Aug 11, 2026 | |
World War Chess Unclear art | Very few of the models are AI Generated, and I want to remove those models once I have the time | Lanse | 18 | Aug 11, 2026 | |
Tactician In-game content textart | AI translation tools were used to produce the localized text for the game. Additionally, initial concept drafts for select visual assets were generated using AI, but were subsequently heavily modified, painted over, and finalized by human artists. | Interlink Games | - | Aug 10, 2026 | |
Damage Xiangqi In-game content codeaudioart | [Pre-Generated AI Content] Generative AI (Anthropic Claude) was used during development to write game code, to create the BGM (note data transcribed from a public-domain piece and procedurally generated music), and to compose store artwork from in-game assets. No content is generated by AI at runtime. | Ichigeki Games | - | Aug 8, 2026 | |
A Wizard-Chess Tournament In-game content text | * Localization done with the help of generative AI | Stefan Badenhorst | - | Aug 8, 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 | |
Damage Chess In-game content artaudiotextcode | Portions of this game's code, artwork, music arrangement, and text were created with the assistance of generative AI tools (Anthropic Claude). All AI-assisted content was reviewed, tested, and curated by the developer. The game does not generate any content using AI at runtime. | Ichigeki Games | - | Aug 4, 2026 | |
Chaos Chess Dev only code | No art or sound generation was used. Some help for coding the complex in-game enemy AI interactions were utilized from LLM models. Also the game analysis was made with coding help. | Mad Gnome Works | - | Jul 24, 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 | |
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 | |
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 | |
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 | |
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 | |
K-CHESS OMEGA In-game content art | This game uses generative AI to create concept art, some background illustrations. All AI-generated content has been reviewed, edited, and refined by human hands to ensure it does not infringe on any copyrights. | Deep Square Studio | - | Jun 27, 2026 | |
Pillar Of War In-game content art | This game uses generative artificial intelligence as part of the development process. AI tools were used to assist with creating certain visual assets and design elements. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure quality and consistency.
No AI is used during gameplay, and the player experience is entirely handcrafted. | Wolf Ferrell | - | Jun 15, 2026 | |
Zeitnot Dev only art | AI-generated content is used only during the concept art and asset planning phase to generate initial creative ideas. No AI-generated content is present in the final game. | Emremefa | - | Jun 13, 2026 | |
Altus Chess-Archaic Beginnings In-game content art | All visual artwork in Altus Chess: Archaic Beginnings — piece designs, board and background art, and promotional/store imagery — was created using generative AI image tools, directed by the developer through human-written prompts based on the game's own pieces and concepts, then reviewed and edited by hand. No content is generated live during gameplay. The game's opponent is a proprietary, hand-built algorithmic chess engine, not generative AI. | Anonymous | - | Jun 13, 2026 | |
Crown Tactics In-game content text | Machine learning was used in the initial localisation process for the Crown Tactics in game and store page text. | OfficeLabs Studios | - | Jun 3, 2026 | |
Dechamel Chess Store/marketing | AI was used to help create elements of the game and the store page. | Grgo Mariani | - | Jun 3, 2026 | |
Grand Chess Manager: Road to Grandmaster In-game content art | Pre-generated AI-assisted artwork is used for fictional chess player avatars and selected promotional visuals. These assets are reviewed before inclusion. No live generative AI is used during gameplay. | Onurcan Donmezer | - | 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 | |
King's Skirmish In-game content text | Translations made with IA | Cobem | - | May 23, 2026 | |
Janggi Store/marketing 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 | - | May 23, 2026 | |
Chess 2 Store/marketing arttext | Cover art and localizations were made with the help of generative artificial intelligence. | Proper Puppy | - | May 23, 2026 | |
Checkers Kingdom In-game content codeart | I have used Claude Code to create the game itself code and assets. | Pinch Games | - | May 23, 2026 | |
Centurion's Gambit In-game content artaudio | All visual assets and sound effects in this game were created with the assistance of AI generation tools, then curated and integrated by the developer. | iebaz | - | May 23, 2026 | |
RanaRangam: Where Chess Pieces Bleed In-game content art | As a solo indie developer working with a limited art budget, I have used generative AI tools for some visual assets, primarily UI artwork.
The gameplay systems, mechanics, programming, balancing, and overall game design are created and implemented by me.
My long-term goal is to continue improving the game’s artwork and, as the game grows, work with professional artists to replace and further refine AI-assisted visual assets. | Bogaram Rakesh | - | May 23, 2026 | |
The Kings Game: Through the Veil In-game content art | Some portions of a few 2D graphics were based off AI Generation before modifying. | Sonar Games | - | May 23, 2026 | |
Last Crown Gambit In-game content art | Some in-game 3D assets were created using AI-assisted tools and have been reviewed and modified by the developer before being included in the game. | Feona Games | - | May 23, 2026 | |
NEXUS CHESS In-game content artaudiocode | This project was developed using advanced AI-assisted tools across visual assets, audio design, and core system implementation, with all elements carefully refined and adjusted to ensure a cohesive and polished gameplay experience. | Guy's Games | - | May 23, 2026 | |
Rogue Mate In-game content text | This game incorporates AI assistance in its development. The overall vision and execution remain that of the developer.
All language translations were done using Claude. If there are any mistranslations, please contact me to fix them! | MiThiKaL Productions | - | May 23, 2026 | |
Chessillo In-game content audioart | AI tools were used to assist in the creation of some music tracks and visual assets. All AI-generated content was reviewed and refined by the developer. | DRV | - | May 23, 2026 | |
Chess Master Quest - Idle In-game content textcode | Chess Master Quest was developed by a solo developer with assistance from generative AI tools during development.
• Code: AI coding assistants (GitHub Copilot, Claude) were used to help write and refine parts of the game code. All code was reviewed and tested by the developer.
• Text: AI was used to help draft and edit some in-game text, including puzzle annotations and educational commentary. All text was reviewed and edited by the developer.
No AI-generated visual art or music is used in the game. Chess piece graphics are open-source vector assets. Store capsule images and artwork were created by a professional artist. The chess engine (Stockfish) is traditional software, not generative AI. No content is generated by AI at runtime during gameplay. | LearnTech Games | - | May 23, 2026 | |
Sharp Chess In-game content art | the art for the game is generated by AI | Melmax LLC | - | May 23, 2026 | |
Strike Chess Dev only code | AI tools were occasionally used during development to assist with coding challenges and debugging. All visual assets, audio, and in-game content were created entirely by humans, with no AI-generated art, music, or gameplay elements included in the final product. | CodingWithKantecki | - | May 23, 2026 | |
Chess AI In-game content art | Some in-game artwork, including silver and gold tier chess pieces, game boards, and character upgrade images, were created using AI image generation tools. | General Turtle | - | Mar 18, 2026 | |
Chess Kingdom In-game content codeart | I have used Claude Code to create the game itself code and assets. | Pinch Games | 27 | Mar 18, 2026 | |
Fool`s Road In-game content art | AI was used to generate store page images, Steam capsule artwork, and some class icon concepts. All AI generated materials were edited and modified by the developer.
All gameplay systems, mechanics, game design, and creative decisions are fully developed and curated by the developer. AI tools were used as a productivity aid, not as a replacement for creative direction or game development. | Pikas | - | Mar 18, 2026 | |
Card Chess Unclear | The game is developed with assistance of generative AI. | Jin Shaochen | - | Mar 18, 2026 | |
Checkers Store/marketing 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 | 10 | Mar 18, 2026 | |
Chesscent Dev only codeart | AI was used as a tool to support the creative and technical process, not as a replacement for design, implementation, or artistic decision-making.
AI was used to assist with programming tasks, such as problem-solving, code structuring, and iteration during development. All final code was reviewed, adapted, and integrated manually by the developer.
AI was also used to generate early visual concepts and rough art sketches. These assets were not used directly in the final game; instead, they served as references and inspiration. All final visuals were manually reviewed, refined, and adjusted to fit the game’s art direction and technical constraints. | Alex did it | - | Mar 18, 2026 | |
Kingster In-game content artaudio | Some 2D art and sound effects were created using limited AI-assisted drafts, then fully hand-edited and finalized by our art team. No AI runs during gameplay, and players do not generate or interact with AI content. | LoreHeim | - | Mar 18, 2026 | |
The Board is Yours In-game content text | I translated the game with online tools to support other languages than English and French | Draelent | 33 | Mar 18, 2026 | |
Chess vs All In-game content art | I want to be fully transparent with you. Some of the visual assets in this game were created with the help of generative AI tools. However, AI was used strictly as a tool, not as a replacement for creativity or craftsmanship.
No image generated by AI was used “as is.” Every asset went through heavy manual modification, repainting, redesigning, compositional changes, color correction, detailing, and integration into the game’s visual language.
I spent hundreds of hours in GIMP reworking compositions, adjusting lighting and color palettes, redrawing shapes and much more.
The final result you see in the game is the outcome of extensive manual work and artistic decisions. I'm not an artist at all, and AI simply helped accelerate early-stage iteration. Without this help the game could not exist.
The game’s design, mechanics, balance, progression systems, and overall vision are entirely human-made.
Thank you for supporting indie development. | else games | - | Mar 18, 2026 |