I used generative AI to help me restructure my code and translate the game into other languages.
- Creator
- J19 Games
- Reviews
- -
- Added
- Oct 10, 2026
Public Steam disclosure research 25,376 disclosures tracked
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Interactive or runtime AI features disclosed by the developer.
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I used generative AI to help me restructure my code and translate the game into other languages.
The game contains pre-generated AI-assisted artwork, including industrial workshop and interface art, jewels, visual effect assets, and static store artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services.
Generative AI is used to create some transport announcement audio and to assist with writing store page descriptions.
Explanation about the game development process: In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration. However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience. AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience.
The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used.
for multilingual support
Generative AI was used to assist in the creation of some graphical assets and mathematical formulas used within the software's code.
The scenes, portraits and item pictures in this game, and the store art, were made with AI image-generation tools under the developer's direction. The paper and dark of the screens and the guild's red seal come from public-domain prints of the 15th to 17th centuries. Most of the written text, including the Japanese translation, was drafted with an AI model under the developer's direction and revised by hand. Music and sound effects were synthesised procedurally without AI. Nothing is generated by AI while you play.
This game was made with the help of AI tools. Parts of the in-game text, the store page artwork and text, and the trailer (including its music) were created with AI assistance and reviewed by the developer. No content is generated by AI while you play.
3D models were made with Meshy and the radio and trailer music with ElevenLabs, all then selected and edited by the developer. Code was written with AI assistance. Nothing is generated while you play.
I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code.
Some of the game's text (menus, hints, minigame descriptions and translations) and the copy on this store page were written with the help of an AI language model. The game does not use AI to create anything while you play.
No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated. The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI. AI Usage: AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI.
The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer.
TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer. Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand: - Store artwork, logos and the main menu background image - Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese - Help with some in-game descriptions (shows, films, characters) The game does not use AI while you play.
Translations into other languages was made by using AI. If mistakes were made please send in a bug report.
Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game.
AI was used to edit capsule artwork and background music tracks.
AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing.
Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services.
Generative AI was used during the development of the game to create and assist with visual assets, including illustrations, UI elements, icons, textures, and promotional artwork. These AI-generated assets were reviewed, selected, edited, and integrated into the game by the developer.
Generative AI tools were used during the development of this game to assist with creating certain visual assets, audio assets, and programming code. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and overall quality. The game does not use generative AI to create content during gameplay.
Generative AI was used to generate some marketing materials. No generative AI was used for any asset in the game.
AI was used to background music tracks.
Some sounds and images were AI generated. All AI content was checked by real person. We also used deepL AI for localizations
I'm a solo developer and not experienced with 3D art, so I used AI tools for parts of this game: some sound effects were generated with an AI audio tool, the logo and key art (also used for the store artwork and icons) were created with an AI image generator, and about half of the item artwork was made with AI-assisted tools and then reworked. Item names and descriptions and the store page text were written with the help of AI tools and reviewed by me; the translations were also created with the help of AI tools. With support from others, I would like to gradually replace the AI-assisted item artwork with assets made by people.
Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game.
Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay.
Generative AI was used for in-game graphics.
Some content in Cairn & Carat was created with the help of generative AI: - The 3D models of the characters and the collection display shelf were generated with Meshy AI, then adjusted and set up in Unity by our team. - In-game texts, their translations into the supported languages and the store page texts were written and translated with AI assistance.
Generative AI was used during development to create various visual assets featured in the game. The game maps and some UI elements were created manually by the developer. Generative AI was used as a content creation tool, while the final assets were integrated and adapted by the developer for use in the game.
Artificial Intelligence is used to help with creating art.
The game's sprites, characters and building artwork were created with generative AI image tools, and the background music tracks were created with generative AI audio tools. All assets were selected and integrated into the game by the developer. Gameplay, design and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services.
The store page description was drafted with help from an AI writing assistant and reviewed by the developer. The game includes AI-generated voice audio made with Kokoro TTS from developer-written scripts, including waiting-room broadcasts, public-address announcements, and story voices. The game does not generate new content with AI during play; staff and patient behavior uses authored, rule-based simulation systems. No game art or text is AI-generated.
Generative AI was used during development to create in-game artwork, music, sound effects, text, and translations, as well as store and promotional artwork. The game does not generate AI content during gameplay.
Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a Pixel Art artist.
Generative AI tools were used during development to assist with localization and the creation of some game assets. Generative AI is not used to generate content during gameplay, and the game does not connect to external AI services during execution.
Localizations other than Polish and English are translated with AI tools.
AI was used to generate our event assets, player assets, market good assets, icon assets.
During the development of our game, generative AI tools were used to assist in creating certain 2D underwater background visuals, store page graphics. Additionally, AI-based language models were utilized for writing the store page descriptions and localizing the game into various languages. All AI-generated content was manually reviewed and edited before being implemented into the game or the store page.
Generative AI was used to create selected promotional artwork for the Steam store page and to assist with the localization of store text. All generated content was reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
AI-assisted development tools (an AI coding assistant) were used during development to help write code and portions of this store page's descriptive text. No game art, music, or narrative content was generated by AI.
AI-Based Translation
This game uses generative AI tools to help create some of the visual assets displayed in the game and on its store page, including select images and icons. All gameplay systems, mechanics, and code are designed and implemented by the development team. AI-generated visuals are reviewed and curated before being included in the final product.
Asharven's code, in-game text, logo and store text were created with the help of AI tools and reviewed by the developer. 3D models, animations, textures, icons, effects and music are licensed assets made by people. The game does not generate content with AI while it is running.
Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game.
Some visuals were created with AI assistance.
background music, sound effects, text, some sprites
Created with Astra and Claude.
Generative AI was used during development for code, music, UI text, icons, and store imagery. Generated output is reviewed, edited, tested, and integrated by the developer.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Harbor Master In-game content text | I used generative AI to help me restructure my code and translate the game into other languages. | J19 Games | - | Oct 10, 2026 | |
Jewel Reels In-game content art | The game contains pre-generated AI-assisted artwork, including industrial workshop and interface art, jewels, visual effect assets, and static store artwork. No content is generated by AI during gameplay, and the game does not connect to external AI services. | Shinkami Dev | - | Oct 10, 2026 | |
Cities Designers In-game content audiotext | Generative AI is used to create some transport announcement audio and to assist with writing store page descriptions. | InfiniteDimensional LLC | - | Oct 10, 2026 | |
珠宝之王 In-game content arttext | Explanation about the game development process:
In the early concept design and creative ideation stage of this game, we did use AI technology as an auxiliary tool to help us explore and validate various artistic styles and creative directions more quickly. These AI-generated reference materials provided us with initial inspiration.
However, the core creative concepts, story writing, character design, and all artistic assets presented in the final game were personally conceived and carefully crafted by our creative team. Each game element underwent repeated human optimization and fine-tuning to ensure the best gaming experience.
AI was only used as an auxiliary tool, and the final game content presented is the result of human creation. We have always adhered to human creation as the main driver, committed to bringing players a unique and meticulously polished gaming experience. | Magic Cat | - | Oct 9, 2026 | |
Banners & Crowns In-game content artaudiotextcode | The key art, story illustrations, kingdom portraits, music, opening film, menu video and its narration were produced with generative AI tools (Ideogram, Lyria, Seedance, Kling and ElevenLabs, through Artlist) and then selected, edited and assembled by the developer. The 3D map, units and buildings are procedural low-poly models built in code, and the sound effects are synthesised in the game. The game was written with the help of an AI coding assistant. No content is generated while the game is running; everything is pre-generated and shipped in the build. No real people's likenesses or voices are used. | EDOBGames | - | Oct 9, 2026 | |
Keep on Digging! In-game content text | for multilingual support | Yamu Studios | - | Oct 9, 2026 | |
Prolumi: Project Room In-game content artcode | Generative AI was used to assist in the creation of some graphical assets and mathematical formulas used within the software's code. | Prolumi Interactive | - | Oct 9, 2026 | |
Grim Guild In-game content arttext | The scenes, portraits and item pictures in this game, and the store art, were made with AI image-generation tools under the developer's direction. The paper and dark of the screens and the guild's red seal come from public-domain prints of the 15th to 17th centuries. Most of the written text, including the Japanese translation, was drafted with an AI model under the developer's direction and revised by hand. Music and sound effects were synthesised procedurally without AI. Nothing is generated by AI while you play. | PocketStudio | - | Oct 9, 2026 | |
Ship It! : Indie Studio Simulator In-game content textartaudio | This game was made with the help of AI tools. Parts of the in-game text, the store page artwork and text, and the trailer (including its music) were created with AI assistance and reviewed by the developer. No content is generated by AI while you play. | McHunter Studio | - | Oct 9, 2026 | |
Not Another Garbage Simulator In-game content artaudiocode | 3D models were made with Meshy and the radio and trailer music with ElevenLabs, all then selected and edited by the developer. Code was written with AI assistance. Nothing is generated while you play. | Score Software LLC | - | Oct 9, 2026 | |
Catch Command '98 In-game content text | I used an AI coding assistant while building the game, and it helped come up with the achievement names and descriptions, and some events which I edited. Nothing else in the game is AI generated: the soundtrack is licensed from its creators, the radio voices are my own recordings, and the art and sounds are produced by the game's code. | MonkeyCat Games | - | Oct 9, 2026 | |
Bored Board In-game content text | Some of the game's text (menus, hints, minigame descriptions and translations) and the copy on this store page were written with the help of an AI language model. The game does not use AI to create anything while you play. | at your own risk studios | - | Oct 9, 2026 | |
Greaselord In-game content arttext | No AI is used to generate content or code while the game is running, and the game does not connect to any AI service. Sound effects and music are synthesized by the game itself and are not AI-generated.
The game development started around 2019/2025, my official Initial commit on Github was on Jun 7, 2023, means most work has been done without knowing AI.
AI Usage:
AI has been used as mathematician and bughunter - which you really need as one (wo or man) studio - and to generate some small graphics such as achievements. 90% of work has been done by me over the years, I decided now to finish this game after doing it as side project for many years. AI helped me to handle the complexity the data by simulating the game play 100 of times, which would be not possible as single developer having a life outside of the cave. One last: Majority of the shop and ingame translations have been done by AI. | Cyb3rArtStudios | - | Oct 9, 2026 | |
Let It Melt In-game content audiotextart | The game's music was created with AI tools. The translations of the game's text and of this store page into languages other than French were also made with the help of AI tools. All the game's visuals are drawn by code by the developer. | Osiris Atlas | - | Oct 9, 2026 | |
Television Dynasty Manager In-game content arttext | TV Dynasty Manager was designed by a solo developer. The game idea, the gameplay systems and the original German texts were created by the developer.
Generative AI was used as a tool for some parts, and all results were reviewed and edited by hand:
- Store artwork, logos and the main menu background image
- Translations of the German original into English, Spanish, French, Italian, Portuguese, Japanese, Russian and Chinese
- Help with some in-game descriptions (shows, films, characters)
The game does not use AI while you play. | One Tiny Empire | - | Oct 9, 2026 | |
Petrol Empire In-game content text | Translations into other languages was made by using AI. If mistakes were made please send in a bug report. | Voltaxis | - | Oct 9, 2026 | |
The President: 20th Century 2 In-game content art | Some visual assets in this game (such as illustrations, icons, and background images) were created with the assistance of generative AI tools. All AI-generated content was reviewed, edited, and curated by our development team before being included in the game. | Oxiwyle Inc. | - | Oct 9, 2026 | |
Bar Owner Simulator In-game content artaudio | AI was used to edit capsule artwork and background music tracks. | Curve Street | - | Oct 9, 2026 | |
Islandry Store/marketing arttext | AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing. | Cropstone Studio | - | Oct 9, 2026 | |
Metro. Manage the Underground In-game content arttext | Generative AI was used for pre-generated promotional artwork and localization text. No AI content is generated during gameplay. The game does not connect to external AI services. | RODRIK LTD | - | Oct 9, 2026 | |
Oystrike In-game content art | Generative AI was used during the development of the game to create and assist with visual assets, including illustrations, UI elements, icons, textures, and promotional artwork. These AI-generated assets were reviewed, selected, edited, and integrated into the game by the developer. | Mostly Accidental | - | Oct 9, 2026 | |
Verdict of the Forge In-game content artaudiocode | Generative AI tools were used during the development of this game to assist with creating certain visual assets, audio assets, and programming code. All AI-assisted content has been reviewed, edited, and integrated by the developer to ensure consistency with the game's artistic direction and overall quality. The game does not use generative AI to create content during gameplay. | 航海工作室 | - | Oct 9, 2026 | |
OmniMart Tycoon Store/marketing art | Generative AI was used to generate some marketing materials. No generative AI was used for any asset in the game. | sugames | - | Oct 9, 2026 | |
Italian Street Food Simulator In-game content audio | AI was used to background music tracks. | Curve Street | - | Oct 8, 2026 | |
Landlord Simulator In-game content audioarttext | Some sounds and images were AI generated. All AI content was checked by real person. We also used deepL AI for localizations | BeyondPlanet | 32 | Oct 8, 2026 | |
Scrap Horizon In-game content artaudiotext | I'm a solo developer and not experienced with 3D art, so I used AI tools for parts of this game: some sound effects were generated with an AI audio tool, the logo and key art (also used for the store artwork and icons) were created with an AI image generator, and about half of the item artwork was made with AI-assisted tools and then reworked. Item names and descriptions and the store page text were written with the help of AI tools and reviewed by me; the translations were also created with the help of AI tools. With support from others, I would like to gradually replace the AI-assisted item artwork with assets made by people. | Kattwinkel IT & Games | - | Oct 7, 2026 | |
Supreme Front In-game content arttext | Generative AI tools were used during development to assist with the creation and refinement of selected visual assets, artwork, and localization. AI-generated material is reviewed and adjusted before inclusion in the game. | AI Games SA | - | Oct 7, 2026 | |
L Wars: Chi Town In-game content arttextcode | Generative AI tools were used during development to assist with portions of the game’s pre-generated 2D character and promotional artwork, localization drafts, and code. All AI-assisted material was reviewed, selected, and edited by the developer before inclusion. The game does not generate AI content during gameplay. | Best KPI LLC | - | Oct 7, 2026 | |
Circulopolis: The Commissioner of Transition In-game content art | Generative AI was used for in-game graphics. | Feyza Sevilmiş | - | Oct 7, 2026 | |
Cairn & Carat In-game content arttext | Some content in Cairn & Carat was created with the help of generative AI:
- The 3D models of the characters and the collection display shelf were generated with Meshy AI, then adjusted and set up in Unity by our team.
- In-game texts, their translations into the supported languages and the store page texts were written and translated with AI assistance. | ZeuZ IT | - | Oct 7, 2026 | |
CastleWright In-game content art | Generative AI was used during development to create various visual assets featured in the game. The game maps and some UI elements were created manually by the developer. Generative AI was used as a content creation tool, while the final assets were integrated and adapted by the developer for use in the game. | Lunarhellgames | - | Oct 7, 2026 | |
Shady Den Simulator Unclear art | Artificial Intelligence is used to help with creating art. | zfgames | - | Oct 7, 2026 | |
Cozy Karaoke Tycoon In-game content artaudio | The game's sprites, characters and building artwork were created with generative AI image tools, and the background music tracks were created with generative AI audio tools. All assets were selected and integrated into the game by the developer. Gameplay, design and sound effects were made without generative AI. The game does not generate any AI content during play and does not connect to any AI services. | chi yin so | - | Oct 7, 2026 | |
VitalCore Hospital In-game content audiotext | The store page description was drafted with help from an AI writing assistant and reviewed by the developer. The game includes AI-generated voice audio made with Kokoro TTS from developer-written scripts, including waiting-room broadcasts, public-address announcements, and story voices. The game does not generate new content with AI during play; staff and patient behavior uses authored, rule-based simulation systems. No game art or text is AI-generated. | VitalCore Studios | - | Oct 7, 2026 | |
Monster Club League Manager In-game content artaudiotext | Generative AI was used during development to create in-game artwork, music, sound effects, text, and translations, as well as store and promotional artwork. The game does not generate AI content during gameplay. | Sugiworks | - | Oct 7, 2026 | |
Beyond 90: A Footballer's Life In-game content art | Some of the promotional and storefront images were created with AI tools and then refined by hand. All of the in-game assets were designed by a Pixel Art artist. | WASD Games | - | Oct 7, 2026 | |
TownEmpire In-game content textart | Generative AI tools were used during development to assist with localization and the creation of some game assets. Generative AI is not used to generate content during gameplay, and the game does not connect to external AI services during execution. | CKL | - | Oct 7, 2026 | |
Beelionair In-game content text | Localizations other than Polish and English are translated with AI tools. | HoneyVasp | - | Oct 7, 2026 | |
Merchants Demise In-game content art | AI was used to generate our event assets, player assets, market good assets, icon assets. | InbredJesus | - | Oct 7, 2026 | |
Idle Reef In-game content arttext | During the development of our game, generative AI tools were used to assist in creating certain 2D underwater background visuals, store page graphics. Additionally, AI-based language models were utilized for writing the store page descriptions and localizing the game into various languages. All AI-generated content was manually reviewed and edited before being implemented into the game or the store page. | BoostLab | - | Oct 7, 2026 | |
Wood Imperium In-game content arttext | Generative AI was used to create selected promotional artwork for the Steam store page and to assist with the localization of store text. All generated content was reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services. | Braincoders | - | Oct 7, 2026 | |
Tiny Cauldron Store/marketing textcode | AI-assisted development tools (an AI coding assistant) were used during development to help write code and portions of this store page's descriptive text. No game art, music, or narrative content was generated by AI. | 3PM Game Studio | - | Oct 7, 2026 | |
Homeguard In-game content text | AI-Based Translation | Pull of the Deep | - | Oct 7, 2026 | |
Gift Stream: Sorting & Delivery Simulator In-game content art | This game uses generative AI tools to help create some of the visual assets displayed in the game and on its store page, including select images and icons. All gameplay systems, mechanics, and code are designed and implemented by the development team. AI-generated visuals are reviewed and curated before being included in the final product. | Prime Byte SRL | - | Oct 7, 2026 | |
Asharven In-game content arttext | Asharven's code, in-game text, logo and store text were created with the help of AI tools and reviewed by the developer. 3D models, animations, textures, icons, effects and music are licensed assets made by people. The game does not generate content with AI while it is running. | Fibteq, Inc. | - | Oct 6, 2026 | |
Leek Survivors art | Steam store and library, including capsule images, the logo and icons Gameplay screenshots were captured directly from the game. | Leek Survivors Studio | - | Oct 6, 2026 | |
Reshine TCG Cards: Cozy Restoration Unclear art | Some visuals were created with AI assistance. | SmoBu | - | Oct 6, 2026 | |
Keep Making Games In-game content arttextaudio | background music, sound effects, text, some sprites | sshulin | - | Oct 6, 2026 | |
MossLight Unclear | Created with Astra and Claude. | Flucky Antics Games | - | Oct 6, 2026 | |
Bug Juice to Gigawatts In-game content artaudiotextcode | Generative AI was used during development for code, music, UI text, icons, and store imagery. Generated output is reviewed, edited, tested, and integrated by the developer. | Spectral Nuke | - | Oct 6, 2026 |