received help from AI for localization and code writing.
- Creator
- 032
- Reviews
- -
- Added
- Sep 4, 2026
Public Steam disclosure research 25,376 disclosures tracked
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Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
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received help from AI for localization and code writing.
The game does not contain AI-generated content. AI-generated content is used just for Steam Images
Generative AI tools were utilized during the development process to assist with coding, localization (translations), and early concept drafts for visual assets. All final in-game assets, codebase, and gameplay mechanics were curated, refined, and implemented directly by the developer.
AI was used to help program the game. All art, assets, and game design decisions did not use any AI.
The background artwork in Hand Stretched — the shopfront, the kitchen and bar scenery, and the shop sign — was generated using Adobe Firefly, then edited and assembled by hand. Everything you actually interact with is drawn by the game itself: the pizzas, the dough, the drinks and the icons are rendered in code as you play, not painted images. The music is not AI-generated. It is four tracks licensed from human artists on Pixabay, credited by name in the game's settings. The game's code was written with AI assistance. Nothing is generated while you play, and the game connects to no AI service.
FryDay does not use generative AI in real time. It's only used as an assisstant during production, marketing, sound, and music.
AI was used during sound and art asset authoring. Also assisted with game code.
As a solo developer, I used a combination of purchased assets, original artwork, and AI-assisted tools to create and refine game assets.
This game contains pre-generated 2D artwork and music created with assistance from generative AI tools and reviewed and edited by the developer. The game does not use generative AI or generate content during runtime.
AI was used to generate some textures
Some of this game's 2D art (such as item icons and UI illustrations) was created with the help of generative AI, and AI was also used to help write and translate some in-game and store page text. All of it was reviewed and finalized by the developer, and no content is generated by AI while you play.
Generative AI was used in two limited contexts: -For 2D UI icons representing menu items and certain textures of food items. -For the produce crate in the capsule art.
Used for steam capsule images and card artworks TEMPORARILY. All AI generated assets will be replaced on release if estimated revenue can atleast fund it.
Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game.
AI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI
Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay.
AI is used for elements such as the capsule image on the store page.
Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us. The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play.
Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running.
most of map props
Most of the game’s art, music, and other audiovisual assets were first generated with AI tools, then hand-picked, cropped, retouched, and reworked by the developer so they fit this game’s look, feel, and systems. Nothing is generated by AI while you play. Combat, cooking, exploration, and story presentation use only content that shipped with the game after that human edit pass.
The store page capsule and secondary assets (like machine icons) were AI-generated using existing in-game screenshots as a base.
AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements.
We used a Gen AI powered tool to localize the following: - (in some languages) In-game text - (in some languages) Steam store descriptions We plan to replace these with human translation and LQA when we can afford it. Until then, we are using Gen AI temporarily.
I used AI as an aid for a few things: parts of the writing, the translations into French, Spanish and Italian, and some of the more complex store artwork. Everything that came out of it was reworked by hand before it went in. It isn't something I'm a fan of, but as a solo developer without a studio behind me, some things are simply out of reach otherwise.
As an indie studio, we use generative AI to continue developing the games we love. It allows us to accomplish tasks that would otherwise be beyond our small team's capacity. Generative AI was used during the development of the game's user interface and to assist with creating parts of the game's audio. Every AI-generated asset was carefully reviewed and refined before being included in the final game.
Generative AI was used during development to create all visual art assets and music featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay.
Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI.
The 3D models of the cakes were made with AI
The game does not contain any AI-generated content. AI was used only to create the logo on our Steam store page.
the code/image of game are mostly implemented by AI.
AI-generated content was used for some visual assets and headers in the game.
Some of the game's art, including character illustrations and environments, was created using AI.
Using Generative AI for the logos, cover images and online content, the game itself has no AI used.
Wildreach is made by a solo developer working alongside AI tools. AI assisted in authoring game logic (Blueprint scripting) and some store/marketing text during development. All 3D art, animation, and audio are licensed asset-pack content made by human artists. No AI content is generated at runtime.
Generative AI tools were used during development to assist in the creation of some visual assets and textures. All AI-assisted content was reviewed and edited by the developer before being included in the game.
Generative AI was used solely as a development assistance tool. All player-facing artwork, audio, narrative, localization, and marketing assets were created by the developer. The game does not include or generate AI-created content.
营销材料部分用AI生成
Some images / game code / i18n text
no ai assets inside the game, just the store capsule
Hearthfield's world is built in code and from CC0 model packs, and everything you see in play is made by hand. Our Steam store art, the capsules, the icons and the logo, was created with the help of AI image tools and then finished by us. We also use an AI coding assistant while building the game, and AI help when drafting store text. Our screenshots are always genuine captures from the real game. Nothing in Hearthfield is generated by AI while you play.
This game was developed with the assistance of AI tools. Some visual and audio assets were created using generative AI tools, then reviewed, selected, and refined by the developer. Portions of the game's code were written with the assistance of AI coding tools under the developer's direction and review. Game design, systems, balance, and all final decisions are the developer's own. No AI content is generated live within the game.
- sound effects - male/female speeches - some UI elements - models (character)
During development, this game used generative AI tools to assist in creating fixed assets. These outputs were produced during development, reviewed and selected by humans, and then packaged into the game. The game does not call any AI while it is running: ▎ - Code: Anthropic's Claude was used to assist in writing and refactoring the Flutter/Dart game code. All code was reviewed and tested by the developer before being included; no unreviewed AI output is executed automatically. ▎ - Art / Images: Leonardo AI was used to generate pixel-art assets, which were human-selected and edited before use. ▎ - Sound & Voice: ElevenLabs was used to generate sound effects and voice, which were human-selected before use.
Dungeon Cooking uses generative AI tools for some of its content, created during development (pre-generated, not generated in real time): - Part of the creature art: 6 of the game's 18 monsters were made with AI image tools, then edited and integrated by the developer. - Some in-game dungeon event content was drafted with AI assistance and edited by the developer. - The announcement trailer was produced using AI tools. The rest of the game's art comes from licensed asset packs and the developer's own work. All AI-generated content was reviewed and curated by the developer before shipping.
Only used for assisting translations, no generative AI is used in the store page or the game assets
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.
Generative AI was used during development to assist in creating certain visual assets, initial 3D model concepts, and the composition of some melodies. All AI-generated content was manually reviewed, edited, refined, and integrated into the game by the developer. All gameplay systems, programming, balancing and game design were created manually. No generative AI is used during gameplay.
Bar Baron's game design, code, simulation systems, balance and all in-game text are written by hand.Generative AI was used as a production tool in two places: some of the game's 3D props-furniture, bar equipment, kitchen and decor items-were produced with AI tools, and part of the soundtrack is AI-generated music. Those props were made specifically for Bar Baron, following our own art direction, and were then reviewed, optimized and placed by hand-this is not a game assembled from generic asset packs. Character models are not AI-generated. Nothing is generated while you play. The game runs no generative AI at runtime: every system, every event and every number in the simulation was authored by a person.
AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
SCREENSIDE FISHER In-game content codetext | received help from AI for localization and code writing. | 032 | - | Sep 4, 2026 | |
Croissant Simulator Store/marketing art | The game does not contain AI-generated content. AI-generated content is used just for Steam Images | C51 Games | - | Sep 3, 2026 | |
Çay Ocağı Simulator In-game content codetextart | Generative AI tools were utilized during the development process to assist with coding, localization (translations), and early concept drafts for visual assets. All final in-game assets, codebase, and gameplay mechanics were curated, refined, and implemented directly by the developer. | Seloftware | - | Sep 3, 2026 | |
John Whisk Dev only code | AI was used to help program the game. All art, assets, and game design decisions did not use any AI. | Magirush | - | Sep 1, 2026 | |
Hand Stretched In-game content artcode | The background artwork in Hand Stretched — the shopfront, the kitchen and bar scenery, and the shop sign — was generated using Adobe Firefly, then edited and assembled by hand.
Everything you actually interact with is drawn by the game itself: the pizzas, the dough, the drinks and the icons are rendered in code as you play, not painted images.
The music is not AI-generated. It is four tracks licensed from human artists on Pixabay, credited by name in the game's settings.
The game's code was written with AI assistance. Nothing is generated while you play, and the game connects to no AI service. | Scarratt Family Games | - | Sep 1, 2026 | |
Fryday Dev only audioart | FryDay does not use generative AI in real time. It's only used as an assisstant during production, marketing, sound, and music. | End Games | - | Sep 1, 2026 | |
That's Not My Bowl In-game content artaudiocode | AI was used during sound and art asset authoring. Also assisted with game code. | Shocki Productions | - | Aug 31, 2026 | |
Little Magic Fish Story In-game content art | As a solo developer, I used a combination of purchased assets, original artwork, and AI-assisted tools to create and refine game assets. | III SRISLE | - | Aug 29, 2026 | |
一锅成名 In-game content artaudio | This game contains pre-generated 2D artwork and music created with assistance from generative AI tools and reviewed and edited by the developer. The game does not use generative AI or generate content during runtime. | WANG YUXIN | - | Aug 29, 2026 | |
The Night Kitchen In-game content art | AI was used to generate some textures | Clanga Game | - | Aug 29, 2026 | |
Marisa! Banquet Cooking Bonanza! In-game content arttext | Some of this game's 2D art (such as item icons and UI illustrations) was created with the help of generative AI, and AI was also used to help write and translate some in-game and store page text. All of it was reviewed and finalized by the developer, and no content is generated by AI while you play. | FIVE DUCK GAMES | - | Aug 29, 2026 | |
Farmer's Kitchen In-game content art | Generative AI was used in two limited contexts:
-For 2D UI icons representing menu items and certain textures of food items.
-For the produce crate in the capsule art. | Cogitans Games | - | Aug 29, 2026 | |
TCG Card Collection: Tidy Up Store/marketing art | Used for steam capsule images and card artworks TEMPORARILY. All AI generated assets will be replaced on release if estimated revenue can atleast fund it. | EXP Interactive | - | Aug 29, 2026 | |
Ear We Go In-game content audio | Generative AI tools were used to create voice-over content for the game. The generated voice content was reviewed and edited by the development team before being implemented in the game. | Tripawzs | - | Aug 28, 2026 | |
Kebab Shop Simulator Live AI arttextaudio | AI has been used to generate capsule art as well as in-game dialogue. NPC voices are AI | Clayton Games | - | Aug 28, 2026 | |
Cook to Zero In-game content text | Generative AI tools were used to assist with programming and translation/localization during development. All artwork and original dialogue were created by the developer. AI-assisted translations were reviewed and edited by the developer before being included in the game. No generative AI is used during gameplay. | DOLSTEP | - | Aug 28, 2026 | |
Tailor Hotel Store/marketing art | AI is used for elements such as the capsule image on the store page. | DW | - | Aug 28, 2026 | |
Pigeonhole Principle In-game content arttext | Some of this game's assets were made with the help of generative AI tools and then edited by hand: the in-game notebook UI sprites, a few background props and set-dressing models, some texture work, and the English localization, which was drafted from our Korean original and reviewed by us.
The original Korean writing, the characters, the level design, and all gameplay systems were made without generative AI. Nothing is generated while you play. | Goldbug Studio | - | Aug 28, 2026 | |
RuneEra In-game content artaudio | Generative AI tools were used during development to assist with portions of selected sprite artwork and to create some sound effects and background music. All AI-assisted content was generated before release, reviewed and curated by the developer, and edited or integrated into the final game as appropriate. RuneEra does not use AI to generate content while the game is running. | Spellstead Games | - | Aug 28, 2026 | |
Nice To Meat You Unclear | most of map props | nbbangsoft | - | Aug 28, 2026 | |
Dungeon Cook In-game content artaudio | Most of the game’s art, music, and other audiovisual assets were first generated with AI tools, then hand-picked, cropped, retouched, and reworked by the developer so they fit this game’s look, feel, and systems.
Nothing is generated by AI while you play. Combat, cooking, exploration, and story presentation use only content that shipped with the game after that human edit pass. | MY AR UNIPESSOAL LDA. | - | Aug 26, 2026 | |
Snack Factory Together - Prologue In-game content art | The store page capsule and secondary assets (like machine icons) were AI-generated using existing in-game screenshots as a base. | HAN Games | - | Aug 25, 2026 | |
Flame, Cats & Kitchen Store/marketing art | AI-assisted tools were used in the creation and refinement of the Steam page capsule artwork, as well as for selected UI elements. | The Deadliners Games | - | Aug 25, 2026 | |
Sushi Yummy In-game content text | We used a Gen AI powered tool to localize the following:
- (in some languages) In-game text
- (in some languages) Steam store descriptions
We plan to replace these with human translation and LQA when we can afford it.
Until then, we are using Gen AI temporarily. | Achimphang Studio | - | Aug 24, 2026 | |
BRAINFREEZE In-game content textart | I used AI as an aid for a few things: parts of the writing, the translations into
French, Spanish and Italian, and some of the more complex store artwork. Everything
that came out of it was reworked by hand before it went in. It isn't something I'm a
fan of, but as a solo developer without a studio behind me, some things are simply out
of reach otherwise. | Flixo Games | - | Aug 23, 2026 | |
The Winery - Winemaking Simulator In-game content artaudio | As an indie studio, we use generative AI to continue developing the games we love. It allows us to accomplish tasks that would otherwise be beyond our small team's capacity.
Generative AI was used during the development of the game's user interface and to assist with creating parts of the game's audio. Every AI-generated asset was carefully reviewed and refined before being included in the final game. | Quasar Studio | - | Aug 23, 2026 | |
Tasty Chef In-game content artaudio | Generative AI was used during development to create all visual art assets and music featured in the game. The generated content was reviewed, selected, and integrated by the developer. The game does not generate AI content during gameplay. | Xpercent Games | - | Aug 22, 2026 | |
Snack Tiles In-game content audio | Generative AI was used solely for creating the game's background music. All visual assets, gameplay design, and writing were created without generative AI. | Chaotic Twinz Studio Limited | - | Aug 22, 2026 | |
Cats Love Cakes In-game content art | The 3D models of the cakes were made with AI | Neko Fantasy | - | Aug 22, 2026 | |
Ciao Pizza: Cooking Chaos Store/marketing art | The game does not contain any AI-generated content. AI was used only to create the logo on our Steam store page. | AxlPlay | - | Aug 22, 2026 | |
Harvest Story In-game content artcode | the code/image of game are mostly implemented by AI. | CYCLOPS | - | Aug 20, 2026 | |
Cosmic Crumbs: Bakery Simulator In-game content art | AI-generated content was used for some visual assets and headers in the game. | NVM Game | - | Aug 20, 2026 | |
Cooking Crusade In-game content art | Some of the game's art, including character illustrations and environments, was created using AI. | toogaryn | - | Aug 19, 2026 | |
MixUp! Store/marketing art | Using Generative AI for the logos, cover images and online content, the game itself has no AI used. | SheryB | - | Aug 19, 2026 | |
Wildreach Store/marketing text | Wildreach is made by a solo developer working alongside AI tools. AI assisted in authoring game logic (Blueprint scripting) and some store/marketing text during development. All 3D art, animation, and audio are licensed asset-pack content made by human artists. No AI content is generated at runtime. | PickBits Studios | - | Aug 19, 2026 | |
The Last Lunch In-game content art | Generative AI tools were used during development to assist in the creation of some visual assets and textures. All AI-assisted content was reviewed and edited by the developer before being included in the game. | Station62 studio Inc. | - | Aug 17, 2026 | |
MAMA DOUGH Dev only | Generative AI was used solely as a development assistance tool. All player-facing artwork, audio, narrative, localization, and marketing assets were created by the developer. The game does not include or generate AI-created content. | FIVE DUCK GAMES | - | Aug 17, 2026 | |
荒野调查队 Store/marketing art | 营销材料部分用AI生成 | 无限工作室 | - | Aug 16, 2026 | |
鍋與冒險 Unclear artcodetext | Some images / game code / i18n text | CYCLOPS | - | Aug 16, 2026 | |
FastFoo In-game content art | no ai assets inside the game, just the store capsule | Play365 | - | Aug 14, 2026 | |
Hearthfield In-game content arttextcode | Hearthfield's world is built in code and from CC0 model packs, and everything you
see in play is made by hand. Our Steam store art, the capsules, the icons and the
logo, was created with the help of AI image tools and then finished by us. We also
use an AI coding assistant while building the game, and AI help when drafting store
text. Our screenshots are always genuine captures from the real game. Nothing in
Hearthfield is generated by AI while you play. | Merrill Lines | - | Aug 13, 2026 | |
Incremental Donuts In-game content artaudiocode | This game was developed with the assistance of AI tools. Some visual and audio assets were created using generative AI tools, then reviewed, selected, and refined by the developer. Portions of the game's code were written with the assistance of AI coding tools under the developer's direction and review. Game design, systems, balance, and all final decisions are the developer's own. No AI content is generated live within the game. | MuckMedia | - | Aug 12, 2026 | |
Ice Cream Truck Simulator In-game content audioart | - sound effects
- male/female speeches
- some UI elements
- models (character) | B.S.S. | - | Aug 10, 2026 | |
Breakfast Shop Legend In-game content artaudiocode | During development, this game used generative AI tools to assist in creating fixed assets. These outputs were produced during development, reviewed and selected by humans, and then packaged into the game. The game does not call any AI while it is running:
▎ - Code: Anthropic's Claude was used to assist in writing and refactoring the Flutter/Dart game code. All code was reviewed and tested by the developer before being included; no unreviewed AI output is executed automatically.
▎ - Art / Images: Leonardo AI was used to generate pixel-art assets, which were human-selected and edited before use.
▎ - Sound & Voice: ElevenLabs was used to generate sound effects and voice, which were human-selected before use. | kklaugh | - | Aug 8, 2026 | |
Dungeon Cooking In-game content arttext | Dungeon Cooking uses generative AI tools for some of its content, created during development (pre-generated, not generated in real time):
- Part of the creature art: 6 of the game's 18 monsters were made with AI image tools, then edited and integrated by the developer.
- Some in-game dungeon event content was drafted with AI assistance and edited by the developer.
- The announcement trailer was produced using AI tools.
The rest of the game's art comes from licensed asset packs and the developer's own work. All AI-generated content was reviewed and curated by the developer before shipping. | Unkind Logic | - | Aug 8, 2026 | |
The Berliner In-game content text | Only used for assisting translations, no generative AI is used in the store page or the game assets | Kelt Games | - | Aug 7, 2026 | |
The Antler and Ale Inn 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 5, 2026 | |
Revenggie In-game content artaudio | Generative AI was used during development to assist in creating certain visual assets, initial 3D model concepts, and the composition of some melodies. All AI-generated content was manually reviewed, edited, refined, and integrated into the game by the developer. All gameplay systems, programming, balancing and game design were created manually. No generative AI is used during gameplay. | Guaraná Games | - | Aug 5, 2026 | |
Bar Tycoon In-game content artaudiotext | Bar Baron's game design, code, simulation systems, balance and all in-game text are written by hand.Generative AI was used as a production tool in two places: some of the game's 3D props-furniture,
bar equipment, kitchen and decor items-were produced with AI tools, and part of the soundtrack is
AI-generated music.
Those props were made specifically for Bar Baron, following our own art direction, and were then
reviewed, optimized and placed by hand-this is not a game assembled from generic asset packs.
Character models are not AI-generated.
Nothing is generated while you play. The game runs no generative AI at runtime: every system, every
event and every number in the simulation was authored by a person. | Dorean Games | - | Aug 5, 2026 | |
Pizza Man Simulator In-game content textaudioart | AI was used for some translations, music, and visual assets. The game does not create AI-generated content during gameplay, and AI was not used to write the game’s code. | Mamma Mia Studio | 18 | Aug 5, 2026 |