Some store page and in-game text translations have been generated with artificial intelligence.
- Creator
- ANTENNA GAMES
- Reviews
- 340
- Added
- May 23, 2026
Public Steam disclosure research 25,376 disclosures tracked
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Some store page and in-game text translations have been generated with artificial intelligence.
Temp art assets.
AI were used to assist with translatiing text into multiple languages.
AI tools were used to generate some of the game's marketing art
Some of the capsule art and promotional banners for this title may contain assets created with the assistance of AI generation tools
Generative AI was used during the design stage to visualize original sketches and create UI concepts. Based on these visualizations, all final interface elements and graphical assets were manually refined and created to match the game's artistic style.
[Localization]AI tools were used for text translation and localization.
Gods of Angling uses customized, offline models for the purposes of certain image generation and enhancement.
AI assisted me in the creation of this game.
Some code was written with the help of AI.
Achievement icons are developed using GenAI image generation
I used AI for spelling, organizing the story and my thoughts as well as helping fix errors in my code and to figure out how to do stuff I didn't know as well as some of the store descriptions as I am not the best at spelling.
AI has been used for initial drafts of some of the images in the game.
Reel Talk is made by Lost Rabbit Digital: two siblings who handle all the coding, music, writing, and playtesting ourselves, with help from one additional artist, and one musician. We're a tiny team with no outside funding. To keep up, we sometimes use AI tools to brainstorm or generate rough drafts. But nothing ships without our hands on it. Every line of code, every sprite, every track is reviewed, rewritten, and refined by us.
As a solo indie developer, I use AI for multi-language localization. This helps me deliver a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and so on.
AI was used to enhance some of the images and texts in the game.
The songs are made by suno ai
During the development of this game, AI tools were utilized. Some of the art assets were generated by AI and then further refined and rendered by our artists.
We used AI for the game’s language translation descriptions, the Steam capsule image, and some in-game visuals.
Some UI elements are generated using AI.
AI is used only during the early concept and ideation stages of some art. All final in-game assets are created and implemented by the development team.
The promotional images for the store page were partially created using generative AI
AI generates a few images and icons, reviewed manually.
Steam store background / images
We use music generated by generative AI.
We use generative AI tools to stylize and enhance pre-existing gameplay screenshots for promotional and store page visuals. No AI-generated content is used in the actual gameplay, code, or player-facing game elements.
Certain visual elements within the game and marketing materials were manually created by the development team, with AI assisting in troubleshooting during development. The game's AI does not generate real-time content.
Some of the assets in this game were partially created with the assistance of AI tools and then manually refined and reviewed by our design team to ensure a consistent style and high-quality presentation.
Some visual materials, such as store promotional images, are generated or enhanced using AI tools and further refined and integrated by the developers.
We used generative AI tools for the development of some in-game art resources.
I’ve used tools like Image Creator, Meshy, and assets from the Unreal Fab Shop some of which include AI-assisted content. These resources complement my own custom-made models and help fill creative gaps when needed. Final in-game assets will be a mix of original and properly licensed content. Most AI-generated content in my project is based on models I’ve created myself. I was born speaking French and English isn’t my native language, so I’ve used AI tools to help refine and improve my writing. From game dialogue to story descriptions and Kickstarter text, AI helps me correct grammar and make my ideas easier to read and understand for a broader audience. The creative direction and story are completely mine it just helps me express it better!
We use AI for some code implementation, as well as for minor asset and SFX additions
AI localization for Steam store page and in game menus.
OxyRail contains a vast amount of content, with over 516 obtainable items currently available and many more planned for future updates. AI-generated content represents only a very small portion of the game. Due to the large number of items, we use AI-assisted tools in the creation of some item icons, certain background music tracks, and a very small number of visual assets to improve consistency and controllability during content production. All AI-assisted content is carefully reviewed, adjusted, and further refined by hand to ensure it meets the artistic and design standards of the game. We will continue to improve the game and gradually replace existing AI-assisted content with manually created assets whenever possible, increasing the proportion of original content over time.
Visuals have been created with the use of AI.
Generative AI tools were used to assist in the creation of some in-game art assets, such as icons, textures, and concept art. All AI-assisted assets were reviewed and refined by our team before implementation.
In our game, we only used basic AI for the banner background image. Apart from that, every line of code belongs to us.
AI-generated content used only for Steam capulse image.
AI should not take away people's jobs and turn paintings into posters, which is why DarkShine is developed as much as possible by human hands and their exuberant artistic impulses. In some rare moments, such as improving blurred textures and mechanical issues, it acts as an assistant where it is necessary to write a complex system with complex and comprehensive code without involving highly paid specialists. The majority of the game is the work of a living person with all their small achievements and mistakes.
AI has been used to accelerate each stage of the development - and always reviewed + edited by a human.
This game uses AI-assisted tools for fact-checking and content verification.
Artificial Intelligence was used to assist with the English translation and visual setup of this store page — including grammar corrections and initial layout polishing. Some early illustrations, mostly placeholders, were created using licensed AI tools. These will be replaced with original artwork in the coming days as part of our ongoing updates.
some textures are created by AI image creators
The game icons was created by AI.
We used AI to translate this store page.
The game store page content banner and logo is AI generated
Some capsule images are a mixture of AI generated and human generated content.
设计道具和鱼类的时候参考了AI生成的简介和形象。部分场景有AI提供的创意灵感。
Some of Kernelbay’s 2D assets and music tracks were initially generated using AI tools as a base. However, every asset has been processed, refined, and modified by our team to ensure consistency, quality, and full integration with the game’s art direction and atmosphere.
Voiceovers in this game are generated using artificial intelligence technology.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Lake of Creatures In-game content text | Some store page and in-game text translations have been generated with artificial intelligence. | ANTENNA GAMES | 340 | May 23, 2026 | |
Eclipse Hollow Unclear art | Temp art assets. | Ravenscrest Entertainment | - | May 23, 2026 | |
Retire in the Fairy Mountains In-game content text | AI were used to assist with translatiing text into multiple languages. | YellowBeansStudio | - | Mar 18, 2026 | |
Angler's Lake Store/marketing art | AI tools were used to generate some of the game's marketing art | Great Oak Games | - | Mar 18, 2026 | |
Island Idle RPG: Build and Conquer Store/marketing art | Some of the capsule art and promotional banners for this title may contain assets created with the assistance of AI generation tools | Overaction Game Studio | - | Mar 18, 2026 | |
Ogaiva In-game content art | Generative AI was used during the design stage to visualize original sketches and create UI concepts. Based on these visualizations, all final interface elements and graphical assets were manually refined and created to match the game's artistic style. | Lavanda Studio | - | Mar 18, 2026 | |
Derby Life: Ranch & Race In-game content text | [Localization]AI tools were used for text translation and localization. | Nexelon | - | Mar 18, 2026 | |
Gods of Angling Unclear art | Gods of Angling uses customized, offline models for the purposes of certain image generation and enhancement. | EarthBounder | 34 | Mar 18, 2026 | |
Secrets of Asherah 2 Unclear | AI assisted me in the creation of this game. | David Barnesky | - | Mar 18, 2026 | |
Laur's Small Game Dev only code | Some code was written with the help of AI. | iTzMeLaur | - | Mar 18, 2026 | |
My Fish Friend In-game content art | Achievement icons are developed using GenAI image generation | Your Future Heroes LLC | - | Mar 18, 2026 | |
Nick's Text Adventure In-game content textcode | I used AI for spelling, organizing the story and my thoughts as well as helping fix errors in my code and to figure out how to do stuff I didn't know as well as some of the store descriptions as I am not the best at spelling. | GXPlay | - | Mar 18, 2026 | |
More fish - Idle Clicker In-game content art | AI has been used for initial drafts of some of the images in the game. | Broad Street Indie Games | - | Mar 18, 2026 | |
Reel Talk In-game content textartaudiocode | Reel Talk is made by Lost Rabbit Digital: two siblings who handle all the coding, music, writing, and playtesting ourselves, with help from one additional artist, and one musician. We're a tiny team with no outside funding. To keep up, we sometimes use AI tools to brainstorm or generate rough drafts. But nothing ships without our hands on it. Every line of code, every sprite, every track is reviewed, rewritten, and refined by us. | Lost Rabbit Digital | - | Mar 18, 2026 | |
Little Otter's Fishing Life In-game content text | As a solo indie developer, I use AI for multi-language localization. This helps me deliver a smoother, more accessible player experience while allowing me to focus more time on gameplay, systems, level design, and so on. | ZT-Studio | - | Mar 18, 2026 | |
The Honest Little Fisher In-game content arttext | AI was used to enhance some of the images and texts in the game. | Kiene & Sohn | - | Mar 18, 2026 | |
Midnight Aquarium: Idle Clicker In-game content audio | The songs are made by suno ai | Taytay | - | Mar 18, 2026 | |
猫船长与环球渔场 In-game content art | During the development of this game, AI tools were utilized. Some of the art assets were generated by AI and then further refined and rendered by our artists. | Happy Universe Studios | 870 | Mar 18, 2026 | |
Oceanarium Fishing In-game content textart | We used AI for the game’s language translation descriptions, the Steam capsule image, and some in-game visuals. | DodoModo | - | Mar 18, 2026 | |
CELESTAY | Some UI elements are generated using AI. | BUBBLE GUM LLC | - | Mar 18, 2026 | |
MioAquaria In-game content art | AI is used only during the early concept and ideation stages of some art. All final in-game assets are created and implemented by the development team. | Pixellore Inc | - | Mar 18, 2026 | |
Fish Go Store/marketing art | The promotional images for the store page were partially created using generative AI | KacperB | - | Mar 18, 2026 | |
Idle Sailor In-game content art | AI generates a few images and icons, reviewed manually. | PcZ Games | 18 | Mar 18, 2026 | |
BAIT & TACKLE STORE SIMULATOR Store/marketing art | Steam store background / images | AlbaGaming | - | Mar 18, 2026 | |
Fish Box In-game content audio | We use music generated by generative AI. | DoXMo | - | Mar 18, 2026 | |
A Game About Penguins In-game content art | We use generative AI tools to stylize and enhance pre-existing gameplay screenshots for promotional and store page visuals. No AI-generated content is used in the actual gameplay, code, or player-facing game elements. | CO's Entertainment | - | Mar 18, 2026 | |
Ocean Fishooter Dev only art | Certain visual elements within the game and marketing materials were manually created by the development team, with AI assisting in troubleshooting during development. The game's AI does not generate real-time content. | FALA PTE. LTD. | 10 | Mar 18, 2026 | |
启程吧波姆 In-game content art | Some of the assets in this game were partially created with the assistance of AI tools and then manually refined and reviewed by our design team to ensure a consistent style and high-quality presentation. | chengyou | - | Mar 18, 2026 | |
Calamon Store/marketing art | Some visual materials, such as store promotional images, are generated or enhanced using AI tools and further refined and integrated by the developers. | J5 Indie Game | - | Mar 18, 2026 | |
Creator Chronicles In-game content art | We used generative AI tools for the development of some in-game art resources. | Origin Studio | - | Mar 18, 2026 | |
Soulworld In-game content textart | I’ve used tools like Image Creator, Meshy, and assets from the Unreal Fab Shop some of which include AI-assisted content. These resources complement my own custom-made models and help fill creative gaps when needed. Final in-game assets will be a mix of original and properly licensed content.
Most AI-generated content in my project is based on models I’ve created myself.
I was born speaking French and English isn’t my native language, so I’ve used AI tools to help refine and improve my writing. From game dialogue to story descriptions and Kickstarter text, AI helps me correct grammar and make my ideas easier to read and understand for a broader audience. The creative direction and story are completely mine it just helps me express it better! | Emilie Lampron | - | Mar 18, 2026 | |
Pixel Aquarium In-game content codeaudio | We use AI for some code implementation, as well as for minor asset and SFX additions | Purple Sector | - | Mar 18, 2026 | |
Aethelon In-game content text | AI localization for Steam store page and in game menus. | Aethelon Studio | - | Mar 18, 2026 | |
Oxygen Train In-game content artaudio | OxyRail contains a vast amount of content, with over 516 obtainable items currently available and many more planned for future updates. AI-generated content represents only a very small portion of the game. Due to the large number of items, we use AI-assisted tools in the creation of some item icons, certain background music tracks, and a very small number of visual assets to improve consistency and controllability during content production.
All AI-assisted content is carefully reviewed, adjusted, and further refined by hand to ensure it meets the artistic and design standards of the game.
We will continue to improve the game and gradually replace existing AI-assisted content with manually created assets whenever possible, increasing the proportion of original content over time. | OxygenTech Limited | 909 | Mar 18, 2026 | |
Fishing Relax Store/marketing art | Visuals have been created with the use of AI. | Toprogress Studio | 12 | Mar 18, 2026 | |
钓鱼牌 In-game content art | Generative AI tools were used to assist in the creation of some in-game art assets, such as icons, textures, and concept art. All AI-assisted assets were reviewed and refined by our team before implementation. | JianBingGaming | - | Mar 18, 2026 | |
Tiny Fisherman Store/marketing art | In our game, we only used basic AI for the banner background image. Apart from that, every line of code belongs to us. | Influenza Entertainment | - | Mar 18, 2026 | |
Dockside Dreams – Fish & Cook Simulator Store/marketing art | AI-generated content used only for Steam capulse image. | C51 Games | 22 | Mar 18, 2026 | |
DarkShine In-game content artcode | AI should not take away people's jobs and turn paintings into posters, which is why DarkShine is developed as much as possible by human hands and their exuberant artistic impulses. In some rare moments, such as improving blurred textures and mechanical issues, it acts as an assistant where it is necessary to write a complex system with complex and comprehensive code without involving highly paid specialists. The majority of the game is the work of a living person with all their small achievements and mistakes. | DScorp | - | Mar 18, 2026 | |
The Fisherman's Forever Faith Dev only | AI has been used to accelerate each stage of the development - and always reviewed + edited by a human. | GreenSloth | - | Mar 18, 2026 | |
Fishing Corner Dev only | This game uses AI-assisted tools for fact-checking and content verification. | Happyland Games | - | Mar 18, 2026 | |
Fish and Chill In-game content textart | Artificial Intelligence was used to assist with the English translation and visual setup of this store page — including grammar corrections and initial layout polishing.
Some early illustrations, mostly placeholders, were created using licensed AI tools. These will be replaced with original artwork in the coming days as part of our ongoing updates. | Martin Danihel | - | Mar 18, 2026 | |
Oars of Silence In-game content art | some textures are created by AI image creators | SuloSounds | - | Mar 18, 2026 | |
Merry Fishing Meow In-game content art | The game icons was created by AI. | AoiHoshizora | - | Mar 18, 2026 | |
Loan Shark In-game content text | We used AI to translate this store page. | Studio Ortica | 606 | Mar 18, 2026 | |
SwordBorn Store/marketing art | The game store page content banner and logo is AI generated | KMOON | - | Mar 18, 2026 | |
Fishing Friends Store/marketing art | Some capsule images are a mixture of AI generated and human generated content. | Robot Riot | 50 | Mar 18, 2026 | |
渔乐圈 In-game content arttext | 设计道具和鱼类的时候参考了AI生成的简介和形象。部分场景有AI提供的创意灵感。 | new bee | - | Mar 18, 2026 | |
Kernelbay In-game content artaudio | Some of Kernelbay’s 2D assets and music tracks were initially generated using AI tools as a base. However, every asset has been processed, refined, and modified by our team to ensure consistency, quality, and full integration with the game’s art direction and atmosphere. | Nexent Games | 38 | Mar 18, 2026 | |
Blossom’s Grove: An English-Learning Game In-game content audio | Voiceovers in this game are generated using artificial intelligence technology. | Illuminant Studios | 28 | Mar 18, 2026 |