Some in-game sprites and icons were created using AI. The artwork on the Steam Store page was also created using AI.
- Creator
- Timber and Fortune
- Reviews
- -
- Added
- Aug 31, 2026
Public Steam disclosure research 25,380 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
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Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
Some in-game sprites and icons were created using AI. The artwork on the Steam Store page was also created using AI.
We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers.
Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime.
Generative AI tools were used during development to assist with creating some visual assets. These assets were manually reviewed, edited, and finalized before being included in the game. AI tools were also used as a programming assistant during development. The game does not use generative AI during gameplay.
Yes, we used AI to translate our game into several languages other than French and English, in order to make it accessible to a wider international audience.
AI tools were used to create/enhance some marketing and graphic assets for the Steam store page.
AI tools were used in the creation of this game.
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.
AI translated languages
Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay.
"Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay."
AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind.
Environments and environmental artwork are not created using generative AI. Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development.
Close Enough was built with generative AI. The code, the in-game text, the level layouts and all seven translations were written by an AI assistant (Claude) working to the developer's direction, and most of what you see on screen — the objects, the whole interface — is drawn by that code rather than loaded from image files. The doodle recognition inside the game is not generative. It is a small image classifier bundled with the game, trained on Google's Quick, Draw! dataset of human-drawn doodles. It runs entirely on your own computer, sorts each drawing into one of 100 pre-defined objects and creates nothing. Your drawings are never uploaded, and the release build contains no code that could upload them. The sprites, tiles, music, sound effects and font are licensed assets made by people, not by AI. Every one of them is credited inside the game under Esc → Credits.
Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer. A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game. The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation.
We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations.
Generative AI tools were used during part of the development process. Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game. No content is generated by AI while the game is running.
AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted.
The game uses AI only for textures and code
Generative AI was used to create some of the background music and assist with writing parts of the Steam store page descriptions.
Generative AI was used to assist with some Steam store artwork, marketing materials, and localization.
There is no AI-generated art or audio anywhere in this game. Every sprite, animation and character design is hand-drawn by me. The game has no audio at all, and the music in the trailer is my own work too. Nothing is generated while the game runs, and it never connects to an AI service. AI was used to help with text, in three places. The store page description and short description, in all 11 languages. Translating the interface labels into the 10 languages other than English. There are only 24 strings in the whole game and no prose of any kind: 11 are labels like "Clear all" and "Cancel", and the other 13 are bird names, which are the real common names of each species, looked up per language rather than made up. Some of our Steam community and marketing posts. Chinese (both) I checked myself, and Japanese was checked at N2. Korean, Spanish, Russian, Brazilian Portuguese and German have not been checked by a native speaker.
Some graphics, music, and translations were initially generated by AI and subsequently revised by humans.
Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services.
Generative AI Disclosure: During the development of Farm Idle, generative AI tools were utilized to assist with creating and conceptualizing some 2D UI icons, menu graphics, and localized text. All generated assets were reviewed, cleaned, edited, and integrated by the development team to fit the game's pixel-art aesthetic. No AI content is generated in real-time while playing the game.
To make One More Chop more accessible to players around the world, AI-assisted tools were used as part of the localization process for supported languages. Their use is limited to translation and localization support, helping us make the game available to players across a wider range of languages and regions.
As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code.
AI tools were used during development to generate some of the visual assets (such as UI elements/background textures) and promotional/audio elements. All AI-generated content was reviewed, edited, and integrated manually into the game.
Some in-game text (such as the messages in bottles) and store page copy were written with the assistance of AI tools. All content has been reviewed and edited by the developer.
The capsule art and some sfx were generated by AI.
Pre-Generated Content This demo includes pre-generated AI content: - The background images used in the Store, Breeding, and Inventory screens. - The shared background image used in the Collection and Tutorial screens. - Wooden aquarium decorations. - Snail aquarium decorations. - Background music tracks generated with Suno AI. The developer holds a license for their use. No AI-generated content is created during gameplay. Players cannot enter prompts or interact with AI systems.
Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay.
The store capsule artwork and some in-game assets were created using generative AI. All AI-generated content was reviewed by the developer
Generative AI was used to create artwork, and some sound effects. All generated content was tested automatically and reviewed by human. Background Music, and some sound effects are licensed from third-party libraries and are not AI-generated. No AI content is generated during gameplay. The game does not connect to an external AI service during gameplay, and all shipped content is finalized and static.
AI tools were used during development to provide feedback on artwork and assist with localization. No AI-generated artwork or other AI-generated assets are included in the final game.
This game uses generative AI to assist with some translations. All AI-assisted translations were reviewed, edited, and approved by the developer before being included in the game.
Wishing Well Simulator uses generative AI tools during development only; nothing is generated while you play, and the game never connects to any external AI service. Pre-generated content made with AI assistance: Key art and store artwork were created with generative image tools and then edited by hand. The 3D well model was generated with an AI 3D tool (Meshy) and reworked by hand (materials, UVs, textures). Translations into 21 languages beyond the original Turkish were produced with AI-assisted translation and then reviewed by hand, including platform terminology corrections. Some secondary text (credits, tutorial hints) was drafted with AI assistance and edited by the author. Written by hand: the story, all 119 events, the characters and dialogue, the game design and code. Sound effects are procedurally generated by the game's own code (no AI); the game has no music or voice acting.
Generative AI tools were used during development to assist with code and selected pre-generated game and marketing content. All shipped content was reviewed by the developer. No AI content is generated during gameplay.
In some screenshots on the store page, I used AI in order to show more clear image. In the gameplay, the artificial intelligence is not used.
Some visual assets, music, sound effects, and text used in this game and its Steam store page were created or assisted by generative AI. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure it meets the artistic vision and quality standards of the game.
Generative AI tools were used to assist in creating select 2D artwork for this game illustrations for collectible cards, artwork for the card battle/arena scene, and the game's logo and store capsule art. All AI-assisted artwork was selected, edited, and finalized by the development team before inclusion. Generative AI was not used to create the 3D open-world environment, or other gameplay systems/mechanics. This is for the demo build, and some or all AI-assisted art may be replaced with original human-made artwork in the full release.
AI was used for translations.
I’m a broke college student and don’t have the budget to hire a professional artist for everything, so generative AI was used to help create some marketing and promotional artwork for the game do forgive me.
Some of Shrimpscape's assets were produced with generative AI. The shrimp, plant and hardscape artwork was generated with AI image tools and then hand-edited, colour-corrected and assembled by the developer. The 3D hardscape models were generated with an AI mesh tool and then cleaned up and textured by hand in Blender. Store page and capsule art was made the same way. Text outside English is machine-translated. Nothing is generated while you play — everything shipped in the game is fixed and reviewed before release.
AI tools were used in the creation of some promotional renderings and in-game scene assets. All AI-generated visual content was reviewed, edited, and finalized by the development team to ensure consistency with the game's artistic direction.
In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender.
We use AI to generate plants reference and some of the sound effects, then we polish and animate them in Photoshop and Spine to get formal assets
Generative AI was used during development to assist with the creation of some visual assets, including concept exploration, initial image generation, and partial redraws. All such assets were reviewed, edited, integrated, and finalized by the developer. The game does not use generative AI at runtime and does not generate any content live.
I used an AI tool to generate the game's music.
English Localisation
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Timber & Fortune In-game content art | Some in-game sprites and icons were created using AI. The artwork on the Steam Store page was also created using AI. | Timber and Fortune | - | Aug 31, 2026 | |
Desert Vein In-game content artcodeaudio | We used Kimi 3 to generate the code, vector game assets, skeletal animations and code-synthesized sound effects for this game. Music was generated via Suno, while the game design documents, gameplay mechanics and numerical balancing are strictly controlled by human designers. | Beijing Mayfly And Grain Technology Co.,Ltd | - | Aug 31, 2026 | |
Timber! Idle Village Builder In-game content artaudiotext | Some of the game's content was created with the assistance of generative AI tools and was then reviewed, edited and curated by the developer. This includes portions of the art assets, some audio content, and the translation of interface and subtitle text into languages other than Turkish and English. No content is generated by AI at runtime. | Velron Games | - | Aug 31, 2026 | |
Happy Pawlets In-game content artcode | Generative AI tools were used during development to assist with creating some visual assets. These assets were manually reviewed, edited, and finalized before being included in the game. AI tools were also used as a programming assistant during development. The game does not use generative AI during gameplay. | MossyLab | - | Aug 31, 2026 | |
Save the princess : Cards & Chaos In-game content text | Yes, we used AI to translate our game into several languages other than French and English, in order to make it accessible to a wider international audience. | BlackCrow | - | Aug 29, 2026 | |
Last Shuttle Store/marketing art | AI tools were used to create/enhance some marketing and graphic assets for the Steam store page. | Stray Cat | - | Aug 29, 2026 | |
Farm to Fortune Unclear | AI tools were used in the creation of this game. | Ctrl Alt Defeat | - | 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 | |
SAAM Tactics In-game content text | AI translated languages | wantagamemakeagame | - | Aug 28, 2026 | |
ARETIAS: Cursed Island In-game content arttext | Generative AI tools were used during development to assist with creating a limited number of 2D inventory icons and portions of written text and localization. All AI-assisted content was reviewed, edited, and integrated by the developer. The game does not generate AI content during gameplay. | inHeka Studios | - | Aug 28, 2026 | |
DUSTBLOOM Store/marketing art | "Generative AI tools were used to create 2D promotional images and capsule artwork for the Steam store page. The game itself does not use real-time AI generation during gameplay." | Corvantia Interactive | - | Aug 28, 2026 | |
HUMAN, 39.99 In-game content artaudio | AI tools were used for part of the art and music. Everything gets picked, cleaned up and put together by hand afterwards. There's no AI in the game itself: what you play is exactly what was built in mind. | Wombart | - | Aug 28, 2026 | |
Fishing Spot Dev only art | Environments and environmental artwork are not created using generative AI.
Generative AI is used as part of the early development workflow for prototyping some creature artwork, which is going to be replaced during development. | Float Dev | - | Aug 28, 2026 | |
Close Enough In-game content arttextcode | Close Enough was built with generative AI. The code, the in-game text, the level layouts and all seven translations were written by an AI assistant (Claude) working to the developer's direction, and most of what you see on screen — the objects, the whole interface — is drawn by that code rather than loaded from image files.
The doodle recognition inside the game is not generative. It is a small image classifier bundled with the game, trained on Google's Quick, Draw! dataset of human-drawn doodles. It runs entirely on your own computer, sorts each drawing into one of 100 pre-defined objects and creates nothing. Your drawings are never uploaded, and the release build contains no code that could upload them.
The sprites, tiles, music, sound effects and font are licensed assets made by people, not by AI. Every one of them is credited inside the game under Esc → Credits. | dodnd | - | Aug 28, 2026 | |
Halley's Big Catch Store/marketing art | Some Steam store and library artwork (capsules, hero, broadcast panels, and similar marketing images) was created with generative AI, then selected and cropped by the developer.
A few 3D props were blocked out with an AI modeling tool and then adjusted by hand for the game.
The game itself does not use generative AI while you play. Halley, the story, fishing, and locations are human-authored. Worlds and water use traditional game systems, not live AI generation. | ACCDevWorks | - | Aug 28, 2026 | |
CRAGGFALL In-game content artcodeaudio | We are team of two with a design and development background. We have a combined decades experience shipping production-quality code and art. We use AI along with our other tools, like Blender, Substance, etc. to help us build our vision. We use AI in the early stage of concept development and prototyping, coding assistance, but everything that makes it in-game is hand-crafted and authored by us. The music is played by hand real instruments. All screen captures are 100% in-game with no alterations. | SynthForm Studios | - | Aug 28, 2026 | |
カブトムシの森 In-game content art | Generative AI tools were used during part of the development process.
Generative AI was used for some 3D models and image assets. AI-generated assets were reviewed and adjusted by the developer before being included in the game.
No content is generated by AI while the game is running. | Neruneko | - | Aug 28, 2026 | |
TreeLine In-game content art | AI tools were used to assist in creating the game logo, marketing artwork, and some 2D in-game assets such as item icons and illustrations. All AI-generated content is pre-generated (nothing is generated at runtime) and was manually reviewed and edited. All 3D models, gameplay, code, and game design are hand-crafted. | Ravenmaul | - | Aug 28, 2026 | |
Achievements In-game content artcode | The game uses AI only for textures and code | Fortcomp | - | Aug 28, 2026 | |
WinterSeed In-game content audiotext | Generative AI was used to create some of the background music and assist with writing parts of the Steam store page descriptions. | Wolf Studio | - | Aug 28, 2026 | |
Marina Manager In-game content arttext | Generative AI was used to assist with some Steam store artwork, marketing materials, and localization. | Gyrfalcon Games | - | Aug 28, 2026 | |
Birch In-game content text | There is no AI-generated art or audio anywhere in this game. Every sprite, animation and character design is hand-drawn by me. The game has no audio at all, and the music in the trailer is my own work too. Nothing is generated while the game runs, and it never connects to an AI service.
AI was used to help with text, in three places.
The store page description and short description, in all 11 languages.
Translating the interface labels into the 10 languages other than English. There are only 24 strings in the whole game and no prose of any kind: 11 are labels like "Clear all" and "Cancel", and the other 13 are bird names, which are the real common names of each species, looked up per language rather than made up.
Some of our Steam community and marketing posts.
Chinese (both) I checked myself, and Japanese was checked at N2. Korean, Spanish, Russian, Brazilian Portuguese and German have not been checked by a native speaker. | ANYMACTION STUDIO | - | Aug 28, 2026 | |
Aquarium Days In-game content artaudiotext | Some graphics, music, and translations were initially generated by AI and subsequently revised by humans. | Pet Party | - | Aug 26, 2026 | |
CoasterWorks Dev only code | Generative AI tools were used to assist with portions of the game’s source code. All AI-assisted code was reviewed, modified, integrated and tested by the developer. The game’s models, artwork and other visual content were created or sourced separately and were not generated by AI. CoasterWorks does not generate AI content during gameplay or connect to external AI services. | CoasterWorks | - | Aug 25, 2026 | |
Farmbound In-game content arttext | Generative AI Disclosure: During the development of Farm Idle, generative AI tools were utilized to assist with creating and conceptualizing some 2D UI icons, menu graphics, and localized text. All generated assets were reviewed, cleaned, edited, and integrated by the development team to fit the game's pixel-art aesthetic. No AI content is generated in real-time while playing the game. | North Coast Studio | - | Aug 25, 2026 | |
One More Chop In-game content text | To make One More Chop more accessible to players around the world, AI-assisted tools were used as part of the localization process for supported languages. Their use is limited to translation and localization support, helping us make the game available to players across a wider range of languages and regions. | Jubar Studio | - | Aug 25, 2026 | |
Dear Gardener Dev only artcode | As a small independent developer, obviously AI tools was used to assist in the development of this game, including working on graphical elements as well as writing code. | Youkoso Games | - | Aug 25, 2026 | |
Void Ascend In-game content artaudio | AI tools were used during development to generate some of the visual assets (such as UI elements/background textures) and promotional/audio elements. All AI-generated content was reviewed, edited, and integrated manually into the game. | Xseynon | - | Aug 25, 2026 | |
Windowsill Isle In-game content text | Some in-game text (such as the messages in bottles) and store page copy were written with the assistance of AI tools. All content has been reviewed and edited by the developer. | 7382Team | - | Aug 25, 2026 | |
Hivekeepers In-game content artaudio | The capsule art and some sfx were generated by AI. | MNXC Games | - | Aug 24, 2026 | |
Little Bettas In-game content artaudio | Pre-Generated Content
This demo includes pre-generated AI content:
- The background images used in the Store, Breeding, and Inventory screens.
- The shared background image used in the Collection and Tutorial screens.
- Wooden aquarium decorations.
- Snail aquarium decorations.
- Background music tracks generated with Suno AI. The developer holds a license for their use.
No AI-generated content is created during gameplay. Players cannot enter prompts or interact with AI systems. | ElaraClub | - | Aug 24, 2026 | |
Bloom Busters In-game content text | Some narration and localization were created with the assistance of generative AI. The game does not use AI to generate content during gameplay. | UBrothers | - | Aug 24, 2026 | |
Molluscarium In-game content art | The store capsule artwork and some in-game assets were created using generative AI. All AI-generated content was reviewed by the developer | PiqFocus Interactive | - | Aug 24, 2026 | |
Breezy Blooms In-game content artaudio | Generative AI was used to create artwork, and some sound effects. All generated content was tested automatically and reviewed by human.
Background Music, and some sound effects are licensed from third-party libraries and are not AI-generated.
No AI content is generated during gameplay. The game does not connect to an external AI service during gameplay, and all shipped content is finalized and static. | EXPECTACLE | - | Aug 24, 2026 | |
A Cat's Little Pond In-game content arttext | AI tools were used during development to provide feedback on artwork and assist with localization. No AI-generated artwork or other AI-generated assets are included in the final game. | Rikerat | - | Aug 24, 2026 | |
Slime Hunter In-game content text | This game uses generative AI to assist with some translations. All AI-assisted translations were reviewed, edited, and approved by the developer before being included in the game. | DogDog | - | Aug 24, 2026 | |
Wishing Well Simulator In-game content arttext | Wishing Well Simulator uses generative AI tools during development only; nothing is generated while you play, and the game never connects to any external AI service.
Pre-generated content made with AI assistance:
Key art and store artwork were created with generative image tools and then edited by hand.
The 3D well model was generated with an AI 3D tool (Meshy) and reworked by hand (materials, UVs, textures).
Translations into 21 languages beyond the original Turkish were produced with AI-assisted translation and then reviewed by hand, including platform terminology corrections.
Some secondary text (credits, tutorial hints) was drafted with AI assistance and edited by the author.
Written by hand: the story, all 119 events, the characters and dialogue, the game design and code. Sound effects are procedurally generated by the game's own code (no AI); the game has no music or voice acting. | Kanuni Games | - | Aug 23, 2026 | |
TapTrapGrow Store/marketing codearttext | Generative AI tools were used during development to assist with code and selected pre-generated game and marketing content. All shipped content was reviewed by the developer. No AI content is generated during gameplay. | Cartoon Rocket Games | - | Aug 23, 2026 | |
Bigger Brain Store/marketing art | In some screenshots on the store page, I used AI in order to show more clear image.
In the gameplay, the artificial intelligence is not used. | Dream of guinea pigs | - | Aug 23, 2026 | |
にゃんこサバイバー In-game content artaudiotext | Some visual assets, music, sound effects, and text used in this game and its Steam store page were created or assisted by generative AI. All AI-generated content has been reviewed, edited, and integrated by the developer to ensure it meets the artistic vision and quality standards of the game. | Nyanko Studio | - | Aug 23, 2026 | |
God Faction In-game content art | Generative AI tools were used to assist in creating select 2D artwork for this game illustrations for collectible cards, artwork for the card battle/arena scene, and the game's logo and store capsule art. All AI-assisted artwork was selected, edited, and finalized by the development team before inclusion. Generative AI was not used to create the 3D open-world environment, or other gameplay systems/mechanics. This is for the demo build, and some or all AI-assisted art may be replaced with original human-made artwork in the full release. | SagaDevs | - | Aug 23, 2026 | |
Polylithic In-game content text | AI was used for translations. | polyperfect | 152 | Aug 22, 2026 | |
Please Stop Breeding the Ducks In-game content art | I’m a broke college student and don’t have the budget to hire a professional artist for everything, so generative AI was used to help create some marketing and promotional artwork for the game do forgive me. | Solarice Interactives | - | Aug 22, 2026 | |
Shrimpscape In-game content arttext | Some of Shrimpscape's assets were produced with generative AI. The shrimp, plant and hardscape artwork was generated with AI image tools and then hand-edited, colour-corrected and assembled by the developer. The 3D hardscape models were generated with an AI mesh tool and then cleaned up and textured by hand in Blender. Store page and capsule art was made the same way. Text outside English is machine-translated. Nothing is generated while you play — everything shipped in the game is fixed and reviewed before release. | Umbriel Games | - | Aug 22, 2026 | |
熊猫钓鱼:台钓问道之旅 In-game content art | AI tools were used in the creation of some promotional renderings and in-game scene assets. All AI-generated visual content was reviewed, edited, and finalized by the development team to ensure consistency with the game's artistic direction. | BoLiZha Studio | - | Aug 22, 2026 | |
Wanderbound In-game content audioart | In game soundtracks were generated in Suno. AI assisted with drafting assests in Blender. | Soft Sky Studio | - | Aug 22, 2026 | |
可以看看你的...植物嘛? In-game content artaudio | We use AI to generate plants reference and some of the sound effects, then we polish and animate them in Photoshop and Spine to get formal assets | mindora games | - | Aug 22, 2026 | |
Puttiverse In-game content art | Generative AI was used during development to assist with the creation of some visual assets, including concept exploration, initial image generation, and partial redraws. All such assets were reviewed, edited, integrated, and finalized by the developer.
The game does not use generative AI at runtime and does not generate any content live. | ColdGoats | - | Aug 22, 2026 | |
SmallHero Maze 3D In-game content audio | I used an AI tool to generate the game's music. | Manuel Hauss | - | Aug 22, 2026 | |
Dinonid In-game content text | English Localisation | Inclusive Gaming GmbH | - | Aug 22, 2026 |