We have some placeholder art currently while our Artist finishes their renders. Expect to see updated content closer to launch.
- Creator
- Hazardmere Games
- Reviews
- -
- Added
- Aug 16, 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.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
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.
We have some placeholder art currently while our Artist finishes their renders. Expect to see updated content closer to launch.
Generative AI was used to assist with programming and some pre-recorded voice-over audio.
Cigar Tycoon includes pre-generated AI-assisted content created during development, including some promotional artwork, store capsule and library artwork, and a small amount of magazine-style written content. The developer reviewed and edited this content before release. The game does not generate new content with AI during gameplay, does not connect to an external AI service, and does not send player data to an AI service.
This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay.
No AI generated art, music or voice is used. The game does not generate any content with AI while it runs. Localizations were machine-translated.
The icons in this game are generated by AI.
Music and certain in-game UI icons were created using generative AI tools. All AI-generated assets were reviewed, selected, and, where necessary, edited by the developer before being included in the game. The game does not generate any AI content during gameplay.
3D Customer Models are AI generated because of a lack of funding.
This game uses AI for UI and other 2D artwork. AI is also used to generate marketing artwork.
AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback. Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team.
Some of the music in this game was created using AI tools. Text translations for some of the supported languages were also produced with AI tools
Some in-game images were created with limited assistance from AI tools, then refined, adjusted, and completed by human artists.
- sound effects - male/female speeches - some UI elements - models (character)
This game uses AI-generated art and audio assets created during development.
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.
AI helped with translating into different languages and with editing some of the original textures.
AI was used for some translations and visual assets. The game does not generate AI content during gameplay, and AI was not used to write the game's code.
Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer.
I received assistance from text-generative AI (LLM) for the English translation (localization) of all in-game text (dialogues, UI, system messages) and for writing the English description on the Steam store page.
I mostly use AI for debugging and I make it document my code for me. I've been using it for placeholder art but intend on replacing all, or at least most of them by release. I use it like a tool I can turn to for general tasks rather then a crutch that does everything.
Kerf - Sawmill Tycoon was made almost entirely with AI tools. The developer directed the work, chose what went into the game and approved every result, but did not model, rig or write code by hand. What that means for the content that ships in the game: - Code: written by an AI coding assistant. - Characters: generated by an AI 3D tool from AI-generated reference images, then rigged and set up in the game by the AI assistant. - Other 3D models: some came from an AI 3D tool - a vehicle and environment props such as rocks, mountains and bushes. The rest, including the valley, the buildings, the machines and the trees, were built in 3D software by the AI assistant writing scripts. - Animation: all character animation was generated with an AI motion tool. - Music: all of the in-game music was generated with an AI music tool. - Sound: some sound effects were generated with an AI sound tool; the rest were sourced from sound libraries by the developer. - Text: the in-game text was written with AI assistance, and the translations from English and Polish into the other 13 supported languages were made with AI. Everything was reviewed and approved by the developer before release. No content is generated by AI while the game is running. The Twitch integration only displays messages typed by real viewers.
Generative AI content was used in the visual, audio, story, and localization aspects during the development phase of this game
This game contains AI-generated 2D artwork, while all 3D models were created by hand.
Generative AI tools were used as development assistants for portions of game code, UI text, localization, and the preparation of some store-page copy and marketing layouts. All results were reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services.
Only used for assisting translations, no generative AI is used in the store page or the game assets
Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay.
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 to create some promotional artwork for the game’s Steam page.
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.
Character portraits, scene art, and voice performances were generated with licensed AI tools (PixelLab, ElevenLabs) under paid subscriptions, then curated, edited, and directed by hand. The soundtrack is built on the developer's original compositions, produced and arranged with Suno under a paid subscription. All game design, writing, and code are human-made. No AI generation occurs at runtime.
AI was used to generate code and art assets.
AI was used throughout to assist in the development of this game.
Some promotional artwork and marketing materials for this game were created with the assistance of generative AI tools. All gameplay content, systems, and game assets are developed and reviewed by the development team.
We used AI tools during development to assist with portions of the game's code and some textures/images. All AI-assisted content was reviewed and finalized by the development team before being included in the game. No AI-generated content is created during gameplay.
AI tools were used only during the concept development stages. All final content was reviewed and edited by the development team. All artwork used on the Steam store page was created by freelance 2D artists.
Generative AI was used in this game to assist with the creation of some character voiceovers and in the coding process. The game's visual and narrative design were created by our team.
Some store/library marketing art and some in-game art assets (character portraits, backgrounds, item icons and UI elements) were created with the assistance of AI image generation tools, followed by manual editing and integration by the developer. We have rights to use the generated images and they do not infringe third-party IP.
AI is used for store page capsule art and in-game character portrait art creation, which are then remodeled by our graphic.
AI will be used for text correction and translations to other languages beyond initial announced.
The game contains pre-generated visual and audio assets created with the assistance of generative AI tools during development. OpenAI-assisted tools were used for selected visual assets, Suno was used for pre-generated medieval-inspired music, and ElevenLabs was used for selected sound effects, ambience, and voice elements. All outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live-generated AI and does not connect to an AI service while running.
This game was developed by a single person, with support from artificial intelligence in various areas.
Some of the 2D artwork for this game was created with the assistance of generative AI image tools. This includes the Steam store page capsule and library images, the game logo, and some small 2D product icons used in-game. All AI-generated output was manually reviewed, edited and composited by the developer before use. All 3D models, environments, gameplay systems and code were created without generative AI. No content is generated by AI while the game is running.
Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play.
The development of The Rug Racket used generative AI tools to assist in creating some of the content included in the game, such as art assets, as well as in the creation of the game's store page and marketing materials. All AI-assisted content was reviewed by the development team prior to release.
Some card artwork was created with the assistance of generative AI tools. All final assets were manually edited, refined, and integrated.
AI tools were used for translation purposes.
Generative AI was used strictly to create temporary concept art and placeholder assets during early development. All of these placeholders are being systematically replaced with custom or commissioned assets prior to the game's final release.
Generative AI was used during development to assist with selected fictional product labels, packaging textures, item icons, and visual reference materials.
Some of this game's assets were created with generative AI tools and then integrated by hand: the fish models, the facility hall, and the tanks. Some in-game text, the tutorial and the customer emails, was written with the help of an AI language model. All other assets (music, sound, icons, textures, remaining UI) are hand-made or CC0. Every game system, the water simulation, koi grading, economy, customer and calendar logic, is hand-written code. No generative AI runs at runtime; nothing is generated live while you play.
Some of the graphical assets in this game were created using generative AI tools. This includes certain 3D models (characters and props), textures, background illustrations, and UI images; some of the key art on this store page was created the same way. All AI-generated assets were curated, edited, and placed by the developer, and no AI content is generated in real time during gameplay.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Hazardous Employment Dev only art | We have some placeholder art currently while our Artist finishes their renders. Expect to see updated content closer to launch. | Hazardmere Games | - | Aug 16, 2026 | |
Outpost Simulator In-game content codeaudio | Generative AI was used to assist with programming and some pre-recorded voice-over audio. | Mental Dreams | - | Aug 15, 2026 | |
Cigar Tycoon Store/marketing arttext | Cigar Tycoon includes pre-generated AI-assisted content created during development, including some promotional artwork, store capsule and library artwork, and a small amount of magazine-style written content. The developer reviewed and edited this content before release. The game does not generate new content with AI during gameplay, does not connect to an external AI service, and does not send player data to an AI service. | Snob Studio | - | Aug 14, 2026 | |
Pharmacy Simulator: Big Pharma Store/marketing art | This game uses pre-generated AI only for certain UI background images and promotional store visuals. These assets were created before release and remain fixed. The game does not include any live AI generation during gameplay. | Yusuf Islam Seyhan | - | Aug 14, 2026 | |
Party Tycoon: Takeover In-game content text | No AI generated art, music or voice is used.
The game does not generate any content with AI while it runs.
Localizations were machine-translated. | Ennix Games | - | Aug 14, 2026 | |
差评回复员 In-game content art | The icons in this game are generated by AI. | TianDuan | - | Aug 14, 2026 | |
Trade or Threat In-game content audioart | Music and certain in-game UI icons were created using generative AI tools. All AI-generated assets were reviewed, selected, and, where necessary, edited by the developer before being included in the game. The game does not generate any AI content during gameplay. | Gaodelty Interactive | - | Aug 13, 2026 | |
GRUBSTAKE: A Post Apocalyptic Pawn Shop In-game content art | 3D Customer Models are AI generated because of a lack of funding. | Paper Falcon Games | - | Aug 13, 2026 | |
Outdoor Wine Market Simulator In-game content art | This game uses AI for UI and other 2D artwork. AI is also used to generate marketing artwork. | navlikesbunnies | - | Aug 11, 2026 | |
Attention Shoppers In-game content textart | AI tools are used to assist with the localization of in-game and store page text into other languages. All translations are reviewed by the development team and improved with community feedback.
Some marketing artwork (store capsules and promotional images) was created with AI assistance, based on the game's own assets, characters and art style. All in-game content, gameplay, art assets and audio design are created by the development team. | Blue Mayonnaise | - | Aug 11, 2026 | |
Stash Mayhem In-game content audiotext | Some of the music in this game was created using AI tools. Text translations for some of the supported languages were also produced with AI tools | Nauco Labs | - | Aug 11, 2026 | |
Steal & Sell Simulator In-game content art | Some in-game images were created with limited assistance from AI tools, then refined, adjusted, and completed by human artists. | DreamWay Games | - | Aug 11, 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 | |
CAPITALIUM In-game content artaudio | This game uses AI-generated art and audio assets created during development. | WinFive Games | - | Aug 8, 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 | |
Nicotine Merchant Simulator™ In-game content textart | AI helped with translating into different languages and with editing some of the original textures. | pickaxe | 42 | Aug 8, 2026 | |
Market Manager Simulator In-game content textart | AI was used for some translations and visual assets. The game does not generate AI content during gameplay, and AI was not used to write the game's code. | Bugurca Game Studio | - | Aug 8, 2026 | |
Zombie Cropse In-game content artaudiotext | Generative AI tools were used during development to create portions of the game’s artwork,sound and localization. Each AI-assisted asset was reviewed, edited, palette-matched, and curated by the developer. | YCF Productions | - | Aug 7, 2026 | |
The Potion Stand : Brewing for Sprites In-game content text | I received assistance from text-generative AI (LLM) for the English translation (localization) of all in-game text (dialogues, UI, system messages) and for writing the English description on the Steam store page. | Warm Cup Studio | - | Aug 7, 2026 | |
Immortalitea Dev only codeart | I mostly use AI for debugging and I make it document my code for me. I've been using it for placeholder art but intend on replacing all, or at least most of them by release. I use it like a tool I can turn to for general tasks rather then a crutch that does everything. | CronicGames | - | Aug 7, 2026 | |
KERF: Sawmill Tycoon In-game content artaudiotextcode | Kerf - Sawmill Tycoon was made almost entirely with AI tools. The developer directed the work, chose what went into the game and approved every result, but did not model, rig or write code by hand. What that means for the content that ships in the game:
- Code: written by an AI coding assistant.
- Characters: generated by an AI 3D tool from AI-generated reference images, then rigged and set up in the game by the AI assistant.
- Other 3D models: some came from an AI 3D tool - a vehicle and environment props such as rocks, mountains and bushes. The rest, including the valley, the buildings, the machines and the trees, were built in 3D software by the AI assistant writing scripts.
- Animation: all character animation was generated with an AI motion tool.
- Music: all of the in-game music was generated with an AI music tool.
- Sound: some sound effects were generated with an AI sound tool; the rest were sourced from sound libraries by the developer.
- Text: the in-game text was written with AI assistance, and the translations from English and Polish into the other 13 supported languages were made with AI.
Everything was reviewed and approved by the developer before release.
No content is generated by AI while the game is running. The Twitch integration only displays messages typed by real viewers. | MGDB Studio | 31 | Aug 7, 2026 | |
Medieval Fantasy Blacksmith Shop In-game content artaudiotext | Generative AI content was used in the visual, audio, story, and localization aspects during the development phase of this game | Uraz Interactive | - | Aug 7, 2026 | |
That pricing man 定价人 In-game content art | This game contains AI-generated 2D artwork, while all 3D models were created by hand. | Roundabout Game | - | Aug 7, 2026 | |
矿脉铁匠 In-game content codetext | Generative AI tools were used as development assistants for portions of game code, UI text, localization, and the preparation of some store-page copy and marketing layouts. All results were reviewed and edited by the developer. No generative AI is used during gameplay, and the game does not connect to external AI services. | LIU CHENGXI | - | Aug 7, 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 | |
Cinderisle In-game content art | Some 2D character portraits, sprites, item and environment artwork, and store promotional images were created from drafts produced with generative AI tools. All assets were reviewed, curated, edited, and post-processed by the developer before being included. The game does not use AI to generate content in real time during gameplay. | 플랜츠게임 | - | Aug 5, 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 | |
Farmstead Market Simulator Store/marketing art | Generative AI was used to create some promotional artwork for the game’s Steam page. | Harvest Trail | - | 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 | |
Halsey Row In-game content artaudiotext | Character portraits, scene art, and voice performances were generated with licensed AI tools (PixelLab, ElevenLabs) under paid subscriptions, then curated, edited, and directed by hand.
The soundtrack is built on the developer's original compositions, produced and arranged with Suno under a paid subscription.
All game design, writing, and code are human-made. No AI generation occurs at runtime. | Grumblepot Games | - | Aug 4, 2026 | |
Path of the Retired Adventurer In-game content artcode | AI was used to generate code and art assets. | Nightfeather Studio | - | Aug 4, 2026 | |
Takeout Mania Dev only | AI was used throughout to assist in the development of this game. | Alagesia | - | Aug 4, 2026 | |
Woks & Works In-game content art | Some promotional artwork and marketing materials for this game were created with the assistance of generative AI tools. All gameplay content, systems, and game assets are developed and reviewed by the development team. | Quaternion Labs | - | Aug 4, 2026 | |
Only Booze: Liquor Store Simulator In-game content artcode | We used AI tools during development to assist with portions of the game's code and some textures/images. All AI-assisted content was reviewed and finalized by the development team before being included in the game. No AI-generated content is created during gameplay. | HighOnGames | - | Aug 4, 2026 | |
Deep Blue Sushi Dev only art | AI tools were used only during the concept development stages. All final content was reviewed and edited by the development team. All artwork used on the Steam store page was created by freelance 2D artists. | PaperPixel Games | 96 | Aug 3, 2026 | |
Bloody Pineapple In-game content audiocode | Generative AI was used in this game to assist with the creation of some character voiceovers and in the coding process. The game's visual and narrative design were created by our team. | Exodeep Studio | - | Aug 1, 2026 | |
Questmonger In-game content art | Some store/library marketing art and some in-game art assets (character portraits, backgrounds, item icons and UI elements) were created with the assistance of AI image generation tools, followed by manual editing and integration by the developer. We have rights to use the generated images and they do not infringe third-party IP. | The Big Studio | - | Aug 1, 2026 | |
Mystery Box Simulator In-game content art | AI is used for store page capsule art and in-game character portrait art creation, which are then remodeled by our graphic. | Games Incubator | - | Aug 1, 2026 | |
Brew & Bottle In-game content text | AI will be used for text correction and translations to other languages beyond initial announced. | Bastosha | - | Jul 31, 2026 | |
Medieval Travelling Merchant In-game content artaudio | The game contains pre-generated visual and audio assets created with the assistance of generative AI tools during development. OpenAI-assisted tools were used for selected visual assets, Suno was used for pre-generated medieval-inspired music, and ElevenLabs was used for selected sound effects, ambience, and voice elements. All outputs were reviewed, selected, edited, and integrated by the developer. The game does not use live-generated AI and does not connect to an AI service while running. | Lord Beard Games | - | Jul 31, 2026 | |
Royale Smith Unclear | This game was developed by a single person, with support from artificial intelligence in various areas. | Poison Mushroom Interactive | - | Jul 30, 2026 | |
Warehouse Chaos Simulator art | Some of the 2D artwork for this game was created with the assistance of
generative AI image tools. This includes the Steam store page capsule and
library images, the game logo, and some small 2D product icons used in-game.
All AI-generated output was manually reviewed, edited and composited by the
developer before use. All 3D models, environments, gameplay systems and code
were created without generative AI. No content is generated by AI while the
game is running. | BB GAMES | - | Jul 30, 2026 | |
Pip Sellfish In-game content artaudio | Pip Sellfish is made by one person. I used generative AI tools during development to help create some of the game's assets, such as artwork and music, every asset was hand-picked and integrated by me. No AI is used at runtime: nothing is generated while you play. | Wombart | - | Jul 30, 2026 | |
The Rug Racket In-game content art | The development of The Rug Racket used generative AI tools to assist in creating some of the content included in the game, such as art assets, as well as in the creation of the game's store page and marketing materials. All AI-assisted content was reviewed by the development team prior to release. | ioStudios | - | Jul 29, 2026 | |
TCG Shop Life In-game content art | Some card artwork was created with the assistance of generative AI tools. All final assets were manually edited, refined, and integrated. | Fandoor Studio | - | Jul 27, 2026 | |
Ducasse In-game content text | AI tools were used for translation purposes. | Adrien De Nève | - | Jul 25, 2026 | |
Baskets and Blooms Dev only art | Generative AI was used strictly to create temporary concept art and placeholder assets during early development. All of these placeholders are being systematically replaced with custom or commissioned assets prior to the game's final release. | Mischief Gaming Studios LLC | - | Jul 25, 2026 | |
Kiosk Hustle In-game content art | Generative AI was used during development to assist with selected fictional product labels, packaging textures, item icons, and visual reference materials. | Akadmy Development | - | Jul 23, 2026 | |
Aquaculture Simulator In-game content arttext | Some of this game's assets were created with generative AI tools and then integrated by hand: the fish models, the facility hall, and the tanks. Some in-game text, the tutorial and the customer emails, was written with the help of an AI language model. All other assets (music, sound, icons, textures, remaining UI) are hand-made or CC0. Every game system, the water simulation, koi grading, economy, customer and calendar logic, is hand-written code. No generative AI runs at runtime; nothing is generated live while you play. | Kellwright Studios | - | Jul 23, 2026 | |
4am In-game content art | Some of the graphical assets in this game were created using generative AI tools. This includes certain 3D models (characters and props), textures, background illustrations, and UI images; some of the key art on this store page was created the same way. All AI-generated assets were curated, edited, and placed by the developer, and no AI content is generated in real time during gameplay. | Studio Marigold | 10 | Jul 23, 2026 |