Uses for some scripting Uses for some audio
- Creator
- Fort Chuck Entertainment
- Reviews
- -
- Added
- Oct 7, 2026
Public Steam disclosure research 24,658 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.
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Uses for some scripting Uses for some audio
Sound effects and music were created with AI audio tools (ElevenLabs) and selected and edited by the developer. Parts of the in-game text, villager dialogue and translations were written with the help of AI and reviewed by the developer. AI coding assistants were used during development, including scripts that build the game's 3D models. No AI generates content while you play.
The game's 2D artwork (plant, item and upgrade icons, logo, background and store key art) and some of the garden sound effects (harvest, plant, water, discover and golden-seed sounds) were created with generative AI tools (OpenAI GPT Image and Stability AI Stable Audio) and curated by the developer. All content is pre-generated and ships with the game. The game does not generate any content with AI during gameplay and does not connect to any external AI service.
AI was used for initial art and audio. Every visual asset was redrawn by hand.
Generative AI tools were used during development to assist with localization and the creation of some game assets. Generative AI is not used to generate content during gameplay, and the game does not connect to external AI services during execution.
AI tools were used to help plan, research, and organize the creation of this game.
The use of generative AI in this title is limited exclusively to technical assistance for the creation of secondary environmental textures and background patterns. The art direction, the design of all main characters, and the vast majority of visual elements have been handcrafted by our development team.
AI tools were part of our process, helping with the game's art, writing and translations. Everything was shaped and reviewed by us, and nothing is generated by AI while you play.
Pre-generated AI content: The four background music tracks were generated with Suno AI under the developer's paid subscription (commercial license per Suno's Terms of Service). The source image of the application icon was generated with an AI image tool and manually processed. All in-game 3D models, textures, chalk illustrations and sound effects are procedurally generated by in-house scripts without AI. The game contains no live-generated AI content.
This game includes pre-generated AI-assisted artwork used in store and marketing materials and in some in-game 2D visuals. All such content was created and reviewed before release. The game does not use generative AI during gameplay and does not accept or transmit player prompts.
As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer.
Some sound effects and music were created with AI audio tools. AI tools assisted in writing the game's code and some of its text (descriptions, hints and story notes), all reviewed and edited by the developer. The artwork is drawn procedurally by the game itself, not AI-generated, and no AI content is generated during gameplay.
Use of Generative AI & AI Credits This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits. You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed. AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time.
Generative AI tools were used during development to help create and refine some 2D artwork, icons and promotional images, and to assist with store-page text and translation. These assets are prepared before release and reviewed by the developer. The game does not generate AI content during gameplay or connect to an external AI service. Player-designed weapons are created with the in-game drawing and crafting tools, not generative AI.
Our logo and key art were created with the help of AI image generation tools and edited by us. All gameplay, 3D models, and audio were made by our team.
Generative AI tools were used to assist in creating a limited number of pre-generated visual assets and localization text used in the game and its store materials. As an independent developer working with a limited production budget, I used these tools where commissioning additional original artwork was not financially feasible. All AI-assisted content was carefully selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay.
AI was used to create the art for My First Beehive.
Some of the game assets were created using AI
An AI coding assistant (Claude, Anthropic) was used under the developer's direction to help write the game's code, some in-game text and the note tables of its music, which is then rendered by our own synthesis code and a licensed instrument sample library. No audio-generation, image-generation or voice models were used: no AI-generated artwork, 3D models, voice or sound recordings ship in the game, on the store page or in marketing materials. Every shipped track is logged in a provenance ledger and checked against YouTube Content ID
Generative AI was used during development to create artwork, music and sound assets, including artwork used on the store page. AI also assisted with story development, alongside substantial writing and editing by the developer. All of this content was created before release. The game does not generate AI content or connect to AI services during play.
Parts of this game were made with the help of AI tools: the store page text, the Turkish and Simplified Chinese translations, and some of the 3D models, UI graphics and store images. The game does not generate any content with AI while you play.
We use generative AI as a reference and supporting tool during game development, while final creative decisions and implementation are made by our team.
The music under the trailer is generated by Suno. That's it. I ain't a musician.
Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime. While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time.
Generative AI was used to assist with the localization of some store page content. The generated translations were reviewed and edited before publication.
The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI.
Frontier was conceived, designed, directed, and extensively play tested by a solo developer. Generative AI was used as the primary production tool to implement that vision, including programming, artwork, audio, writing, and other game assets. Every aspect of the game was developed through an iterative human-directed process, with the developer specifying requirements, reviewing results, requesting revisions, making design decisions, integrating systems, and personally testing and approving the final content. No generative AI is used during gameplay.
AI assistance was used. All in-game art, music, and sound were made by people.
Some store artwork for this game was created using generative AI tools.
localization assistance.
AI tools were mainly used to speed up development of the game, not to replace human creativity.
Generative AI tools were used during development to create 2D art assets, UI elements, and icons.
Some art and promotional assets were created with the help of AI tools, and AI assisted the developer during coding.
In-game text (bee facts, item descriptions, achievement lines) and store page copy were written with the assistance of an AI writing tool, under the developer's direction and review. All artwork is pixel art drawn by the game's own code, and all audio is synthesized or CC0 field recordings — no AI-generated images, audio, or music.
Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay.
AI has been used to create certain assets for Bonsai Life. These assets include Japanese interior models, lanterns and benches.
AI tools were used to help translate the game's text. All artwork, music and game design were created by the developer.
AI tools were used to assist in the creation of some visual assets
Generative AI was used in the creation of some artwork. No content is generated by AI during gameplay.
Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials. The game does not generate AI content during gameplay and does not connect to external AI services.
Used only to generate some images.
AI has been used to help develop the game's cover art.
Generative AI assisted with programming. The game artwork, music, and sound effects were human made. The game does not generate AI content during gameplay or connect to an AI service.
Some of the icons and UI assets in the game are created with the assistance of AI tools.
Google Gemini, Google Antigravity, Pixellab services/tools are used during development process.
Some in-game art assets are AI-generated.
Some images are AI generated
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team.
Some: posters, product photos on packaging, and songs were created or modified using AI.
Starbloom Ranch features artwork developed with generative AI.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Druidika Unclear codeaudio | Uses for some scripting
Uses for some audio | Fort Chuck Entertainment | - | Oct 7, 2026 | |
Glowtide Isle In-game content audiotext | Sound effects and music were created with AI audio tools (ElevenLabs) and selected and edited by the developer. Parts of the in-game text, villager dialogue and translations were written with the help of AI and reviewed by the developer. AI coding assistants were used during development, including scripts that build the game's 3D models. No AI generates content while you play. | Kul Studio | - | Oct 7, 2026 | |
Idle Garden In-game content artaudio | The game's 2D artwork (plant, item and upgrade icons, logo, background and store key art) and some of the garden sound effects (harvest, plant, water, discover and golden-seed sounds) were created with generative AI tools (OpenAI GPT Image and Stability AI Stable Audio) and curated by the developer. All content is pre-generated and ships with the game. The game does not generate any content with AI during gameplay and does not connect to any external AI service. | chi yin so | - | Oct 7, 2026 | |
Little Pagan Land In-game content artaudio | AI was used for initial art and audio. Every visual asset was redrawn by hand. | Baka Ducky Games | - | Oct 7, 2026 | |
TownEmpire In-game content textart | Generative AI tools were used during development to assist with localization and the creation of some game assets. Generative AI is not used to generate content during gameplay, and the game does not connect to external AI services during execution. | CKL | - | Oct 7, 2026 | |
My Adenture as a Slime Dev only | AI tools were used to help plan, research, and organize the creation of this game. | Somethin Somethin Studios | - | Oct 7, 2026 | |
Endurland In-game content art | The use of generative AI in this title is limited exclusively to technical assistance for the creation of secondary environmental textures and background patterns. The art direction, the design of all main characters, and the vast majority of visual elements have been handcrafted by our development team. | Mada Games | - | Oct 7, 2026 | |
Wizards Go Farming In-game content arttext | AI tools were part of our process, helping with the game's art, writing and translations. Everything was shaped and reviewed by us, and nothing is generated by AI while you play. | Pocket Pebble Games | - | Oct 6, 2026 | |
Little Pot, Big Seasons In-game content audioart | Pre-generated AI content: The four background music tracks were generated with Suno AI under the developer's paid subscription (commercial license per Suno's Terms of Service). The source image of the application icon was generated with an AI image tool and manually processed. All in-game 3D models, textures, chalk illustrations and sound effects are procedurally generated by in-house scripts without AI. The game contains no live-generated AI content. | zxdefine | - | Oct 6, 2026 | |
Bird Empire In-game content art | This game includes pre-generated AI-assisted artwork used in store and marketing materials and in some in-game 2D visuals. All such content was created and reviewed before release. The game does not use generative AI during gameplay and does not accept or transmit player prompts. | sadness | - | Oct 6, 2026 | |
Pocket Pasture In-game content art | As a solo developer, generative AI tools were used to assist in creating promotional capsule artwork and achievement icons. All gameplay mechanics, coding, and game design were created directly by the developer. | OxygenStudio | - | Oct 6, 2026 | |
Tategoi In-game content audiotextcode | Some sound effects and music were created with AI audio tools.
AI tools assisted in writing the game's code and some of its text (descriptions, hints and story notes), all reviewed and edited by the developer. The artwork is drawn procedurally by the game itself, not AI-generated, and no AI content is generated during gameplay. | Nukeborn Studio | - | Oct 4, 2026 | |
Dream Island Simulator Live AI textcode | Use of Generative AI & AI Credits
This game uses AI to generate in-game dialogue text and small gameplay extension modules ("evolution modules"). AI features consume AI credits.
You can get AI credits via small in-game purchases processed by Steam, or connect your own AI service at no extra cost — the settings menu lets you enter a custom API URL and key (any OpenAI-compatible endpoint), in which case usage is billed directly by your provider and no credits are consumed.
AI-generated code runs in a strictly sandboxed environment with a limited set of game APIs, and every output must pass the game's validation and test gates before taking effect. AI features can be disabled at any time. | 闪电游戏工作室 | - | Oct 4, 2026 | |
RogueForge In-game content arttext | Generative AI tools were used during development to help create and refine some 2D artwork, icons and promotional images, and to assist with store-page text and translation. These assets are prepared before release and reviewed by the developer. The game does not generate AI content during gameplay or connect to an external AI service. Player-designed weapons are created with the in-game drawing and crafting tools, not generative AI. | SOOFT Studio | - | Oct 4, 2026 | |
Cauldron Chaos Store/marketing art | Our logo and key art were created with the help of AI image generation tools and edited by us. All gameplay, 3D models, and audio were made by our team. | RavenMark Games | - | Oct 4, 2026 | |
The Debt We Sow In-game content arttext | Generative AI tools were used to assist in creating a limited number of pre-generated visual assets and localization text used in the game and its store materials. As an independent developer working with a limited production budget, I used these tools where commissioning additional original artwork was not financially feasible. All AI-assisted content was carefully selected, reviewed, and edited by the developer. The game does not generate AI content during gameplay. | Reysher Games | - | Oct 3, 2026 | |
My First Beehive In-game content art | AI was used to create the art for My First Beehive. | Joyner Labs | - | Oct 3, 2026 | |
Tiny Paradise In-game content | Some of the game assets were created using AI | Aries Echo Studio | - | Oct 3, 2026 | |
CropCorp In-game content codetext | An AI coding assistant (Claude, Anthropic) was used under the developer's direction to help write the game's code, some in-game text and the note tables of its music, which is then rendered by our own synthesis code and a licensed instrument sample library. No audio-generation, image-generation or voice models were used: no AI-generated artwork, 3D models, voice or sound recordings ship in the game, on the store page or in marketing materials. Every shipped track is logged in a provenance ledger and checked against YouTube Content ID | Web Level Up | - | Oct 3, 2026 | |
Frontier Harvest Initiative In-game content artaudiotext | Generative AI was used during development to create artwork, music and sound assets, including artwork used on the store page. AI also assisted with story development, alongside substantial writing and editing by the developer. All of this content was created before release. The game does not generate AI content or connect to AI services during play. | More Than Devs | - | Oct 2, 2026 | |
CozyDuck Idle In-game content textart | Parts of this game were made with the help of AI tools: the store page text, the Turkish and Simplified Chinese translations, and some of the 3D models, UI graphics and store images. The game does not generate any content with AI while you play. | Eren Kurular | - | Oct 1, 2026 | |
Your Ancestor Stories Dev only | We use generative AI as a reference and supporting tool during game development, while final creative decisions and implementation are made by our team. | Vision Ascent | - | Oct 1, 2026 | |
Frog Planter Store/marketing audio | The music under the trailer is generated by Suno. That's it. I ain't a musician. | Lazy Platypus Kft. | - | Oct 1, 2026 | |
Nanna's Farm In-game content art | Some 2D art assets were created with the assistance of generative AI image tools and then heavily edited and cleaned up by hand before being used in the game. This includes the logo, some animals, the main menu background, and icon artwork. All such content is pre-generated and baked into the build; the game does not generate any content at runtime.
While every mission, achievement, perk, story beat and game mode was designed and built by hand, one at a time. | ChabibiGames | - | Sep 30, 2026 | |
Final Verdict: Mistwood In-game content text | Generative AI was used to assist with the localization of some store page content. The generated translations were reviewed and edited before publication. | Hawks Studios | - | Sep 30, 2026 | |
Nadas In-game content textaudioart | The English localization was prepared with AI assistance and was fully reviewed and edited by the developer. Some in-game sounds were generated with AI. The capsule image on the Steam store page was generated with AI. The in-game visual and model assets were not generated with AI. | Ato Games | - | Sep 30, 2026 | |
Frontier In-game content artaudiotextcode | Frontier was conceived, designed, directed, and extensively play tested by a solo developer. Generative AI was used as the primary production tool to implement that vision, including programming, artwork, audio, writing, and other game assets. Every aspect of the game was developed through an iterative human-directed process, with the developer specifying requirements, reviewing results, requesting revisions, making design decisions, integrating systems, and personally testing and approving the final content. No generative AI is used during gameplay. | Gunthrek | - | Sep 30, 2026 | |
Pomo Valley In-game content artaudio | AI assistance was used. All in-game art, music, and sound were made by people. | Four Games | - | Sep 30, 2026 | |
星光农场 Store/marketing art | Some store artwork for this game was created using generative AI tools. | 新星像素/Nova Pixel | - | Sep 28, 2026 | |
Looping Fields Beyond In-game content text | localization assistance. | Zakharov Viacheslav | - | Sep 27, 2026 | |
Instructions for Gary Dev only | AI tools were mainly used to speed up development of the game, not to replace human creativity. | Slade | - | Sep 27, 2026 | |
种啥长啥:这个农场不太对 In-game content art | Generative AI tools were used during development to create 2D art assets, UI elements, and icons. | Odd Sprout Studio | - | Sep 27, 2026 | |
Letters from the Springs Store/marketing artcode | Some art and promotional assets were created with the help of AI tools, and AI assisted the developer during coding. | Soda Elephant Studio | - | Sep 25, 2026 | |
Buzzed: An Idle Beekeeping Game In-game content text | In-game text (bee facts, item descriptions, achievement lines) and store page copy were written with the assistance of an AI writing tool, under the developer's direction and review. All artwork is pixel art drawn by the game's own code, and all audio is synthesized or CC0 field recordings — no AI-generated images, audio, or music. | Hedgerow Games | - | Sep 25, 2026 | |
The Miner's Routine In-game content art | Generative AI tools were used to assist in the creation of certain visual assets during development. All final in-game content was reviewed and edited by the developer. No AI-generated content is produced during gameplay. | Aleksandr Pogrebitskii | - | Sep 25, 2026 | |
Bonsai Life In-game content art | AI has been used to create certain assets for Bonsai Life. These assets include Japanese interior models, lanterns and benches. | Alexander Johnston | - | Sep 25, 2026 | |
Baan Khok In-game content text | AI tools were used to help translate the game's text. All artwork, music and game design were created by the developer. | Atiwat Cotpakdee | - | Sep 25, 2026 | |
Last Pasture Unclear art | AI tools were used to assist in the creation of some visual assets | DrugTank | - | Sep 24, 2026 | |
Wool Overflow In-game content art | Generative AI was used in the creation of some artwork. No content is generated by AI during gameplay. | Icycozy Games | - | Sep 24, 2026 | |
废土小饭馆 In-game content arttext | Generative AI tools were used during development to assist with the creation of some visual assets, promotional artwork, and selected localization or text drafts. All AI-assisted content was reviewed by the developer and, where needed, edited before being included in the game or its Steam store materials.
The game does not generate AI content during gameplay and does not connect to external AI services. | Bannye | - | Sep 22, 2026 | |
A Needle In A Haystack: Sorting Game Unclear art | Used only to generate some images. | Thinflow Games | - | Sep 22, 2026 | |
Farmer Life Store/marketing art | AI has been used to help develop the game's cover art. | Hard Shark Games | - | Sep 22, 2026 | |
Idle Miner Dev only code | Generative AI assisted with programming. The game artwork, music, and sound effects were human made. The game does not generate AI content during gameplay or connect to an AI service. | SneakFox | - | Sep 21, 2026 | |
Unmoored Isle In-game content art | Some of the icons and UI assets in the game are created with the assistance of AI tools. | liuliu | - | Sep 21, 2026 | |
Pawmlet - Wheat Farm Dev only | Google Gemini, Google Antigravity, Pixellab services/tools are used during development process. | Deving Devs LLC | - | Sep 19, 2026 | |
満映物語 In-game content art | Some in-game art assets are AI-generated. | WAWE | - | Sep 19, 2026 | |
Dairy Empire: Production Simulator Unclear art | Some images are AI generated | ZD Yazilim | - | Sep 19, 2026 | |
Fieldmade Dev only | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. | Andrew Brown | - | Sep 18, 2026 | |
Sticks and Stones Store/marketing artaudio | Some: posters, product photos on packaging, and songs were created or modified using AI. | DiveDev | - | Sep 17, 2026 | |
Starbloom Ranch In-game content art | Starbloom Ranch features artwork developed with generative AI. | Recoil Mojo | - | Sep 16, 2026 |