Type 'n' FishSteamCurrent music has been generated with AI with plans to replace.
- Creator
- CapCat
- Reviews
- -
- Added
- Sep 12, 2026
Type 'n' FishSteamCurrent music has been generated with AI with plans to replace.
Deep FishingSteamGenerative AI was used during development to assist in creating some pre-generated 2D artwork, including backgrounds, characters, fish/creatures, logos, and some marketing artwork. Generated assets were reviewed, selected, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay.
็ซ็ซ็ฑ้้ฑผ Cat FishingSteamArt assets are AI-generated with subsequent manual refinement.
DreamFisherSteam์ด ๊ฒ์์ ์ผ๋ถ ์ํธ ์์ (๋ฌผ๊ณ ๊ธฐ ๋ฑ 3D ๋ชจ๋ธ, ๋ก๊ณ , ์ผ๋ถ UI)์ ์์ฑํ AI ๋๊ตฌ์ ๋์์ ๋ฐ์ ์ ์, ๊ฐ๊ณต ํ์ต๋๋ค. ์์ ์ ๋ก์ดํฐ ํ๋ฆฌ ์์์ ์ฌ์ฉํ์ต๋๋ค.
Fish fights backSteamSome pictures, animations, sounds and code parts were created with AI.
Fisher King TDSteamSome 2D art assets and pre-rendered cinematic videos in this game were created with the help of generative AI tools, and were then manually reviewed, edited and retouched by the developer. Generative AI tools were also used to assist during development. The game does not generate any AI content at runtime.
SCREENSIDE FISHERSteamreceived help from AI for localization and code writing.
Little Cat Goes FishingSteamSome UI icons were generated using AI.
Cozy Fishing LifeSteamSome 2D art assets in this game, such as menu backgrounds, UI icons and character illustrations, were created with the assistance of generative AI tools. All AI-assisted assets were reviewed and edited by our team before being included in the game. No content is generated by AI while the game is running. Game code, design and text were created by humans.
TohungaSteamAI was used for translating and voicing the dialogues. Some images in the game and achievement icons were created using AI.
Sidebar Sea: Idle Fishing for Your TaskbarSteamAI tools are used to assist in development, including code, writing, art, and sound effects
CHUM FishingSteamAI tools were used during development to assist with coding, 3D modeling, and sound effect creation. All AI-generated content was reviewed and edited by the developer.
็พๅค็ผ่ฏกๅฝSteamGenerative AI tools were used to assist in the creation of some pre-generated visual assets for this game, including character and enemy artwork, scene and interface backgrounds, item and skill icons, and some promotional artwork for the Steam store. All such assets were manually selected, edited, cropped, adjusted, and reviewed by the developer before being integrated into the game.
SoulstoniaSteamGenerative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay.
Fish Them All!SteamGenerative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services.
Spear DiveSteamlocalization
Little Magic Fish StorySteamAs a solo developer, I used a combination of purchased assets, original artwork, and AI-assisted tools to create and refine game assets.
Fishing SpotSteamEnvironments 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.
Halley's Big CatchSteamSome 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.
ๆตๆตช็ซๅฒSteamThis game includes an optional AI assistant. Players may use the AI tools during gameplay for inโgame assistance such as balloonโshooting, feeding and other actions. No AIโgenerated content will be produced. During development, generative AI tools were used to assist with programming and some preโgenerated text. All AIโassisted text included in the game was reviewed and edited by the development team. No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians.
ไธๅ้ฑผ DonEatFishSteamAI-assisted artwork
Villagers and HeroesSteamWe use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community.
็็ซ้้ฑผ๏ผๅฐ้้ฎ้ไนๆ
SteamAI 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.
BancetSteamGenerative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game.
Overrafted!SteamGenerative AI is used for localization in some languages.
I Hear the ForestSteamAI has been used to localize page descriptions into some languages. Generative translation will eventually be replaced by human translation.
FISH.OSSteamSome 2D art in the game was created with the help of an AI pixel-art tool during development, specifically the application icons and and was hand-adjusted before shipping. The rest of the game's art, including all fish sprites and item icons, was made without AI.
Beach Manager SimulatorSteamSelected pre-generated visual materials used for the Steam store page, capsule artwork, promotional assets, and presentation screenshots were created or refined with the assistance of generative AI tools. The game does not use live generative AI during gameplay. No gameplay content, dialogue, images, audio, or missions are generated in real time by AI, and the game does not connect to external AI services during play.
Out FishingSteamAI-assisted tools were used in a limited capacity during development, including for some visual assets and text proofreading. All resulting content was reviewed, edited, and finalized manually by the development team. AI was used solely as a supportive development tool. The game's creative direction and final content were created and developed by the team.
CRETA: Taskbar FishingSteamCRETA: Taskbar Fishing uses generative AI tools to assist with the creation of some visual and audio assets used in the game. AI was used as a supporting tool during development, while the game's design, gameplay systems, programming, and overall creative direction were created by the developer.
Fish LabSteamNo AI-generated images and I made all the music by hand. Some text may be translated with AI.
Dirt FishingSteamStory based artwork
AquoraSteamSome of the background music in Aquora was produced using a generative audio tool. Those tracks are placeholder. They are being replaced with commissioned original music, and any remaining generated audio will be phased out of the game over time. All visual art in Aquora is procedurally generated by the developer's own custom tooling, drawn from hand-authored colour palettes, explicit shape instructions and seeded random number generation. No image generation model is involved at any point in the art pipeline, and no AI generated images appear in the game.
ONE MORE FISHINGSteamOne More Fishing contains selected pre-generated content created or refined with generative AI tools during development. This includes selected in-game artwork and UI assets, selected Steam store and marketing artwork, audio assets such as music, ambience, sound effects and selected character voice lines, plus assistance with narrative and quest drafting and localization. All shipped content is selected, edited and integrated before release. The game does not use live-generated AI. It does not contact generative AI services while running and does not send player prompts or player data to such services. At runtime it only loads, selects, animates, processes and mixes fixed content prepared before shipping.
CinderisleSteamSome 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.
Puzzles FishingSteamHelp in creating images
Lakeside IdleSteamGenerative AI assisted with selected 2D art, promotional assets,. All content was manually reviewed, edited, and integrated. The game does not generate AI content at runtime.
walstad loomSteamClaude etc. were heavily used for the creation of this product.
Songs of the ShoalsSteamThis game uses pre-generated AI-assisted content. The base concepts, 3D geometry, textures, and some source animation data for the male and female player characters were created with Tencent Hunyuan 3D Studio. The development team subsequently performed extensive manual editing and integration, including topology and rigging adjustments, animation processing, hand replacement, material work, and technical review. No content is generated by AI during
Perfect PlaceSteamPre-generated content:AI tools were used to generate 2D artwork and visual assets for the game's intro sequence. All AI-generated content has been thoroughly reviewed, curated, and does not contain any illegal or infringing material.
Deep Blue SushiSteamAI 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.
Fish Restaurant & Farming SimulatorSteamArtificial intelligence was used in the creation of some 2D artwork and the trailer's audio.
Marque & ReprisalSteamMost of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game. All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation.
Fish to Cats: Catch & FeedSteamWe use generative AI tools to help develop some in game assets and translation.
Pip SellfishSteamPip 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.
CubaraSteamMade with the help of AI.
ONE (1) WORLDSteamSome marketing artwork on this Steam store page was created with OpenAI image generation using current in-game screenshots and existing brand artwork as references. The game itself does not generate AI content during play.
That Cozy Cat GameSteamGenerative AI music for the Boombox sounds.
KaironiaSteamKaironia uses generative AI tools during the development process to create pre-rendered assets. Specifically, AI-assisted tools were used to help create background music tracks, certain 2D environmental icons and images, and to assist with multi-language text localization. None of these assets are generated dynamically or live during gameplay.
SwimcraftSteamFish species artwork in Swimcraft is pre-rendered AI-generated imagery. All venue photography is the developer's own, and all audio, UI and game code are non-generated. No AI content is generated live during play.
| Titleโ | Disclosure | Creatorโ | Src | Reviewsโ | Addedโ |
|---|---|---|---|---|---|
Type 'n' Fish In-game content audio | Current music has been generated with AI with plans to replace. | CapCat | - | Sep 12, 2026 | |
Deep Fishing In-game content art | Generative AI was used during development to assist in creating some pre-generated 2D artwork, including backgrounds, characters, fish/creatures, logos, and some marketing artwork. Generated assets were reviewed, selected, edited, and integrated by the developer. The game does not use generative AI to create content during gameplay. | Aodette Games | - | Sep 12, 2026 | |
็ซ็ซ็ฑ้้ฑผ Cat Fishing In-game content art | Art assets are AI-generated with subsequent manual refinement. | ๆฃฑ้ๅทฅไฝๅฎค | - | Sep 12, 2026 | |
DreamFisher In-game content art | ์ด ๊ฒ์์ ์ผ๋ถ ์ํธ ์์
(๋ฌผ๊ณ ๊ธฐ ๋ฑ 3D ๋ชจ๋ธ, ๋ก๊ณ , ์ผ๋ถ UI)์ ์์ฑํ AI ๋๊ตฌ์ ๋์์ ๋ฐ์ ์ ์, ๊ฐ๊ณต ํ์ต๋๋ค. ์์
์ ๋ก์ดํฐ ํ๋ฆฌ ์์์ ์ฌ์ฉํ์ต๋๋ค. | KGNF | - | Sep 10, 2026 | |
Fish fights back In-game content artaudiocode | Some pictures, animations, sounds and code parts were created with AI. | Nukeborn Studio | - | Sep 9, 2026 | |
Fisher King TD In-game content art | Some 2D art assets and pre-rendered cinematic videos in this game were created with the help of generative AI tools, and were then manually reviewed, edited and retouched by the developer. Generative AI tools were also used to assist during development. The game does not generate any AI content at runtime. | ์ง์ฃผํํ | - | Sep 7, 2026 | |
SCREENSIDE FISHER In-game content codetext | received help from AI for localization and code writing. | 032 | - | Sep 4, 2026 | |
Little Cat Goes Fishing In-game content art | Some UI icons were generated using AI. | FrankLy | - | Sep 3, 2026 | |
Cozy Fishing Life art | Some 2D art assets in this game, such as menu backgrounds, UI icons and
character illustrations, were created with the assistance of generative
AI tools. All AI-assisted assets were reviewed and edited by our team
before being included in the game. No content is generated by AI while
the game is running. Game code, design and text were created by humans. | TINYCELL | - | Sep 3, 2026 | |
Tohunga In-game content textaudioart | AI was used for translating and voicing the dialogues.
Some images in the game and achievement icons were created using AI. | BEZ WAS | - | Sep 3, 2026 | |
Sidebar Sea: Idle Fishing for Your Taskbar In-game content artaudiotextcode | AI tools are used to assist in development, including code, writing, art, and sound effects | Idleforge Games | - | Sep 1, 2026 | |
CHUM Fishing In-game content artaudiocode | AI tools were used during development to assist with coding, 3D modeling, and sound effect creation. All AI-generated content was reviewed and edited by the developer. | Village Games | - | Sep 1, 2026 | |
็พๅค็ผ่ฏกๅฝ In-game content art | Generative AI tools were used to assist in the creation of some pre-generated visual assets for this game, including character and enemy artwork, scene and interface backgrounds, item and skill icons, and some promotional artwork for the Steam store. All such assets were manually selected, edited, cropped, adjusted, and reviewed by the developer before being integrated into the game. | Biranran | - | Sep 1, 2026 | |
Soulstonia In-game content arttext | Generative AI tools were used during development to assist with creating and refining select 2D artwork, icons, and marketing materials, as well as game and marketing copy localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game. Soulstonia does not use generative AI to create content live during gameplay. | Gabriel's Games | - | Sep 1, 2026 | |
Fish Them All! In-game content text | Generative AI was used to create initial drafts for some in-game localization text. All AI-assisted content is pre-generated; the game does not generate AI content during play or connect to external AI services. | Funyamora Games | - | Aug 31, 2026 | |
Spear Dive In-game content text | localization | SobaStudio | - | Aug 29, 2026 | |
Little Magic Fish Story In-game content art | As a solo developer, I used a combination of purchased assets, original artwork, and AI-assisted tools to create and refine game assets. | III SRISLE | - | Aug 29, 2026 | |
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 | |
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 | |
ๆตๆตช็ซๅฒ Live AI textcode | This game includes an optional AI assistant. Players may use the AI tools during gameplay for inโgame assistance such as balloonโshooting, feeding and other actions. No AIโgenerated content will be produced.
During development, generative AI tools were used to assist with programming and some preโgenerated text. All AIโassisted text included in the game was reviewed and edited by the development team.
No AI was used to generate the game's artwork or music. All artwork and music were created by human artists and musicians. | ่กไบๅทฅไฝๅฎค | - | Aug 24, 2026 | |
ไธๅ้ฑผ DonEatFish Unclear art | AI-assisted artwork | Steeped Sky Studio | - | Aug 24, 2026 | |
Villagers and Heroes In-game content arttext | We use AI as a technical tool to support our human developers. While all of our 3D game models, environments, and core game art are hand-crafted by our artists, we use AI to assist with 2D rendering and localization. For 2D promotional art, AI is used to composite, light, and polish images based strictly on our original in-game assets. We also utilize AI-assisted translation pipelines to help localize our massive world into multiple languages for our global community. | Mad Otter Games | 1.7k | Aug 23, 2026 | |
็็ซ้้ฑผ๏ผๅฐ้้ฎ้ไนๆ
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 | |
Bancet In-game content artaudio | Generative AI was used to assist in creating some UI elements and sound effects. All AI-generated assets were reviewed and edited by the developer before being included in the game. | Arcerus | - | Aug 22, 2026 | |
Overrafted! In-game content text | Generative AI is used for localization in some languages. | Studio Rivi | - | Aug 20, 2026 | |
I Hear the Forest In-game content text | AI has been used to localize page descriptions into some languages. Generative translation will eventually be replaced by human translation. | Podoba Interactive | - | Aug 19, 2026 | |
FISH.OS In-game content art | Some 2D art in the game was created with the help of an AI pixel-art tool during development, specifically the application icons and and was hand-adjusted before shipping. The rest of the game's art, including all fish sprites and item icons, was made without AI. | ORCO Games | - | Aug 18, 2026 | |
Beach Manager Simulator Store/marketing art | Selected pre-generated visual materials used for the Steam store page, capsule artwork, promotional assets, and presentation screenshots were created or refined with the assistance of generative AI tools.
The game does not use live generative AI during gameplay. No gameplay content, dialogue, images, audio, or missions are generated in real time by AI, and the game does not connect to external AI services during play. | E&Y Studio | - | Aug 16, 2026 | |
Out Fishing Dev only arttext | AI-assisted tools were used in a limited capacity during development, including for some visual assets and text proofreading. All resulting content was reviewed, edited, and finalized manually by the development team.
AI was used solely as a supportive development tool. The game's creative direction and final content were created and developed by the team. | Mลซn Mลซn Games | - | Aug 15, 2026 | |
CRETA: Taskbar Fishing In-game content artaudio | CRETA: Taskbar Fishing uses generative AI tools to assist with the creation of some visual and audio assets used in the game. AI was used as a supporting tool during development, while the game's design, gameplay systems, programming, and overall creative direction were created by the developer. | PrensCin | - | Aug 13, 2026 | |
Fish Lab In-game content textaudio | No AI-generated images and I made all the music by hand. Some text may be translated with AI. | stonecodes | - | Aug 10, 2026 | |
Dirt Fishing Unclear art | Story based artwork | CalmBee | - | Aug 8, 2026 | |
Aquora In-game content audioart | Some of the background music in Aquora was produced using a generative audio tool. Those tracks are placeholder. They are being replaced with commissioned
original music, and any remaining generated audio will be phased out of the game over time.
All visual art in Aquora is procedurally generated by the developer's own custom tooling, drawn from hand-authored colour palettes, explicit shape instructions
and seeded random number generation. No image generation model is involved at any point in the art pipeline, and no AI generated images appear in the game. | Tres Interactive | - | Aug 8, 2026 | |
ONE MORE FISHING In-game content artaudiotext | One More Fishing contains selected pre-generated content created or refined with generative AI tools during development. This includes selected in-game artwork and UI assets, selected Steam store and marketing artwork, audio assets such as music, ambience, sound effects and selected character voice lines, plus assistance with narrative and quest drafting and localization. All shipped content is selected, edited and integrated before release.
The game does not use live-generated AI. It does not contact generative AI services while running and does not send player prompts or player data to such services. At runtime it only loads, selects, animates, processes and mixes fixed content prepared before shipping. | Linewake Studio | - | 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. | ํ๋์ธ ๊ฒ์ | - | Aug 5, 2026 | |
Puzzles Fishing Unclear art | Help in creating images | IR Studio | - | Aug 5, 2026 | |
Lakeside Idle Store/marketing art | Generative AI assisted with selected 2D art, promotional assets,. All content was manually reviewed, edited, and integrated. The game does not generate AI content at runtime. | LM GAME | - | Aug 5, 2026 | |
walstad loom Unclear | Claude etc. were heavily used for the creation of this product. | sleepingox | - | Aug 5, 2026 | |
Songs of the Shoals In-game content artcode | This game uses pre-generated AI-assisted content. The base concepts, 3D geometry, textures, and some source animation data for the male and female player characters were created with Tencent Hunyuan 3D Studio. The development team subsequently performed extensive manual editing and integration, including topology and rigging adjustments, animation processing, hand replacement, material work, and technical review. No content is generated by AI during | Luyu Games | - | Aug 4, 2026 | |
Perfect Place In-game content art | Pre-generated content:AI tools were used to generate 2D artwork and visual assets for the game's intro sequence. All AI-generated content has been thoroughly reviewed, curated, and does not contain any illegal or infringing material. | Popular Gaming | - | 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 | |
Fish Restaurant & Farming Simulator In-game content artaudio | Artificial intelligence was used in the creation of some 2D artwork and the trailer's audio. | Arcane Lantern studio | - | Aug 2, 2026 | |
Marque & Reprisal In-game content arttext | Most of the art assets in this game are human-made, but there are some AI-generated portraits of African, Indian, and East Asian characters, since the (human-made) portrait packs used did not contain all ethnic groups represented in the game.
All dialogue in the game is human-directed and edited, but some was AI-generated in order to flesh out the world with unique dialogue for every region and situation. | Iron Pagoda | - | Jul 30, 2026 | |
Fish to Cats: Catch & Feed In-game content arttext | We use generative AI tools to help develop some in game assets and translation. | Kygua Tech | 168 | 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 | |
Cubara Unclear | Made with the help of AI. | DuckbearLab | - | Jul 23, 2026 | |
ONE (1) WORLD In-game content art | Some marketing artwork on this Steam store page was created with OpenAI image generation using current in-game screenshots and existing brand artwork as references. The game itself does not generate AI content during play. | Overboard Games | - | Jul 23, 2026 | |
That Cozy Cat Game In-game content audio | Generative AI music for the Boombox sounds. | KodaSpring Studio | - | Jul 22, 2026 | |
Kaironia In-game content audioarttext | Kaironia uses generative AI tools during the development process to create pre-rendered assets. Specifically, AI-assisted tools were used to help create background music tracks, certain 2D environmental icons and images, and to assist with multi-language text localization. None of these assets are generated dynamically or live during gameplay. | Kaironia | - | Jul 20, 2026 | |
Swimcraft In-game content art | Fish species artwork in Swimcraft is pre-rendered AI-generated imagery. All venue photography is the developer's own, and all audio, UI and game code are non-generated. No AI content is generated live during play. | Harbledown Digital | - | Jul 20, 2026 |