Indexed July 8, 2026
View on Steam

Disclosure analysis

AI content is included in the game

Generative AI was used only for internal placeholder assets, which do not appear in the final shipped game.

Process
AI-generated
Live AI during play
No
Evidence & analysis details
Evidence used
“internal placeholders”
“Every placeholder is flagged in-engine, and none of it ships in the game players buy”
Analysis confidence
95%

Auto-classified from the public disclosure. The raw disclosure below remains the source of truth.

AI Usage Disclosure

During production we use generative AI in one narrow way: internal placeholders. Rough concept sketches and scratch voice lines hold a spot while the real assets are being made. Every placeholder is flagged in-engine, and none of it ships in the game players buy — the release version contains no generative AI content. Testers in early builds may spot flagged placeholders; that's what the flags are for. All art, writing, and voice work in the finished game is made by people. We know even placeholder use is a fair thing to question, so where we do use these tools, we aim for ones that license their training data and compensate the creators behind it.

Highlights are auto-detected and may not be fully accurate. Report an issue

Disclosure History

At Codename Red, transparency and respect for our players' trust are core to how we build games. As we develop Arcflame Frontiers, we want to be completely open about our workflow, our use of temporary development tools, and our unwavering commitment to human artistry. Our Core Principle: 100% Human Artistry at Launch Our Commitment: There will be absolutely zero Generative AI assets in the final, player-purchased release of Arcflame Frontiers. We hold a firm conviction that AI is fundamentally incapable of capturing true Creative Intent or achieving the IP-accurate execution that a dedicated artist delivers. The gritty, Arcanepunk world of Terramare requires a cohesive, handcrafted touch that algorithms simply cannot replicate. How We Use Placeholder Assets: To maintain our "Small & Mighty" development agility and rapidly test combat pacing, board simultaneous attacks, and emergent gameplay mechanics, we occasionally utilize generative tools behind the scenes for rough internal concepting. Temporary 2D Art: Used strictly as temporary interaction placeholders to validate flows and visual hierarchy during early testing phases. Temporary Voice Over: Used as scratch dialogue to map out narrative pacing and combat cue timings before moving into the recording studio. We strive to only use tools that compensate creators. The Road to a Clean Release Build We are actively working with our production partners on Voice and Art to replace every temporary asset with fully authored, human-led creative work. To ensure pipeline integrity, our engineering team has Hard-Flagged every temporary AI asset within the game engine. This mechanical guardrail ensures that no placeholder data should slip into a release branch, guaranteeing that the experience you buy is crafted in the way we intend it. Thank you for supporting authentic development. We can't wait to see you on the battlefield. - The Codename Red Team

During production we use generative AI in one narrow way: internal placeholders. Rough concept sketches and scratch voice lines hold a spot while the real assets are being made. Every placeholder is flagged in-engine, and none of it ships in the game players buy — the release version contains no generative AI content. Testers in early builds may spot flagged placeholders; that's what the flags are for. All art, writing, and voice work in the finished game is made by people. We know even placeholder use is a fair thing to question, so where we do use these tools, we aim for ones that license their training data and compensate the creators behind it.