GameDB AI label
AI in 6 of 8 areas- In-game AINot used
- CodeAssist
- ArtPartial
- Music & SFXCore
- VoiceNot stated
- WritingPartial
- TranslationPartial
- MarketingPartial
The music was made with an AI music generator.
AI image generation made the key art and photographs, drawings and paintings found in the house; AI-written code generates rooms, furniture and icons, and AI modelled the figure.
AI assisted with the story and documents, which the developers edited.
AI assisted with the Portuguese translation, which the developers edited.
The key art was made with AI image generation.
The developers used AI assistance to write code, then directed, played and tested the game.
- Not used, per the developer
- In-game AI
- Not mentioned
- Voice
Read the full disclosureQuoted from the Steam store page
Halls of Dusk was made by a small independent team working with generative AI tools throughout development. No AI runs while you play: everything generated was made in advance, and the house is put together by ordinary code.
- Code: written with Claude (Anthropic), directed, played and tested by the developers.
- Art: the key art and the photographs, drawings and paintings found in the house were made with AI image generators. The figure was modelled with Meshy. The rooms, most furniture and the icons are generated by code written with AI.
- Music: made with Suno.
- Writing: the story, the hundred documents and the Portuguese translation were written with AI assistance and edited by the developers.
Sound effects come from licensed sound libraries, the developers' own recordings, and a few synthesised in code.


Halls of Dusk



