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AI Policy

The AI will do the boring work. You keep control.

A short, plain statement of how AI will show up in Eresh, and where it never will. Last updated June 2026.

AI is planned as a future feature in Eresh, not the brand. The engine is an editor-first Rust game engine first; AI will be one well-scoped tool among many. This page explains exactly what that means, because a clear, restrictive policy is worth more than a vague promise.

What AI will do

AI will assist with the tedious parts: boilerplate, repetitive refactors, asset bookkeeping, and other busywork (none of these features are implemented yet). Every future AI-assisted feature in the editor will be opt-in, meaning you choose to invoke it, and nothing runs behind your back.

What it will never do

No AI-generated assets by default. No training on your projects, scenes, or data, ever. Where it makes sense, we will prefer local models over sending anything to a remote service. The author stays the author.

How the engine is built

Eresh is built by a person using modern tools, AI among them, to move faster. That doesn’t change who is responsible: every line is reviewed and I stand behind it. The code is meant to hold up to a careful, skeptical read.

The direction this points toward is an agent-ready engine: LLM-readable documentation, a scriptable editor, and automatable pipelines. These are tools designed to help people who want them, without replacing the artists who don’t. That’s a direction on the roadmap, framed honestly, not a dated promise.

Questions or concerns? Reach out on any of the channels in the footer. This policy is meant to be a conversation, not a wall.