Market study · 2026-06-24
Games as Recipes: What AI Can (and Can't) Build
A feature-by-feature and genre-by-genre map of where AI collapses the cost of making a game — and where it changes nothing at all. Grounded in a catalogue of ~82,000 released games.
The one-paragraph answer
A video game is a recipe of about 45 reusable ingredients drawn from five kitchens: art, audio, narrative, code and polish. AI has *near-solved* a specific cluster of those ingredients — 2D imagery, voice, music, sound effects, prose, flavour text, boilerplate systems code — and has *barely moved* on another cluster — real-time netcode, combat feel, level design, and the iterative "is it fun?" tuning loop. A genre's AI-buildability is therefore decided almost entirely by which kitchen its core ingredients come from.
Games that are mostly *content + 2D art + writing + simple state* — visual novels, interactive fiction, point-and-click, hidden-object, clickers, card games — are now overwhelmingly automatable by a single non-specialist. Games whose identity *is* real-time feel and synchronised state — shooters, fighting games, MOBAs, souls-likes, battle royales, big open worlds — remain expert, multi-discipline craft where AI saves labour and none of the hard parts. Everything else sits on a smooth ramp between.
One note before any number: the AI-build difficulty scores here are our own editorial assessment of what today's tools can do — a judgement, not a measurement. The demand figures beside them are from the MythicLemon Games Catalogue, our own compiled dataset of roughly 82,000 released games. We keep the two clearly apart throughout.
What AI can build, genre by genre
Each game type's AI-build difficulty — the weighted mean of its feature recipe (1 = trivial, 5 = expert craft). Longer bar = harder for AI.
| Genre | AI-build difficulty (1–5) |
|---|---|
| Visual Novel | 1.8 |
| Interactive Fiction | 1.83 |
| Point & Click | 1.94 |
| Hidden Object | 2.07 |
| Clicker | 2.23 |
| Farming Sim | 2.38 |
| Walking Sim | 2.59 |
| Card Game | 2.62 |
| JRPG | 2.77 |
| Management | 2.8 |
| Colony Sim | 2.83 |
| 2D Platformer | 2.91 |
| Match 3 | 2.93 |
| Tower Defense | 3.12 |
| Metroidvania | 3.12 |
| City Builder | 3.12 |
| Horror | 3.14 |
| Puzzle | 3.17 |
| Deckbuilding | 3.18 |
| Roguelike | 3.25 |
| Survival | 3.38 |
| Action RPG | 3.61 |
| Racing | 3.73 |
| MOBA | 3.82 |
| Immersive Sim | 3.87 |
| Open World | 3.89 |
| Souls-like | 3.89 |
| FPS | 3.93 |
| Fighting | 4.09 |
| Battle Royale | 4.17 |
A game is a recipe of 45 ingredients
We scored each of the 45 ingredients on a 1–5 scale of how much of the *heavy lifting* a generalist can hand to AI tools today: 1 = AI does it near end-to-end (prompt, curate, drop in); 3 = a strong assistant where the human owns the structure; 5 = AI barely moves the needle, and the outcome is expert, real-time craft. Then each genre is written as a *recipe* — a weighted list of ingredients, weight = how central that ingredient is to the experience — and its score is the centrality-weighted mean.
Group the ingredients by discipline and a clean pattern falls out. Audio (avg 2.2) and art (avg 2.6) are the most automated kitchens — voice, music, sound effects, backgrounds, textures and concept art all sit at 1–2. Narrative (2.8) is split: bulk writing is easy, but level, puzzle and encounter design are not. Code (3.0) scaffolds fast but tunes slowly. And polish/feel (3.75) is the hardest kitchen of all — game feel and balance are where the human craft concentrates.
The one-line version: *generation of artefacts* (pictures, sounds, words, scaffolds) is largely solved. *Synthesis under real-time, fairness and "feel" constraints* is not. Everything AI is good at, it's good at because the artefact can be judged in isolation; everything it's bad at requires judging the artefact in motion, against a player.
Where the difficulty lives: the five kitchens
Average AI-build difficulty of the features in each discipline. Generation (audio, art) is near-solved; feel and production are not.
| Discipline | Avg AI-build difficulty (1–5) |
|---|---|
| Audio | 2.2 |
| Art / visual | 2.57 |
| Narrative / writing | 2.78 |
| Code / systems | 3 |
| Polish / feel | 3.75 |
The genres, easiest to hardest
Roll the recipes up and you get a single ranking from *a generalist with AI tools can ship this* to *expert, multi-discipline craft*. The full table is below; four bands fall out naturally.
AI-buildable (under 2.4): visual novel (1.80), interactive fiction (1.83), point-and-click (1.94), hidden object (2.07), clicker (2.23), farming sim (2.38). Every core ingredient is in AI's strong zone; the remaining human job is *taste*.
AI-assisted (2.4–3.0): walking sims, card games, JRPGs, management and colony sims, 2D platformers. Systems-light, content-heavy — one skilled human directs and AI fills in. The JRPG is the tell: a writing/art/music genre wearing a turn-based-combat costume, which is why it scores far easier than its "hard RPG" reputation.
Systems craft (3.0–3.6): metroidvania, tower defense, city builder, horror, puzzle, deckbuilding, roguelike, survival. Their *assets* are cheap to generate, but their identity rests on level design, balance or performance — the things AI assists rather than authors.
Expert only (over 3.6): action RPG, racing, MOBA, immersive sim, souls-like, open world, FPS, fighting, battle royale. These stack 3D characters, animation, combat, environment art, performance and game feel — AI shaves the edges of each; none of the cores collapse. Fighting games are the extreme: only 17% of the catalogue is recent, a near-frozen, expertise-gated niche.
Demand, by contrast, is spread right across that difficulty range. Some of the biggest audiences — shooters, open worlds, survival — sit in the hardest tiers, while several of the most buildable genres are only mid-sized. Buildability and demand are independent axes, which is exactly why their *overlap*, not either one alone, is the part worth acting on.
Proven demand, genre by genre
Total owner-estimate band across each genre's catalogue — a relative-popularity proxy, not sales.
| Genre | Owners (banded estimate) |
|---|---|
| Visual Novel | 311990000 |
| Interactive Fiction | 174055000 |
| Point & Click | 424930000 |
| Hidden Object | 129975000 |
| Clicker | 114550000 |
| Farming Sim | 114615000 |
| Walking Sim | 368780000 |
| Card Game | 185480000 |
| JRPG | 316065000 |
| Management | 655225000 |
| Colony Sim | 128750000 |
| 2D Platformer | 259480000 |
| Match 3 | 38850000 |
| Tower Defense | 176605000 |
| Metroidvania | 164620000 |
| City Builder | 292140000 |
| Horror | 1640930000 |
| Puzzle | 1228640000 |
| Deckbuilding | 112035000 |
| Roguelike | 410145000 |
| Survival | 2229380000 |
| Action RPG | 1264960000 |
| Racing | 416020000 |
| MOBA | 139880000 |
| Immersive Sim | 370260000 |
| Open World | 3268015000 |
| Souls-like | 419160000 |
| FPS | 3436770000 |
| Fighting | 322510000 |
| Battle Royale | 524295000 |
Demand doesn't follow difficulty
Buildability alone is a trap: you can now build a visual novel in a day, and so can everyone. The useful question is where *easy-to-build* overlaps with *real, recent demand.* So we joined each genre to two things from the catalogue — how many titles carry the tag (proven demand) and what share were released since 2023 (momentum).
The momentum chart reorders the story. The fastest-growing genres aren't the hardest ones: deckbuilding (64% released since 2023), immersive sim (61%), farming sim (59%), walking sims (51%) and colony sims (50%) lead. Several of those sit squarely in AI's easy zone. A live, growing audience and a low build cost are pointing at the same shelves.
A word on the demand numbers: they are banded popularity estimates — a relative-popularity proxy compiled in our own dataset, not unit sales. There is no revenue figure anywhere here, and we never treat one as if there were. Read owners as *"roughly how crowded the audience is,"* not *"how much money changed hands."*
Momentum: share of each genre released since 2023
How much of each genre's catalogue is recent. High momentum = a live, growing audience, not a legacy one.
| Genre | % of titles released 2023+ |
|---|---|
| Visual Novel | 37 |
| Interactive Fiction | 48.2 |
| Point & Click | 36.6 |
| Hidden Object | 45 |
| Clicker | 47.1 |
| Farming Sim | 59.4 |
| Walking Sim | 50.5 |
| Card Game | 45.2 |
| JRPG | 35.6 |
| Management | 45.2 |
| Colony Sim | 49.9 |
| 2D Platformer | 46.7 |
| Match 3 | 28.3 |
| Tower Defense | 44 |
| Metroidvania | 37.4 |
| City Builder | 47.3 |
| Horror | 43.4 |
| Puzzle | 35.6 |
| Deckbuilding | 64.4 |
| Roguelike | 45.1 |
| Survival | 39.8 |
| Action RPG | 48.1 |
| Racing | 31.7 |
| MOBA | 28.1 |
| Immersive Sim | 60.7 |
| Open World | 36.2 |
| Souls-like | 49 |
| FPS | 36.2 |
| Fighting | 17.5 |
| Battle Royale | 36.1 |
The opportunity quadrant
Put the two axes together — buildability across the bottom, momentum up the side, bubble size for proven demand — and the sweet spot is the cluster that is *both* easy for AI *and* still growing. Filter hard (build difficulty ≤ 2.7, at least 1,000 titles of proven demand, at least 40% released since 2023) and five genres survive: interactive fiction, hidden object, clicker, walking sim and card game.
Each is a genre where AI can now do most of the production and a real, recent audience keeps buying. Two honourable mentions sit just outside the filter: farming sim (the single hottest momentum among easy genres, just under the volume bar) and the JRPG (a content/art/music genre in a hard-RPG costume).
Then the contrarian read. Deckbuilding is the catalogue's fastest-growing genre (64% recent) but scores 3.18 — *systems craft* — because its soul is *balance*, the AI-hardest content work there is. That gap is the defensible niche: let AI generate every card and every piece of art, and spend your entire human budget on the one thing it can't do — making the numbers sing. Highest demand × hardest-resisting core = the place a skilled human still wins.
The opportunity quadrant: easy to build × growing demand
Each genre placed by how buildable it is (left = easier for AI) against its momentum (higher = more recent). Bubble size = proven demand. The bottom-left-to-top is the sweet spot: AI-easy and still growing.
| Genre | AI-build difficulty | % released 2023+ | Owners (banded estimate) | Band |
|---|---|---|---|---|
| Visual Novel | 1.8 | 37 | 311990000 | AI-buildable |
| Interactive Fiction | 1.83 | 48.2 | 174055000 | AI-buildable |
| Point & Click | 1.94 | 36.6 | 424930000 | AI-buildable |
| Hidden Object | 2.07 | 45 | 129975000 | AI-buildable |
| Clicker | 2.23 | 47.1 | 114550000 | AI-buildable |
| Farming Sim | 2.38 | 59.4 | 114615000 | AI-buildable |
| Walking Sim | 2.59 | 50.5 | 368780000 | AI-assisted |
| Card Game | 2.62 | 45.2 | 185480000 | AI-assisted |
| JRPG | 2.77 | 35.6 | 316065000 | AI-assisted |
| Management | 2.8 | 45.2 | 655225000 | AI-assisted |
| Colony Sim | 2.83 | 49.9 | 128750000 | AI-assisted |
| 2D Platformer | 2.91 | 46.7 | 259480000 | AI-assisted |
| Match 3 | 2.93 | 28.3 | 38850000 | AI-assisted |
| Tower Defense | 3.12 | 44 | 176605000 | Systems craft |
| Metroidvania | 3.12 | 37.4 | 164620000 | Systems craft |
| City Builder | 3.12 | 47.3 | 292140000 | Systems craft |
| Horror | 3.14 | 43.4 | 1640930000 | Systems craft |
| Puzzle | 3.17 | 35.6 | 1228640000 | Systems craft |
| Deckbuilding | 3.18 | 64.4 | 112035000 | Systems craft |
| Roguelike | 3.25 | 45.1 | 410145000 | Systems craft |
| Survival | 3.38 | 39.8 | 2229380000 | Systems craft |
| Action RPG | 3.61 | 48.1 | 1264960000 | Expert only |
| Racing | 3.73 | 31.7 | 416020000 | Expert only |
| MOBA | 3.82 | 28.1 | 139880000 | Expert only |
| Immersive Sim | 3.87 | 60.7 | 370260000 | Expert only |
| Open World | 3.89 | 36.2 | 3268015000 | Expert only |
| Souls-like | 3.89 | 49 | 419160000 | Expert only |
| FPS | 3.93 | 36.2 | 3436770000 | Expert only |
| Fighting | 4.09 | 17.5 | 322510000 | Expert only |
| Battle Royale | 4.17 | 36.1 | 524295000 | Expert only |
The four things AI still can't do
These recur as the 4-and-5 ceilings across every hard genre. If your game's identity rests on one of them, AI changes your *cost*, not your *difficulty*:
Game feel / juice (5) — the millisecond coupling of input, animation, camera, sound and screen-shake that makes a jump or a hit feel *good*. Judged in motion, iteratively, by a human. No tool generates it.
Real-time authoritative netcode (5) — rollback, lag compensation, anti-cheat, server authority. The hardest sustained engineering problem in games, and the place language models produce confident-but-subtly-broken code most often. This single ingredient is why competitive multiplayer is the last frontier.
Level / puzzle / encounter design (4) — spatial pacing and fair-but-surprising challenge. AI generates *plausible* layouts, not ones tuned to teach, escalate and reward. The content looks done and plays hollow.
The "is it fun?" loop (4) — balance, tuning, and knowing what to cut. Taste under playtest data — the work that actually consumes a real game's schedule. The AI revolution in game-making is, overwhelmingly, an asset-and-boilerplate revolution: it compresses the *production* of a game by an order of magnitude and the *design* of one barely at all.
How this was built — and what it does and doesn't claim
Two things are scored independently and then joined. Per-ingredient difficulty is an editorial 1–5 judgement of current tooling — our domain assessment, revisited as tools move. Per-genre buildability is the centrality-weighted mean of a genre's recipe. Demand and momentum are joined live from the MythicLemon Games Catalogue: title counts, banded owner-estimate bands and the share released since 2023.
The honest boundaries: the scores measure automatability of the parts, not fun — "buildable" is not "good." The difficulty numbers are a judgement, not a measurement, and the fast-moving frontiers (3D characters, skeletal animation, adaptive music — all 4 today) could each drop a notch within a year and pull the 3D-action tiers down with them. The demand numbers are banded estimates, not sales. Read the score as *where the labour collapses*, never *where the craft does.*
Master ranking — every genre, easiest to hardest to build with AI
| # | Genre | AI difficulty | Band | Titles | Owners (est.) | % since 2023 |
|---|---|---|---|---|---|---|
| 1 | Visual Novel | 1.80 | AI-buildable | 5,481 | 312M | 37% |
| 2 | Interactive Fiction | 1.83 | AI-buildable | 3,137 | 174M | 48% |
| 3 | Point & Click | 1.94 | AI-buildable | 5,198 | 425M | 37% |
| 4 | Hidden Object | 2.07 | AI-buildable | 4,172 | 130M | 45% |
| 5 | Clicker / Idle | 2.23 | AI-buildable | 2,174 | 115M | 47% |
| 6 | Farming Sim | 2.38 | AI-buildable | 835 | 115M | 59% |
| 7 | Walking Simulator | 2.59 | AI-assisted | 3,171 | 369M | 51% |
| 8 | Card Game | 2.62 | AI-assisted | 2,180 | 185M | 45% |
| 9 | JRPG | 2.77 | AI-assisted | 2,609 | 316M | 36% |
| 10 | Management | 2.80 | AI-assisted | 4,107 | 655M | 45% |
| 11 | Colony Sim | 2.83 | AI-assisted | 739 | 129M | 50% |
| 12 | 2D Platformer | 2.91 | AI-assisted | 6,081 | 259M | 47% |
| 13 | Match 3 | 2.93 | AI-assisted | 1,006 | 39M | 28% |
| 14 | Tower Defense | 3.12 | Systems craft | 1,964 | 177M | 44% |
| 15 | Metroidvania | 3.12 | Systems craft | 1,282 | 165M | 37% |
| 16 | City Builder | 3.12 | Systems craft | 1,585 | 292M | 47% |
| 17 | Horror | 3.14 | Systems craft | 9,373 | 1.6B | 43% |
| 18 | Puzzle | 3.17 | Systems craft | 15,485 | 1.2B | 36% |
| 19 | Deckbuilding | 3.18 | Systems craft | 1,265 | 112M | 64% |
| 20 | Roguelike | 3.25 | Systems craft | 2,727 | 410M | 45% |
| 21 | Survival | 3.38 | Systems craft | 6,462 | 2.2B | 40% |
| 22 | Action RPG | 3.61 | Expert only | 4,004 | 1.3B | 48% |
| 23 | Racing | 3.73 | Expert only | 3,251 | 416M | 32% |
| 24 | MOBA | 3.82 | Expert only | 324 | 140M | 28% |
| 25 | Immersive Sim | 3.87 | Expert only | 3,258 | 370M | 61% |
| 26 | Souls-like | 3.89 | Expert only | 1,236 | 419M | 49% |
| 27 | Open World | 3.89 | Expert only | 6,009 | 3.3B | 36% |
| 28 | FPS / Shooter | 3.93 | Expert only | 8,917 | 3.4B | 36% |
| 29 | Fighting | 4.09 | Expert only | 1,146 | 323M | 17% |
| 30 | Battle Royale | 4.17 | Expert only | 599 | 524M | 36% |
AI-build difficulty is our editorial assessment of current tooling (lower = more automatable). Titles, owners and momentum are from the MythicLemon Games Catalogue; owners are banded estimates, not sales.
The 45 ingredients, by kitchen
| Kitchen | Ingredient | Diff | What AI automates today |
|---|---|---|---|
| Art | 2D backgrounds | 1 | txt2img nails parallax/landscape backdrops near-instantly |
| Art | Concept & marketing art | 1 | Generators own key art, store capsules, screenshots |
| Art | 2D illustration (style-locked) | 2 | Image gen + consistency tools — the visual-asset workhorse |
| Art | Pixel art / sprites | 2 | Strong for sprites/tilesets; frame-to-frame animation still fiddly |
| Art | PBR texturing | 2 | Substance + text-to-texture — strong |
| Art | UI / HUD art | 2 | Icon sets trivial; bespoke layouts human |
| Art | Procedural terrain | 2 | Mature, mostly deterministic (not really "AI") |
| Art | 3D props / hard-surface | 3 | Good meshes; topology / UV / LOD cleanup remains |
| Art | Rigging | 3 | Auto-rig humanoids; creatures & faces manual |
| Art | VFX / particles | 3 | LLM-authored graphs; art-directed signature FX human |
| Art | Shaders | 3 | Competent shaders; novel / perf-critical ones expert |
| Art | 3D characters (game-ready) | 4 | Improving fast, but stylised, animation-ready characters need an artist |
| Art | 3D environment art | 4 | Kitbash + AI props; a cohesive, art-directed level is human |
| Art | Skeletal animation | 4 | Mocap + physics-assist; combat-readable motion = animator |
| Audio | Voice acting / VO | 1 | Near-human with emotion — the single most-automated craft in games |
| Audio | Music | 2 | Usable tracks in seconds; a signature OST is still composed |
| Audio | SFX | 2 | Generation + foley libraries cover almost everything |
| Audio | Ambient / soundscapes | 2 | Generation + loopers — near-solved |
| Audio | Adaptive / interactive music | 4 | Generating clips is easy; wiring middleware layers is craft |
| Narrative | Flavor text | 1 | Item/tooltip copy — fully bulk-generable |
| Narrative | Branching dialogue | 2 | Excels at volume; final voice/edit human |
| Narrative | Worldbuilding / lore | 2 | Strong at scale |
| Narrative | Localization | 2 | MT + post-edit; cultural QA human |
| Narrative | Quest design | 3 | Drafts quests; pacing & reward-loop coherence human |
| Narrative | Economy / progression | 3 | Spreadsheet sim assist; balance needs playtest data |
| Narrative | Level design | 4 | Layout/pacing/flow is human; AI assists blockout |
| Narrative | Puzzle design | 4 | Solvable + fair + escalating is genuinely hard for AI |
| Narrative | Encounter balance | 4 | Bots assist; final tuning iterative human |
| Code | Inventory / crafting | 2 | Boilerplate-heavy, well-trodden — nailed |
| Code | Save / settings / menus | 2 | Near-fully scaffolded |
| Code | Procgen systems | 2 | Classic algorithms implemented well |
| Code | Platform integration | 2 | Achievements / cloud / SDK glue handled |
| Code | In-house tools | 2 | Very strong at pipeline tooling |
| Code | Core gameplay loop | 3 | Scaffolds the loop fast; the fun tuning is human |
| Code | Character controller | 3 | Writes movement/physics; feel-tuning human |
| Code | NPC AI (pathfinding/BT/FSM) | 3 | Solved patterns assembled well |
| Code | Camera systems | 3 | Writes rigs; feel-tuning human |
| Code | Combat system | 4 | Code is easy; responsive, readable combat is deep craft |
| Code | Backend / live-ops | 4 | Matchmaking, economy, anti-cheat = sustained engineering |
| Code | Performance optimization | 4 | Profiling-driven; humans own the hard wins |
| Code | Netcode (real-time auth.) | 5 | Rollback, lag-comp, authoritative sync — AI barely helps |
| Polish | Onboarding / tutorial | 3 | Drafts; teaching curve needs playtest iteration |
| Polish | Accessibility | 3 | Checklists + captions/remap; full a11y is deliberate work |
| Polish | QA / balancing | 4 | Test bots help; "is it fun?" is human judgement |
| Polish | Game feel / juice | 5 | Screen-shake, hit-stop, readability — the irreducible human craft |
AI-build difficulty: 1 = AI does it near end-to-end, 5 = expert real-time craft. Our editorial assessment of current tooling, early 2026.
The opportunity quadrant — AI-easy and still growing
| Genre | AI difficulty | Titles | Owners (est.) | % since 2023 | Read |
|---|---|---|---|---|---|
| Interactive Fiction | 1.83 | 3,137 | 174M | 48% | Pure-writing genre; AI's strongest domain meets a live audience |
| Hidden Object | 2.07 | 4,172 | 130M | 45% | Generable art + thin systems; an evergreen casual base |
| Clicker / Idle | 2.23 | 2,174 | 115M | 47% | Almost no art; the craft is economy tuning AI can iterate on |
| Walking Simulator | 2.59 | 3,171 | 369M | 51% | Atmosphere + writing + environment; over half the genre is new |
| Card Game | 2.62 | 2,180 | 185M | 45% | Card art generates instantly; systems are well-understood |
Genres with AI-build difficulty ≤ 2.7, at least 1,000 titles of proven demand and at least 40% released since 2023. Owners are banded estimates.
FAQ
What does the AI-build difficulty score actually measure?
How much of a feature's heavy lifting a generalist can hand to AI tools today, on a 1–5 scale (1 = AI does it near end-to-end, 5 = expert real-time craft). It is our own editorial assessment of current tooling, not a measurement — and it measures automatability of the parts, not whether the result is fun.
Where do the demand numbers come from?
From the MythicLemon Games Catalogue, our own compiled dataset of roughly 82,000 released games. Title counts and the share released since 2023 are exact; owner figures are banded popularity estimates — a relative-popularity proxy, not unit sales. There is no revenue figure in the data.
If a genre scores "buildable", does that mean it's a good bet?
Not on its own — everyone can build the easy genres now, so the score alone is a trap. The signal is the overlap of AI-easy with real, recent demand: interactive fiction, hidden object, clicker, walking sim and card game all clear that bar. The contrarian play is deckbuilding — hard to build well, but the fastest-growing genre in the catalogue.
What can't AI build?
Four things recur as the ceiling: game feel (the millisecond "juice" of a good jump or hit), real-time authoritative netcode, level/puzzle/encounter design, and the "is it fun?" balance loop. AI compresses the production of a game by an order of magnitude and the design of one barely at all.
Coverage & method
This study joins two things scored independently. AI-build difficulty is MythicLemon's own editorial assessment of what current tooling can do — a judgement, not a measurement, revisited as the tools move. Demand and momentum are drawn from the MythicLemon Games Catalogue, our own compiled dataset of roughly 82,000 released games: title counts and the share released since 2023 are exact, while owner figures are banded popularity estimates — a relative-popularity proxy, not unit sales. There is no revenue figure anywhere in the data. Full methodology →