Market Radar · Edition 2026.1 · 2026-06-24
The AI Game-Buildability Radar
Which game types a small team can now build with AI, which still need real systems craft, and which remain expert-only — 30 genres graded, and placed by what makes each one hard.
↓ Download the PDF editionThis radar grades 30 game types by how much of the build you can hand to AI tools today. It is the opinionated companion to our Games-as-Recipes study: same model, but read as a verdict rather than a chart.
Two halves to every placement. The ring is the buildability band — AI-buildable, AI-assisted, systems craft, or expert-only — taken from each genre's score on our 45-ingredient recipe model. The quadrant is *why* it lands where it does: whether the genre is gated by content, by systems and economy, by feel and design craft, or by real-time netcode. A genre can be easy and content-bound, or hard and netcode-bound; the quadrant tells you which wall you'd hit.
Read the rings honestly. AI-build difficulty is our own editorial assessment of current tooling, not a measurement — it tracks where the labour collapses, not whether the result is fun. Demand sits beside it for context, drawn from the MythicLemon Games Catalogue (our own compiled dataset of ~82,000 released games); owner figures are banded estimates, not sales. This is a first edition — no movement arrows yet; later editions will track which genres shift as the tools move.
— Phil, MythicLemon
The board as a table — all 30 genres
| Genre | Ring | Gated by | AI difficulty | Titles | % since 2023 |
|---|---|---|---|---|---|
| Visual Novel | AI-buildable | Content & writing | 1.80 | 5,481 | 37% |
| Interactive Fiction | AI-buildable | Content & writing | 1.83 | 3,137 | 48% |
| Point & Click | AI-buildable | Content & writing | 1.94 | 5,198 | 37% |
| Hidden Object | AI-buildable | Content & writing | 2.07 | 4,172 | 45% |
| Clicker / Idle | AI-buildable | Systems & economy | 2.23 | 2,174 | 47% |
| Farming Sim | AI-buildable | Systems & economy | 2.38 | 835 | 59% |
| Walking Simulator | AI-assisted | Content & writing | 2.59 | 3,171 | 51% |
| Card Game | AI-assisted | Content & writing | 2.62 | 2,180 | 45% |
| JRPG | AI-assisted | Content & writing | 2.77 | 2,609 | 36% |
| Management | AI-assisted | Systems & economy | 2.80 | 4,107 | 45% |
| Colony Sim | AI-assisted | Systems & economy | 2.83 | 739 | 50% |
| 2D Platformer | AI-assisted | Feel & design craft | 2.91 | 6,081 | 47% |
| Match 3 | AI-assisted | Feel & design craft | 2.93 | 1,006 | 28% |
| Tower Defense | Systems craft | Systems & economy | 3.12 | 1,964 | 44% |
| Metroidvania | Systems craft | Feel & design craft | 3.12 | 1,282 | 37% |
| City Builder | Systems craft | Systems & economy | 3.12 | 1,585 | 47% |
| Horror | Systems craft | Feel & design craft | 3.14 | 9,373 | 43% |
| Puzzle | Systems craft | Feel & design craft | 3.17 | 15,485 | 36% |
| Deckbuilding | Systems craft | Systems & economy | 3.18 | 1,265 | 64% |
| Roguelike | Systems craft | Systems & economy | 3.25 | 2,727 | 45% |
| Survival | Systems craft | Systems & economy | 3.38 | 6,462 | 40% |
| Action RPG | Expert only | Feel & design craft | 3.61 | 4,004 | 48% |
| Racing | Expert only | Feel & design craft | 3.73 | 3,251 | 32% |
| MOBA | Expert only | Real-time & netcode | 3.82 | 324 | 28% |
| Immersive Sim | Expert only | Feel & design craft | 3.87 | 3,258 | 61% |
| Souls-like | Expert only | Feel & design craft | 3.89 | 1,236 | 49% |
| Open World | Expert only | Feel & design craft | 3.89 | 6,009 | 36% |
| FPS / Shooter | Expert only | Real-time & netcode | 3.93 | 8,917 | 36% |
| Fighting | Expert only | Real-time & netcode | 4.09 | 1,146 | 17% |
| Battle Royale | Expert only | Real-time & netcode | 4.17 | 599 | 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 evidence
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 |
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 |
Content & Writing
Gated by art, writing and atmosphere — exactly the work AI has near-solved. The easiest corner to ship from.
Visual Novel
The most completely automatable commercial game format there is.
Score 1.80 — the lowest of any genre. Style-locked illustration, backgrounds, branching dialogue, worldbuilding, voice and music are all in AI's strong zone, and there's no real-time feel, netcode or level design to gate it. A single non-specialist can generate the art, voice and prose of a competent visual novel in a weekend.
Which is exactly why the remaining work is editorial, not technical: which 50 of 500 generated portraits to keep, and whether the writing has a soul. Build it for the taste, not the production.
Interactive Fiction
A pure-writing genre — AI's strongest domain meets a growing audience.
Score 1.83, with no art pipeline at all: writing, worldbuilding, flavour text and a text shell. The bottleneck is narrative quality, which is editorial, not technical. With 48% of the catalogue released since 2023, the audience is live and arriving.
Point & Click
Art and dialogue generate themselves; the puzzles are where you earn your keep.
Score 1.94 — visual-novel-easy on art and writing, held just off the floor by one ingredient: puzzle design, a 4. Let AI build the scenes and the script, and spend your effort on solvable, fair, escalating puzzles.
Hidden Object
Trivially generable art over a thin systems layer, for an evergreen casual base.
Score 2.07. The art and scenes are exactly what image generation does best, and the systems are light. An evergreen casual buyer base with 45% of titles recent — easy to build and still bought.
Walking Simulator
Atmosphere, writing and environment — over half the genre is new.
Score 2.59. An environment-and-writing genre: AI handles the prose, the ambience and a good share of the props, while a human directs the environmental storytelling. With 51% of titles recent, it's one of the live ones.
Card Game
Card art generates instantly; the systems are well understood.
Score 2.62. The card art — the visible bulk of the work — is instant, and the rules systems are well-trodden. The craft that remains is encounter balance, light here but the seed of what makes deckbuilders hard.
JRPG
A writing/art/music genre wearing a hard-RPG costume.
Score 2.77 — far easier than its "RPG" reputation. Strip it down and a JRPG is writing, worldbuilding, quests, character art and music over a simple turn-based combat skeleton: all four of those are AI's home turf. The turn-based structure is what spares it the combat-feel wall that action RPGs hit.
Systems & Economy
Gated by loops, progression and balance. AI scaffolds the systems fast; the tuning is human.
Clicker / Idle
Almost no art — the only real craft is economy tuning, which AI can iterate on.
Score 2.23. Clickers carry almost no art burden; their one genuine craft is economy and progression tuning (a 3), and that's a spreadsheet-and-iterate problem AI is a strong assistant for. The catalogue keeps growing — 47% recent.
Farming Sim
The cozy surge rides exactly on AI's strengths — except the months of balance.
Score 2.38, and the single hottest momentum among easy genres: 59% of farming sims are recent. Pixel art, cozy writing, inventory/crafting and economy loops are all AI's home turf. The Stardew recipe is now largely automatable — except the long balance pass that makes the loop feel good.
Management
Systems-light to scaffold; the balance is the slow part.
Score 2.80. Core loops, economy and UI scaffold quickly with AI; the genuine work is QA and balancing the numbers until the simulation is satisfying. A large, steady audience (655M owner-estimate band).
Colony Sim
AI assembles the systems; emergent balance is the human job.
Score 2.83. NPC AI, economy and procgen are solved patterns AI assembles well, but a colony sim lives or dies on emergent balance and the QA loop — heavily human. Half the genre is recent.
Tower Defense
Cheap assets, but the whole game is encounter balance.
Score 3.12. The art and the tower/enemy systems are inexpensive to generate; the genre *is* encounter balance — wave pacing and the difficulty curve — which is among the AI-hardest content work. Build the content with AI, tune the waves yourself.
City Builder
Systems scaffold fast; balance and performance are the gates.
Score 3.12. Props and core systems are cheap, but a city builder is an economy-balancing and performance problem at scale — the simulation has to stay satisfying and stay fast as the city grows. Both are sustained human work.
Deckbuilding
The catalogue's fastest-growing genre, and its core resists automation.
Score 3.18, despite trivially generable card art, because the score is dragged up by encounter balance and economy — a great deckbuilder is a balancing achievement (Slay-the-Spire-class tuning), the AI-hardest narrative-adjacent work.
And it's the loudest demand signal on the board: 64% of deckbuilders are recent, the highest momentum of any genre. Highest demand × hardest-resisting core is the defensible niche — let AI generate every card, and spend your whole human budget on making the numbers sing.
Roguelike
Procgen is solved; the balance across a thousand runs is not.
Score 3.25. AI implements the procedural generation and the combat code readily, but a roguelike's quality is encounter balance and economy across endless permutations — the kind of tuning that only emerges from playtest data. Strong, recent demand.
Survival
Cheap to assemble, expensive to balance — and often dragging netcode behind it.
Score 3.38. Environment, crafting and core loops are inexpensive, but survival is a long balance problem, frequently with multiplayer attached — and the moment netcode enters, the difficulty jumps. The largest owner-estimate band of any systems-craft genre.
Feel & Design Craft
Gated by game feel, level/encounter design and combat — the things judged in motion, against a player.
2D Platformer
The trap genre: it looks AI-friendly, but its soul is feel.
Score 2.91, and the most deceptive on the board. Art, music and enemy AI all generate easily — so it *looks* AI-friendly — but the genre's entire identity is character-controller feel, level design and game-feel juice, the three things AI is worst at. A jump that doesn't feel good kills the game regardless of how the art looks.
Match 3
Cheap to assemble; the juice and the difficulty curve are the craft.
Score 2.93. The board, the art and the loop are easy; what separates a good match-3 from a dead one is game-feel juice and a fair, escalating puzzle curve — both human. The lowest momentum among the assisted genres (28% recent).
Metroidvania
Platformer feel plus interconnected level design plus combat — three AI-hard cores.
Score 3.12. Everything the 2D platformer struggles with, raised: character feel, an interconnected world that must be designed to teach and gate, and readable combat. The art generates; the architecture doesn't.
Horror
Atmosphere is cheap; the timing of a scare is craft.
Score 3.14. AI generates the environment, the ambience and the props beautifully, and the catalogue is huge (9,373 titles). But horror is pacing — the level design and moment-to-moment timing that turn assets into dread — and that's human. The biggest audience of any systems-craft genre.
Puzzle
The largest catalogue on the board — and the design is the whole game.
Score 3.17, and the biggest genre we track (15,485 titles). The art and the engine are trivial; a puzzle game is *puzzle design* — solvable, fair, escalating — which AI drafts but cannot tune. The content looks done and plays hollow without the human pass.
Action RPG
Stacks every hard ingredient: 3D characters, animation, combat, feel.
Score 3.61. An action RPG layers 3D characters, skeletal animation, combat, environment art, level design, performance and game feel — AI shaves the edges of each, but none of the cores collapse. The contrast with the JRPG (2.77) is the whole thesis: real-time combat feel is the wall.
Racing
Handling feel and performance are the genre — and AI tunes neither.
Score 3.73. Cars and tracks can be generated, but a racing game is handling feel and a rock-solid frame rate, with networking on top for multiplayer. The lowest momentum here (32% recent) — a mature, expertise-gated niche.
Immersive Sim
Interlocking systems plus level design plus feel — depth AI can't direct.
Score 3.87. The genre's identity is deep, interacting systems wrapped in hand-built level design with responsive feel and a punishing QA load. AI assembles the parts; the emergent whole is expert craft. Notably, 61% of titles are recent — a genre in revival.
Souls-like
Combat feel and encounter design are the entire point — and both are human.
Score 3.89. Stack 3D characters, animation, readable combat, encounter balance and deliberate level design, and you have a genre defined by exactly the ingredients AI scores 4 and 5 on. The assets help; the fight doesn't tune itself.
Open World
Every hard ingredient at scale — AI changes the cost, not the difficulty.
Score 3.89. An open world stacks 3D environment and character art, level and quest design, NPC AI, combat, performance and game feel — and then multiplies all of it by sheer scale. The largest owner-estimate band of any genre (3.3B), but the least tractable for a small team.
Real-time & Netcode
Gated by authoritative real-time sync and frame-perfect play. The last frontier; AI barely helps.
MOBA
Netcode plus live-ops plus balance — a genre that punishes small teams.
Score 3.82. A MOBA is authoritative netcode, sustained live-ops infrastructure, and competitive balance, all at once — three of the things AI helps with least. The smallest catalogue on the board (324 titles) and 28% recent: not where small teams break out.
FPS / Shooter
Where the genre's identity is netcode and frame-perfect feel.
Score 3.93. Single-player shooters are gated by combat feel; competitive ones add authoritative netcode — and that's where the modern genre lives. The biggest owner-estimate band on the board (3.4B), and among the least AI-automatable games that exist.
Fighting
The netcode-and-frame genre — and a near-frozen, expertise-gated niche.
Score 4.09. Fighting games demand frame-perfect combat feel, rollback netcode and meticulous balance — the three hardest problems for AI, all load-bearing at once. And the data agrees it's not where small teams break out: only 17% of titles are recent, the most frozen niche on the board.
Battle Royale
The least AI-buildable game type there is.
Score 4.17 — the highest on the board. Authoritative netcode for a hundred players, live-ops infrastructure, performance at scale and combat feel, all required simultaneously. This is the genre AI changes least: it can generate the assets, and almost none of the hard parts.
FAQ
What does the ring mean?
The ring is the buildability band — AI-buildable, AI-assisted, systems craft, or expert-only — from each genre's score on our 45-ingredient recipe model. AI-build difficulty is our own editorial assessment of current tooling, not a measurement; it tracks where the labour collapses, not whether the game is fun.
Why is a genre in the quadrant it's in?
The quadrant is what makes that genre hard for AI: content and writing, systems and economy, feel and design craft, or real-time netcode. A genre can be easy and content-gated, or hard and netcode-gated — the quadrant tells you which wall you'd hit, the ring tells you how high it is.
Are these rankings about which games sell best?
No. The rings are about buildability — how much of the work AI can do. Demand sits beside them for context, from the MythicLemon Games Catalogue, and owner figures are banded estimates, not sales. There is no revenue figure in the data, and we never imply one.
Will these verdicts change?
Yes — this is a first edition. The fast-moving frontiers (3D characters, skeletal animation, adaptive music) could each drop a notch within a year and pull the 3D-action tiers down with them. Later editions will carry movement arrows showing which genres shifted.
Cite this edition
MythicLemon, "The AI Game-Buildability Radar", edition 2026.1 (2026-06-24). The Unreal Radar. https://mythiclemon.com/radar/ai-game-buildability-radar-2026-1 How to read this radar
The rings are a considered judgement; every placement is justified inline by the link beneath it. We never rate a named third-party product. Our radar charter →