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.

Catalogue to January 2026 Buyer demand to January 2026
30
Genres scored
every major game type, as a recipe
45
Ingredients rated
across five disciplines
1.80
Most buildable
Visual Novel — every ingredient in AI's strong zone
4.17
Least buildable
Battle Royale — netcode + frame-perfect feel
5
Easy & still growing
genres that are AI-easy and recent

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.

as of January 2026
GenreAI-build difficulty (1–5)
Visual Novel1.8
Interactive Fiction1.83
Point & Click1.94
Hidden Object2.07
Clicker2.23
Farming Sim2.38
Walking Sim2.59
Card Game2.62
JRPG2.77
Management2.8
Colony Sim2.83
2D Platformer2.91
Match 32.93
Tower Defense3.12
Metroidvania3.12
City Builder3.12
Horror3.14
Puzzle3.17
Deckbuilding3.18
Roguelike3.25
Survival3.38
Action RPG3.61
Racing3.73
MOBA3.82
Immersive Sim3.87
Open World3.89
Souls-like3.89
FPS3.93
Fighting4.09
Battle Royale4.17
Buildability is decided by which kitchen a genre's core ingredients come from. Every major genre's AI-build difficulty (1 = trivial, 5 = expert craft). Longer bar = harder for AI.
MythicLemon Games Catalogue ↓ CSV

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.

as of January 2026
DisciplineAvg AI-build difficulty (1–5)
Audio2.2
Art / visual2.57
Narrative / writing2.78
Code / systems3
Polish / feel3.75
Generation (audio, art) is near-solved; feel and production are not. Average AI-build difficulty of the ingredients in each discipline.
MythicLemon Games Catalogue ↓ CSV

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.

as of January 2026
GenreOwners (banded estimate)
Visual Novel311990000
Interactive Fiction174055000
Point & Click424930000
Hidden Object129975000
Clicker114550000
Farming Sim114615000
Walking Sim368780000
Card Game185480000
JRPG316065000
Management655225000
Colony Sim128750000
2D Platformer259480000
Match 338850000
Tower Defense176605000
Metroidvania164620000
City Builder292140000
Horror1640930000
Puzzle1228640000
Deckbuilding112035000
Roguelike410145000
Survival2229380000
Action RPG1264960000
Racing416020000
MOBA139880000
Immersive Sim370260000
Open World3268015000
Souls-like419160000
FPS3436770000
Fighting322510000
Battle Royale524295000
Total owner-estimate band by genre — a relative-popularity proxy, not sales.
MythicLemon Games Catalogue ↓ CSV

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.

as of January 2026
Genre% of titles released 2023+
Visual Novel37
Interactive Fiction48.2
Point & Click36.6
Hidden Object45
Clicker47.1
Farming Sim59.4
Walking Sim50.5
Card Game45.2
JRPG35.6
Management45.2
Colony Sim49.9
2D Platformer46.7
Match 328.3
Tower Defense44
Metroidvania37.4
City Builder47.3
Horror43.4
Puzzle35.6
Deckbuilding64.4
Roguelike45.1
Survival39.8
Action RPG48.1
Racing31.7
MOBA28.1
Immersive Sim60.7
Open World36.2
Souls-like49
FPS36.2
Fighting17.5
Battle Royale36.1
The fastest-growing genres are not the hardest ones. Share of each genre's catalogue released since 2023 — a read on momentum.
MythicLemon Games Catalogue ↓ CSV

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.

as of January 2026
GenreAI-build difficulty% released 2023+Owners (banded estimate)Band
Visual Novel1.837311990000AI-buildable
Interactive Fiction1.8348.2174055000AI-buildable
Point & Click1.9436.6424930000AI-buildable
Hidden Object2.0745129975000AI-buildable
Clicker2.2347.1114550000AI-buildable
Farming Sim2.3859.4114615000AI-buildable
Walking Sim2.5950.5368780000AI-assisted
Card Game2.6245.2185480000AI-assisted
JRPG2.7735.6316065000AI-assisted
Management2.845.2655225000AI-assisted
Colony Sim2.8349.9128750000AI-assisted
2D Platformer2.9146.7259480000AI-assisted
Match 32.9328.338850000AI-assisted
Tower Defense3.1244176605000Systems craft
Metroidvania3.1237.4164620000Systems craft
City Builder3.1247.3292140000Systems craft
Horror3.1443.41640930000Systems craft
Puzzle3.1735.61228640000Systems craft
Deckbuilding3.1864.4112035000Systems craft
Roguelike3.2545.1410145000Systems craft
Survival3.3839.82229380000Systems craft
Action RPG3.6148.11264960000Expert only
Racing3.7331.7416020000Expert only
MOBA3.8228.1139880000Expert only
Immersive Sim3.8760.7370260000Expert only
Open World3.8936.23268015000Expert only
Souls-like3.8949419160000Expert only
FPS3.9336.23436770000Expert only
Fighting4.0917.5322510000Expert only
Battle Royale4.1736.1524295000Expert only
Easy-to-build and growing-demand overlap — that overlap is the actionable part. Genres placed by buildability (left = easier) against momentum, sized by proven demand. The five highlighted genres are AI-easy and still growing.
MythicLemon Games Catalogue ↓ CSV

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

#GenreAI difficultyBandTitlesOwners (est.)% since 2023
1Visual Novel1.80AI-buildable5,481312M37%
2Interactive Fiction1.83AI-buildable3,137174M48%
3Point & Click1.94AI-buildable5,198425M37%
4Hidden Object2.07AI-buildable4,172130M45%
5Clicker / Idle2.23AI-buildable2,174115M47%
6Farming Sim2.38AI-buildable835115M59%
7Walking Simulator2.59AI-assisted3,171369M51%
8Card Game2.62AI-assisted2,180185M45%
9JRPG2.77AI-assisted2,609316M36%
10Management2.80AI-assisted4,107655M45%
11Colony Sim2.83AI-assisted739129M50%
122D Platformer2.91AI-assisted6,081259M47%
13Match 32.93AI-assisted1,00639M28%
14Tower Defense3.12Systems craft1,964177M44%
15Metroidvania3.12Systems craft1,282165M37%
16City Builder3.12Systems craft1,585292M47%
17Horror3.14Systems craft9,3731.6B43%
18Puzzle3.17Systems craft15,4851.2B36%
19Deckbuilding3.18Systems craft1,265112M64%
20Roguelike3.25Systems craft2,727410M45%
21Survival3.38Systems craft6,4622.2B40%
22Action RPG3.61Expert only4,0041.3B48%
23Racing3.73Expert only3,251416M32%
24MOBA3.82Expert only324140M28%
25Immersive Sim3.87Expert only3,258370M61%
26Souls-like3.89Expert only1,236419M49%
27Open World3.89Expert only6,0093.3B36%
28FPS / Shooter3.93Expert only8,9173.4B36%
29Fighting4.09Expert only1,146323M17%
30Battle Royale4.17Expert only599524M36%

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

KitchenIngredientDiffWhat AI automates today
Art2D backgrounds1txt2img nails parallax/landscape backdrops near-instantly
ArtConcept & marketing art1Generators own key art, store capsules, screenshots
Art2D illustration (style-locked)2Image gen + consistency tools — the visual-asset workhorse
ArtPixel art / sprites2Strong for sprites/tilesets; frame-to-frame animation still fiddly
ArtPBR texturing2Substance + text-to-texture — strong
ArtUI / HUD art2Icon sets trivial; bespoke layouts human
ArtProcedural terrain2Mature, mostly deterministic (not really "AI")
Art3D props / hard-surface3Good meshes; topology / UV / LOD cleanup remains
ArtRigging3Auto-rig humanoids; creatures & faces manual
ArtVFX / particles3LLM-authored graphs; art-directed signature FX human
ArtShaders3Competent shaders; novel / perf-critical ones expert
Art3D characters (game-ready)4Improving fast, but stylised, animation-ready characters need an artist
Art3D environment art4Kitbash + AI props; a cohesive, art-directed level is human
ArtSkeletal animation4Mocap + physics-assist; combat-readable motion = animator
AudioVoice acting / VO1Near-human with emotion — the single most-automated craft in games
AudioMusic2Usable tracks in seconds; a signature OST is still composed
AudioSFX2Generation + foley libraries cover almost everything
AudioAmbient / soundscapes2Generation + loopers — near-solved
AudioAdaptive / interactive music4Generating clips is easy; wiring middleware layers is craft
NarrativeFlavor text1Item/tooltip copy — fully bulk-generable
NarrativeBranching dialogue2Excels at volume; final voice/edit human
NarrativeWorldbuilding / lore2Strong at scale
NarrativeLocalization2MT + post-edit; cultural QA human
NarrativeQuest design3Drafts quests; pacing & reward-loop coherence human
NarrativeEconomy / progression3Spreadsheet sim assist; balance needs playtest data
NarrativeLevel design4Layout/pacing/flow is human; AI assists blockout
NarrativePuzzle design4Solvable + fair + escalating is genuinely hard for AI
NarrativeEncounter balance4Bots assist; final tuning iterative human
CodeInventory / crafting2Boilerplate-heavy, well-trodden — nailed
CodeSave / settings / menus2Near-fully scaffolded
CodeProcgen systems2Classic algorithms implemented well
CodePlatform integration2Achievements / cloud / SDK glue handled
CodeIn-house tools2Very strong at pipeline tooling
CodeCore gameplay loop3Scaffolds the loop fast; the fun tuning is human
CodeCharacter controller3Writes movement/physics; feel-tuning human
CodeNPC AI (pathfinding/BT/FSM)3Solved patterns assembled well
CodeCamera systems3Writes rigs; feel-tuning human
CodeCombat system4Code is easy; responsive, readable combat is deep craft
CodeBackend / live-ops4Matchmaking, economy, anti-cheat = sustained engineering
CodePerformance optimization4Profiling-driven; humans own the hard wins
CodeNetcode (real-time auth.)5Rollback, lag-comp, authoritative sync — AI barely helps
PolishOnboarding / tutorial3Drafts; teaching curve needs playtest iteration
PolishAccessibility3Checklists + captions/remap; full a11y is deliberate work
PolishQA / balancing4Test bots help; "is it fun?" is human judgement
PolishGame feel / juice5Screen-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

GenreAI difficultyTitlesOwners (est.)% since 2023Read
Interactive Fiction1.833,137174M48%Pure-writing genre; AI's strongest domain meets a live audience
Hidden Object2.074,172130M45%Generable art + thin systems; an evergreen casual base
Clicker / Idle2.232,174115M47%Almost no art; the craft is economy tuning AI can iterate on
Walking Simulator2.593,171369M51%Atmosphere + writing + environment; over half the genre is new
Card Game2.622,180185M45%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 →

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