A cozy coding game. An AI made Code City forget how its own code works – and the city went dark. Find the bugs, write the missing code and bring it back to life, one line at a time.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Code Rescue teaches you to program by rebuilding a city that has forgotten its own language. Whether that actually works is not something I can decide alone at my desk. Which task is genuinely hard versus just badly explained? Which error message helps, and which one only frustrates? At which level does a beginner quietly give up? Only real learners can answer that.

Early Access lets me build the remaining part of the game with those people instead of guessing. The underground endgame beneath the city is deliberately unfinished: I want to design its tasks around what players actually struggle with in the districts above, not around what I assume is difficult. The same applies to the hint system and the difficulty curve.

I am developing Code Rescue on my own. Building the rest of it in the open, together with the people who will use it, will make it a far better teacher than any amount of testing by myself.”

Approximately how long will this game be in Early Access?

“Roughly 12 months from the Early Access launch.

That time is planned for the underground endgame content, a reworked hint and difficulty system based on real player data, more voiced dialogue and the complete story arc.

Development is hard to predict, and if feedback shows that a system needs deeper changes, I would rather extend Early Access than leave it too early with something half-tuned. If that estimate changes, I will say so clearly in the Steam news feed and the devlog, with reasons – not by quietly moving a date.”

How is the full version planned to differ from the Early Access version?

“The full version is planned to add content and systems the Early Access build does not have yet:

- The underground endgame: two areas beneath the city, the C-Level and the Assembly Level, each with its own course of tasks. Today only the rooms and a handful of prototype tasks exist.
- A progression system in which repairing the C-Level gradually raises the city power budget, so more districts can run at the same time.
- Real diving around the underwater district CShark.
- An expanded hint and difficulty system, plus reworked and additional tasks based on where players actually get stuck.
- More voiced dialogue and the complete story arc through to the finale.

These are goals rather than guarantees; priorities may shift depending on what players tell me during Early Access.”

What is the current state of the Early Access version?

“Code Rescue is playable from start to finish, but it is not finished.

Implemented today: Tutorial Island with 20 introductory tasks; the open city of Code City with five districts and 150 tasks in PHP, Python, C#, JavaScript and Rust; 20 tasks at the wind turbines and solar fields; many task types from fill-in-the-gap to free coding and refactoring, plus logic puzzles; code that really runs; the companion REPL with tools you unlock by rank; a gentle start with typing trainer and character doctor; the compendium; the visible rebuilding of the city in five stages; the AI Sphere at the city centre; music for every area; 31 languages; saving and progression. The features listed in the "About This Game" section are in the game today.

Not finished yet: the two underground areas can be reached but contain only a few prototype tasks. Only part of the dialogue is voiced, and only in German so far. The difficulty curve is an honest first draft rather than a tuned one. Expect bugs.”

Will the game be priced differently during and after Early Access?

“Yes. Code Rescue is offered at a lower price during Early Access. When the game leaves Early Access, the price is planned to increase, reflecting the content added during that time.

Everyone who buys during Early Access receives all updates and the full version at no extra cost. There is no season pass and no later top-up payment. That is my thank-you to the people who trust the project early and help shape it with their feedback.”

How are you planning on involving the Community in your development process?

“Feedback has to be effortless or it does not happen, so it is built into the game: from the main menu and the pause menu you can send a bug report, a wish or general feedback in a few clicks. That data decides which tasks get rewritten and how the hint system is designed.

Beyond that there are the Code Rescue Discord server and the Steam discussion forums, where I answer personally – there is no community manager between us. Regular updates in the Steam news feed and in the devlog spell out which piece of feedback led to which change, so it stays visible that reports actually go somewhere.

Where several good options exist – how the underground endgame should play, which programming language a future district should cover, how strongly hints should guide – I will put it to a vote and follow the result. Anyone who demonstrably improves a task or a lesson gets credited by name.”
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Planned Release Date: To be announced

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About This Game

Code City has stopped working.
An AI promised to take coding off everyone's hands – and the city forgot how its own code ever worked. Streets sit silent, lights are out, whole districts are frozen. The code is still there. It's just broken.

Your job: get it running again.
You start by repairing: a wrong operator here, a missing condition there, a gap to close. Step by step you go further – predict what a piece of code prints, review someone else's code, write whole functions yourself and clean up code that works but is a mess. And with every task you solve, a piece of the city wakes up: lights come on, machines start, color comes back.

One world, five languages.
Tutorial Island and Code City form one open 3D world you explore on foot, linked by a ferry. Every district speaks its own programming language – PHP in the factory halls, Python in the academy on the jungle beach, C# under a glass dome on the sea floor, JavaScript in the neon garden, Rust in the castle ruins. Each district holds 30 tasks at ports you simply walk up to. Add the 20 on Tutorial Island and 20 at the wind turbines and solar fields, and that is around 190 tasks.

Your code really runs.
PHP, Python and JavaScript run in real runtimes, C# and Rust in built-in interpreters. Your companion REPL helps along the way, and as you rank up you unlock its tools: a test run, a console, a step mode that walks through your code line by line, and a code lens that points out what could be better.

Never typed code before?
Then you start in the briefing room: a short calibration, a typing trainer and a character doctor that shows you where the special characters for code are on your keyboard. Everything you learn ends up in the compendium, so you can look it up again any time.

Coding that doesn't feel like homework.
Code Rescue is peaceful. No timers, no fail states, no high-score grind. Just you, a task you can actually read, and a city that's visibly grateful you understood it. Friendly enough for your very first line of code – honest enough that you'll really learn something.

Because no one can understand it for you.
Code City collapsed because everyone trusted the AI to handle it. That's not a coincidence – it's the whole point: AI is a tool, not a substitute for understanding how something actually works.

Features:

  • Five programming languages – PHP, Python, C#, JavaScript and Rust, each with its own district and 30 tasks.

  • Code that really runs – real runtimes for PHP, Python and JavaScript, built-in interpreters for C# and Rust.

  • Many kinds of tasks – fill the gap, find the bug, predict the output, review, write it yourself, refactor – plus logic puzzles.

  • An open 3D world – no menus, no level select: you walk to the next port.

  • A city that blooms with you – every district rebuilds in five stages, from ruins to full splendour.

  • Power for the city – bring wind turbines and solar fields online with your own code.

  • A gentle start – typing trainer, character doctor, compendium and a companion whose tools grow with you.

  • 31 languages – play in your own language.

  • Cozy, not punishing – no stress, no failure. Learn at your own pace.

  • A stance, not hype – a quiet counterpoint to the "let AI do it all for you" promise.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Spoken dialogue is voiced with AI tools (Suno and local text-to-speech); all scripts are written by the developer. AI is also used for code optimization.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-2500K / AMD FX-8350 (AVX required)
    • Memory: 6 GB RAM
    • Graphics: NVIDIA GeForce GTX 750 Ti / AMD Radeon HD 7850, 2 GB VRAM
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Additional Notes: Minimal graphics at 1080p. City views run at around 25 fps on minimum-spec CPUs; performance depends mainly on single-core CPU speed.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Intel Core i7-9700K / i5-10600K or AMD Ryzen 5 5600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1070 / RTX 2060 or AMD Radeon RX 5600 XT, 6 GB VRAM
    • DirectX: Version 12
    • Storage: 2 GB available space
    • Additional Notes: High graphics: 45–60 fps in the city, more on the island and indoors.
    Minimum:
    • OS: macOS 12 Monterey
    • Processor: Apple M1
    • Memory: 8 GB RAM
    • Graphics: Apple M1 GPU
    • Storage: 2 GB available space
    Recommended:
    • OS: macOS 14 Sonoma
    • Processor: Apple M2 or newer
    • Memory: 16 GB RAM
    • Graphics: Apple M2 GPU or better
    • Storage: 2 GB available space
    Minimum:
    • OS: Ubuntu 22.04 / SteamOS 3 (64-bit)
    • Processor: Intel Core i5-2500K / AMD FX-8350 (AVX required)
    • Memory: 6 GB RAM
    • Graphics: Vulkan 1.1: NVIDIA GeForce GTX 750 Ti / AMD Radeon HD 7850, 2 GB VRAM
    • Storage: 2 GB available space
    • Additional Notes: FUSE (for AppImage)
    Recommended:
    • OS: Ubuntu 24.04 / SteamOS 3 (64-bit)
    • Processor: Intel Core i7-9700K / i5-10600K or AMD Ryzen 5 5600
    • Memory: 8 GB RAM
    • Graphics: Vulkan: NVIDIA GeForce GTX 1070 / RTX 2060 or AMD Radeon RX 5600 XT, 6 GB VRAM
    • Storage: 2 GB available space
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