A cozy coding game. An AI made Code City forget how its own code works – and the city went dark. Find the bugs, close the gaps, 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 puzzle 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 puzzles 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, the full English localization of all five districts, a reworked hint and difficulty system based on real player data, and finishing the underwater district.

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, 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 puzzles. Today only the rooms and a handful of prototype puzzles 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.
- The underwater district CShark as originally intended: real diving, the glass dome, full ambience. It is currently walkable but visually unfinished.
- Full English localization of every district, puzzle and dialogue.
- An expanded hint and difficulty system, plus reworked and additional puzzles based on where players actually get stuck.
- More voiced dialogue for the AI Sphere 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 15 introductory levels; the open city of CodeCity with five districts and 100 further puzzles in PHP, Python, C#, JavaScript and Rust; the in-game code editor with live validation; the power and gate system that decides which district is currently active; the visible rebuilding of the city, where buildings grow with every terminal you solve; the AI Sphere at the city centre; saving and progression. The features listed in the "About This Game" section are in the game today.

Not finished yet: English localization is complete for Tutorial Island and the PHP district only, so the other districts are still partly in German. The underwater district CShark is accessible but visually unfinished. The two underground areas can be reached but contain only a few prototype puzzles. 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: every puzzle terminal has a feedback button. One click tells me which level and which line someone got stuck on. That data decides which puzzles get rewritten and how the hint system is designed.

Beyond that there is a Discord server and the Steam discussion forums, where I answer personally - there is no community manager between us. Regular developer updates in the Steam news feed will 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 puzzle 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 don't write programs from scratch. You repair them. A wrong operator here, a missing condition there, a gap to close – small, real edits to real code. And with every line that runs again, a piece of the city wakes up: lights flicker on, fountains start, color comes back.

One city, five languages.
Code City is an open 3D world you explore on foot. Every district speaks its own programming language – the industrial PHP quarter, the Python academy, the underwater C# district, the neon JavaScript strip, the Rust fortress – and each one holds 20 puzzles at terminals you simply walk up to. Together with the 15 lessons on Tutorial Island, that is 115 puzzles across five languages, in an editor that checks your code as you write it.

Coding that doesn't feel like homework.
Code Rescue is peaceful. No timers, no fail states, no high-score grind. Just you, a puzzle 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 its own 20 puzzles.

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

  • Real code, gently dosed – you work with real code, but in bite-sized pieces: spot the bug, fill the gap, get the condition right.

  • A city that blooms with you – every fix visibly turns the world from grey and silent to alive and colorful.

  • 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:

We use AI for Code Optimization.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64 Bit)
    • Processor: Dual-Core 2.5 GHz (i3 / Ryzen 3)
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.1 / OpenGL 4.1, 1 GB VRAM (GTX 750 TI, Intel UHD 630)
    • DirectX: Version 11
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 (64 Bit)
    • Processor: Quad-core (i5 / Ryzen 5)
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU (GTX 1050+ / RX 560+)
    • DirectX: Version 11
    • Storage: 1 GB available space
    Minimum:
    • OS: MacOS 12 Monterey
    • Processor: Dual-Core 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: Apple Silicon (M1) or Intel Mac with Metal
    • Storage: 500 MB available space
    Recommended:
    • OS: MacOS 13+
    • Processor: M1/M2 or newer
    • Memory: 16 GB RAM
    • Storage: 1 GB available space
    Minimum:
    • OS: Ubuntu 22.04+
    • Processor: Dual-Core 2.5 GHz
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.1 / OpenGL 4.1 with current Mesa drivers
    • Storage: 500 MB available space
    • Additional Notes: FUSE (for AppImage)
    Recommended:
    • OS: Current 64-Bit Distro
    • Processor: Quad-Core
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU, up-to-date-drivers
    • Storage: 1 GB available space
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