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Creator Notes · Cost Record · 02 / Stories

What Does It Really Cost to Make a Game with AI?

A cost record tied to one creator, one tool stack, and one point in time — not a universal price.

Author  Lao Liu Published  2026-07-08 Updated  2026-08-08 Read  3 min

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Direct answer

At the time recorded in the video, the tool stack I needed for my personal AI game project cost less than RMB 400 a month. That number reflects my workflow, subscription choices, and usage intensity at that moment — it is not a fixed price for everyone.

People often ask what it really costs to make a game with AI — whether you have to burn a fortune in tokens. The answer is probably not what you'd expect: I didn't use anything exotic, and I didn't burn tokens at all. Plain subscriptions covered everything. Here's exactly how it breaks down.

Key fact

Code, art, and music — every essential AI subscription together comes to under RMB 400 a month, cheaper than buying traditional art assets.

01 — Departure · Code

Cursor, $20 / month

Let me put this plainly: don't underestimate Cursor. To this day it's still the best AI tool I use. It's easy to sign up for, easy to pay for, and stable — no bans — which alone puts it ahead of a lot of tools. The subscription covers every major model, and once you run out of quota there's still a fallback model I've basically never managed to exhaust. And I'm writing UE's C++, which is supposed to be some of the harder code to get right.

02 — The Work · Art

One aggregator, plus a secret weapon

For art I subscribe to an aggregator called Flyne — images and video both, $20 a month. The nice thing about an aggregator is that you're not locked into picking "the best" model; you just try them all, with no fear of getting banned. For this game I use Banana Pro for stills and Kling for frame sequences — Kling has first/last-frame control, which matters a lot for my pipeline, and it's relatively cheap and consistent.

The most important AI for game art — and one I almost never see anyone mention — is actually Photoshop's AI. Its image generation is worse than any dedicated AI tool, but it has one killer feature: it lets you stop gacha-rolling. Once you're using it, you don't keep re-rolling for the exact image in your head — you just take the best parts of the few images you already have and composite them together. That's why I rarely need to re-roll. I could ship this game with zero other AI tools, but not without Photoshop. I used a third-party subscription channel at the time, where accounts and purchase methods changed often. This is therefore a personal historical cost, not Adobe's current official price: about RMB 360 per quarter, or roughly RMB 120 per month.

In-game art from Travelling Home: Ever After: a girl playing guitar by the window of the travelling house
In-game art from Travelling Home: Ever After. This is what that few-hundred-yuan-a-month stack produced.
03 — The Work · Music

Suno, $10 / month — no continuous subscription needed

Music is the cheapest part. I use Suno, $10 a month, and I don't need to subscribe continuously. As of this page's update date, Suno says songs made on a paid plan retain commercial-use rights after cancellation; that does not guarantee copyright protection, and the current terms and local law still apply. I can therefore subscribe for one month, make the music in one focused pass, and amortize that month across the project.

04 — Arrival · The ledger

Every essential AI tool, under RMB 400 a month

My essential subscriptions · monthly-equivalent · 2026-07-08
PurposeToolCost
CodeCursor Pro Plan$20 / mo
Art (images + video)Flyne$20 / mo
Art (compositing, fewer re-rolls)Photoshop AI~¥120 / mo
MusicSuno (as needed)$10 / mo, amortized
Total essential AIUnder ¥400 / mo

Scope note: “Under RMB 400 per month” is the actual monthly-equivalent recorded in my 2026-07-08 video, not a recalculation using today's public list prices and live exchange rate. Cursor and Flyne were continuous subscriptions at the time; Photoshop reflects the channel I actually paid through; Suno was opened only for focused music-production periods and amortized across the project. Dollar charges, payment channels, and exchange costs vary, so the table is a dated first-person record—not a universal budget.

Add it up, and this is cheaper than buying traditional art assets the old way. Making a game doesn't require burning a fortune in tokens. Those "one prompt and AI instantly spends thousands" clips aren't inevitable — people make them because that kind of video gets views, it's entertainment. Nobody actually shipping a game burns money like that.

05 — Notes · Lessons

Three lessons on spending less

  1. 01Plan the project well from day one.Not just how to involve AI and lean into its strengths — cost is a design constraint too. Sometimes switching toolchains or approaches drops the cost immediately.
  2. 02Match the payment model to how you actually use it.If you're learning and using AI continuously, I'd strongly suggest subscriptions; paying per API call suits low-frequency, well-bounded work — and turn off any "charge for overage" toggle so it doesn't quietly bill you.
  3. 03Let go of your attachment to a fixed result.What AI generates won't always match what you pictured. Treat it as an assistant and you'll scold it, fight it, re-roll endlessly; treat it as a creative partner and you'll ask "okay, how do we adjust from here" — which goes much smoother.
A dusk scene from Travelling Home: Ever After
An in-game scene from Travelling Home: Ever After.
Doing the same work for less money — I think that's one of the most important individual skills of the AI era.