Usually yes, but it depends on which kind of tool wrote the game. Coding agents that work on files on your own machine (Claude Code, Cursor, engine plugins) hand whatever rights they have in the output to you, and the game is yours to sell. Prompt-to-game platforms are different: some only let you sell on a paid plan, some keep rights to what they generate, and one doesn't let you take the game off its site at all.
Below is what each maker's own terms say, checked on 2026-10-20. Terms change, so follow the source link before you rely on a line here. This is a plain-English summary, not legal advice.
The quick answer
| Tool | Type | Can you sell the game? | Can you export it? | Catch |
|---|---|---|---|---|
| Claude Code | Coding agent | Yes | It's your project folder | Needs a paid Claude plan |
| Cursor | AI code editor | Yes | It's your project folder | Suggestions may match other users' |
| Summer Engine | AI game engine (desktop) | Yes, no royalties | Godot 4-compatible project, Windows and macOS builds | Hosted AI needs a paid plan |
| Rosebud AI | Prompt-to-game (browser) | Only on 10x Dev and up | Code download and Windows export on Pro and up | Rosebud claims rights in content made on its service |
| Cinevva | Prompt-to-game (browser) | Only after a purchase | Downloads on paid plans | Free games are public and remixable |
| Google Playground | Prompt-to-game (browser) | Not addressed | .zip of HTML, JS, CSS and assets | US only, 18+, experimental |
| Astrocade | Prompt-to-game (browser) | No, outside Astrocade | No | Personal, non-commercial use only |
Coding agents: the code is yours
When an agent edits files in your own project, three things decide whether you can sell the result: who the terms say owns the output, whether you need a paid plan, and the license of your engine.
Claude Code
Anthropic's consumer terms say that, as long as you follow the terms, Anthropic assigns to you "all of our right, title, and interest—if any—in Outputs." Source: Anthropic consumer terms Claude Code is part of the Pro plan, which costs $17 a month billed yearly or $20 monthly. Source: Claude pricing
Cursor
Cursor's terms assign to you its rights, if any, in the code it suggests, and say it won't use your inputs or suggestions to train AI models unless you explicitly agree. One line worth knowing: suggestions "may be similar to or the same as" suggestions given to other users, and you get no rights in theirs. Source: Cursor terms of service Cursor has a free plan; paid plans start at $8 a month. Source: Cursor pricing
Weighing the two? See Claude Code vs Cursor.
Note the words "if any"
Both companies give you whatever rights they hold, and promise nothing beyond that. The U.S. Copyright Office's January 2025 report concluded that prompts alone aren't enough to make AI output protectable, but your own creative arrangement or changes to it can be. Source: U.S. Copyright Office, Part 2 report In practice: nobody stops you selling a vibe-coded game, but the more of the design, structure and edits are yours, the easier it is to protect against a copycat.
Prompt-to-game platforms: read the plan, not the homepage
These tools write the code, make the art and host the game for you. That is where the catches live.
Summer Engine: export and sell, no royalties
Summer Engine is a desktop engine that builds 2D and 3D games from a description. The maker says its projects are standard projects compatible with Godot 4, that you can export Windows and macOS builds, publish on Steam, itch.io or your own site, and pay no royalties or revenue share. Source: Summer Engine Its terms say you keep ownership of what you create, with a license for Summer to process your content to run and improve the service; Privacy Mode, which keeps your code out of model training, is on paid plans only. Source: Summer Engine terms The free app includes 5 AI messages a day (up to 30 a month); Pro is $20 a month. Source: Summer Engine pricing
Rosebud AI: pay for 10x Dev before you sell
Rosebud builds browser games from prompts. Its pricing FAQ says 10x Dev and higher plans include full commercial rights, while code download and Windows export for Steam need Pro or higher. Source: Rosebud pricing The terms go further than most: free-plan content is for personal, non-commercial use only, Rosebud says it owns all "data, content, code, artwork, and other materials within the Services and derived thereof," and you give it a perpetual license to use your content, including to train AI models. Source: Rosebud terms of service If you plan to sell, read those sections in full before you build.
Cinevva: ownership arrives with your first purchase
Cinevva's terms say it reserves commercial rights on what you generate before your first credit purchase (for games, it reserves publishing, showcase and remix rights), and everything converts to your ownership automatically once you buy anything. Games on free accounts are public and remixable. Source: Cinevva terms The Standard plan ($15 a month) adds downloads of every file and full commercial rights. Source: Cinevva plans
Google Playground: export yes, selling unclear
Google's experimental platform lets you export a .zip with your game's HTML, JavaScript, CSS and generated assets. It is open to users 18 and over in the United States. Source: Playground help center The terms say Google won't claim ownership of your games and may monetize them on Playground with ads, asking your permission first. They don't say whether you can sell an exported game elsewhere. Source: Playground terms Until Google answers that, treat it as a prototyping tool.
Astrocade: a no for selling elsewhere
Astrocade's terms say you own your content, but you may use the service for personal, non-commercial use only, and Astrocade's own content is licensed to you only for making and publishing games on Astrocade. Source: Astrocade terms Fine for fun; not a route to Steam.
What does Steam's AI disclosure ask about vibe coding?
Valve's content survey says AI tools built into development environments, used for efficiency, are "not the focus." It asks about AI-made content that ships with your game and that players consume, such as artwork, sound, narrative and localization. If your game generates content with AI while it runs, you must also describe your guardrails. Source: Steamworks content survey
So AI-written code on its own isn't what the survey targets. But prompt-to-game platforms usually generate the art and sound too, and those you disclose. Our Steam AI disclosure summary has the details.
Which coding agent works with which engine?
Any general agent can edit your scripts. To let it see and change the running editor, you need a bridge:
- Unreal: Unreal Engine 5.8 ships an Experimental MCP plugin that exposes Blueprints, assets, levels, materials and meshes to any model you choose; Epic says some features aren't production-ready. Source: Epic Games Aura is an agent built for Unreal and Unity. Source: Aura Compare agents at /engines/unreal/code-engine/.
- Godot: Godot AI connects Claude Code, Codex, Cursor and other MCP clients to a live Godot 4.5+ editor. Source: Godot Asset Store Ziva is an agent inside Godot 4.2+ that writes GDScript or C#, and its terms say you keep all rights to code and content you make. Source: Ziva terms More at /engines/godot/code-engine/.
- Unity: see /engines/unity/code-engine/ for in-editor agents such as Bezi and Aura.
- Roblox: Roblox Studio has a built-in MCP server, with setup guides for Claude Code, Cursor, Codex CLI and Gemini CLI. Source: Roblox Creator Hub Roblox's own in-Studio agent is Roblox Assistant.
Before you sell: a checklist
- Write down every AI tool that touched the game, and the plan you were on when you used it.
- Check that plan's commercial rights against the current terms. Free tiers of prompt-to-game platforms are the usual problem.
- Make sure you can export. If the game only runs on the maker's site, you can't put it on Steam or itch.io.
- Check training terms if your code or design matters to you (Rosebud's terms allow training; Cursor's don't without your consent).
- Fill in Steam's AI disclosure for any generated art, sound or text, and for any AI that runs live in the game.
- Keep receipts and screenshots of your plan and the terms on the day you shipped.
For the art, voice and music side of the same question, see which free AI tools you can use in a commercial game.
Spotted a change in one of these tools' terms? Email hello@indiebots.ai and we'll recheck it.