For studios, brands and operators hiring a developer, a game typically costs $10K–$40K for a casual or skill-game MVP, $40K–$120K for a mid-scope multiplayer game and $120K+ for a large custom build. Capermint’s published build times run from 60–90 days (poker MVP) to 4–6 months (full multi-platform poker). Two court-disclosed AAA budgets topped $200 million each.
These are typical ranges, not quotes: the final number follows a scoping call that fixes genre, platforms, art style, multiplayer and live-ops scope. This guide covers every platform and genre for buyers in the US, Canada and worldwide. If you only need an iOS or Android budget, our mobile game development cost guide goes deeper.
How much does it cost to make a game? Typical budgets by scope
Most of the gap between a $10,000 game and a $200 million game is people and time: how many specialists work on it, and for how long. The table shows typical ranges for games built by an outsourced studio, anchored to Capermint’s published pricing, with disclosed AAA budgets for scale.
| Scope | What it usually includes | Typical range | Published timeline example |
|---|---|---|---|
| Basic single-platform ludo app | One platform, standard rules, simple UI and art | From $5K–$10K | Set at scoping |
| Casual or skill-game MVP | One core loop, 2D art, one or two platforms, analytics and basic monetization | $10K–$40K | Poker MVP: 60–90 days |
| Mid-scope multiplayer game | Online play, player accounts, matchmaking, in-game store, admin panel, iOS and Android or web | $40K–$120K | Full-featured multi-platform ludo app: about 12–20 weeks |
| Large custom build or platform | 3D art, several game modes, custom backend and back office, several platforms | $120K+ (enterprise poker platform: $200K+) | Full multi-platform poker: 4–6 months |
| AAA console production (for scale) | Hundreds of staff working for years on one title | About $212M and $220M disclosed for two Sony titles | 5–6 years |
The AAA figures come from Sony documents filed in the FTC v. Microsoft case in June 2023: about $220 million to develop The Last of Us Part II (2014–2020) and about $212 million for Horizon Forbidden West (2017–2022), before marketing. Few commissioned games come close; the comparison shows that scope, not genre, sets the budget. For self-funded projects, our indie game development guide covers how small teams plan scope.
What goes into the cost of making a game?
A game budget is mostly labor across a handful of disciplines, plus tools, platform fees and post-launch work. Knowing the lines helps you compare quotes like for like.
| Cost line | What it covers | What makes it grow |
|---|---|---|
| Game design | Design document, core loop, economy, levels and progression | Number of modes, economy depth, narrative |
| Art and animation | Concept art, 2D or 3D characters and environments, UI, effects, animation | 3D over 2D, asset count, realism, cinematics |
| Client development | Gameplay code in Unity, Unreal, Godot or HTML5, controls, UI and device optimization | Number of platforms, physics, performance targets |
| Backend and multiplayer | Accounts, matchmaking, game servers, leaderboards, payments, admin panel | Real-time play, concurrent users, anti-cheat |
| Audio | Sound effects, music, voice-over | Original score, voiced dialogue, languages |
| QA and testing | Functional, device, load and store-submission testing | Device range, multiplayer load, compliance requirements |
| Production and live ops | Project management, builds, analytics, events and updates after launch | Release cadence and length of support |
How do you estimate a game development budget?
One model works for any genre: budget = team size × months × monthly cost per person, plus third-party fees and a contingency for scope changes. A team of six for five months is 30 person-months; the rate per person-month decides the rest.
Where the team sits changes that rate. In the US, the Bureau of Labor Statistics reports a median annual wage of $135,980 for software developers and $104,300 for software QA analysts and testers (May 2025). That is about $11,300 a month for one developer’s salary alone, before benefits, hardware, software licenses and office costs. If you are in the US or Canada, compare that with a studio’s blended rate, or keep a small in-house core and outsource production. Our guide to outsourcing game development covers the trade-offs, including IP and source-code ownership.
How much do different types of games cost?
Genre decides which scope tier a game lands in. The ranges below are typical ranges anchored to Capermint’s published bands; final quotes follow a scoping call.
| Genre | Typical range | Main cost drivers |
|---|---|---|
| Hyper-casual and casual puzzle | $10K–$40K | Level content, ad mediation, A/B testing |
| Board and card games (ludo, chess, carrom, rummy) | From $5K–$10K for a basic single-platform ludo app; $40K–$120K with online multiplayer | Rule variants, real-time sync, tournaments |
| Poker | $25K (MVP) to $200K+ (enterprise platform) | Tournaments, anti-collusion tools, back office |
| Mid-core RPG, strategy or sports | $40K–$120K; $120K+ with 3D and live ops | Content volume, economy design, player-versus-player modes |
| Shooter, battle royale or MMORPG | $120K+ | Real-time netcode, server costs, anti-cheat, 3D art |
| Casino and iGaming | $10K–$40K single-game MVP; $35K–$120K white-label or turnkey platform (6–10 week launch); $60K–$180K custom single-vertical; $200K–$500K+ multi-vertical | Game math, RNG testing, wallet, KYC, jurisdiction rules |
| Educational, brand or gamified games | $10K–$40K; $40K–$120K with accounts and content tools | Curriculum or brand content, children’s privacy rules |
For real-money platforms, the online casino development cost guide breaks down platform budgets. For card and board games, see poker game development and ludo game development. For other genres, see hyper-casual game development, battle royale game development, MMORPG game development and educational game development; for online play, see multiplayer game development.
How does the platform change the cost?
Each extra platform adds builds, device testing and store submission. A cross-platform engine keeps one codebase, but every target still needs its own optimization and QA pass.
Mobile (iOS and Android)
Mobile games typically fall in the MVP or mid-scope tier. Publishing needs an Apple Developer Program membership and a Google Play developer account (fees below). Our mobile game cost breakdown covers mobile genres in detail.
PC
PC games need wider hardware testing across graphics cards, resolutions and input devices, plus store setup. Steam charges a Steam Direct fee per product. See PC game development.
Console
PlayStation, Xbox and Nintendo releases go through each platform holder’s developer program, use its development tools and must pass its certification testing before release. Console originals and ports are typically scoped in the large custom tier. See console game development.
Web and HTML5
An HTML5 game runs in desktop and mobile browsers from one codebase with no app store fees, which makes it a low-cost way to test a concept or reach players through partner sites. See HTML5 game development.
VR and AR
VR and AR builds add headset or device performance targets and comfort testing, and typically fall in the mid-scope or large custom tier. See VR game development.
| Item | Fee | Notes |
|---|---|---|
| Apple Developer Program | 99 USD per membership year | Needed to publish on the App Store |
| Google Play developer account | US$25 one-time | Registration fee |
| Steam Direct | $100 per product | Recoupable after $1,000 in adjusted gross revenue |
| Unity Personal | Free | For customers with up to $200,000 in revenue and funding |
| Unity Pro | $2,310 per seat per year | List price; Unity canceled its Runtime Fee in September 2024 |
| Unreal Engine (standard license) | 5% royalty | Epic’s standard license: on a product’s lifetime gross revenue above $1 million |
| Godot | Free | Open source under the MIT license |
Fees change, so confirm them on each provider’s page before you budget.
How long does it take to make a game?
Time is the other half of cost, because most of the budget is team-months. Capermint’s published timelines:
- White-label poker: 30–45 days.
- White-label or turnkey casino platform: 6–10 weeks.
- Poker MVP: 60–90 days.
- Full-featured multi-platform ludo app: about 12–20 weeks.
- Full multi-platform poker: 4–6 months.
Other genres are scheduled at scoping. Larger 3D, multiplayer and console projects take longer, and the two AAA titles above took five to six years each. A white-label or reskinned base is the fastest route; a custom build trades time for ownership and flexibility.
How is a game project scoped and built?
- Brief. Share the concept, reference games, target players, platforms, markets and launch window.
- Scoping call. Confirm the core loop, art style, multiplayer, monetization, integrations and compliance needs.
- Estimate and plan. Receive a scope, milestone plan and price for a fixed-scope project, or a team plan for a dedicated team.
- Pre-production. Game design document, art direction and a playable prototype that proves the core loop.
- Production. Sprints for gameplay, art, backend and UI, with a playable build at each milestone.
- QA and launch. Device, load and functional testing, store submission, soft launch and fixes.
- Live operations. Updates, events and new content, budgeted as a separate line.
Each stage is explained in our game development stages guide.
How does the engagement model change the budget?
| Model | How it is priced | Suits | Budget control |
|---|---|---|---|
| Fixed-scope project | One price for an agreed scope and milestones | A defined MVP or single game | Predictable if scope is stable; changes go through change requests |
| Dedicated team | Monthly fee for a set team | Ongoing development, live ops or a series of games | Predictable monthly cost; output follows your backlog |
| Co-development or staff augmentation | Monthly fee per specialist | Studios that need extra art, engineering or QA capacity | You manage scope and schedule |
To add specialists to your own team, see hire game developers.
Hidden costs most game budgets miss
- Store and engine fees, plus store commissions on sales and in-app purchases.
- Servers and hosting for multiplayer, accounts and analytics, which grow with players.
- Live operations: events, new levels, balance changes and operating system updates.
- Marketing and user acquisition, usually budgeted separately from development.
- Localization of text, audio, store pages and payment methods.
- Compliance work such as age ratings, privacy and, for real-money games, KYC and lab testing.
- Porting to new platforms after launch.
How to reduce the cost of making a game
- Write a one-page scope first, so every vendor quotes the same thing.
- Prototype before production; a playable prototype is cheaper to change than finished art.
- Launch an MVP on one platform and add platforms once players prove the core loop.
- Choose 2D or stylized 3D unless realism is the product.
- Start from a white-label or reskin for standard genres such as ludo, poker or casino.
- Plan live ops from day one, so the backend does not need rework after launch.
Markets and compliance that change a game budget
Rules depend on what a game does with money and personal data. This is general information, not legal advice; confirm requirements with counsel in each target market.
- Children’s games (US). The FTC’s amended COPPA Rule took effect on June 23, 2025, and most of its changes have applied since the April 22, 2026 compliance date. Services directed to children under 13 must get verifiable parental consent before collecting personal information, with limited exceptions, which adds consent flows and data-handling work.
- Real-money games (US). Each state decides. Online casino is legal in only a handful of states, for example New Jersey, Pennsylvania, Michigan, West Virginia, Connecticut, Delaware and Rhode Island; since Murphy v. NCAA (2018), most states have legalized sports betting under state licensing; sweepstakes and social casinos run on dual currency with a free alternative method of entry, and a growing list of states restricts them.
- Canada. Ontario runs a regulated open iGaming market through the AGCO and iGaming Ontario, Alberta’s regulated iGaming market launched on July 13, 2026, and other provinces offer online gaming through provincial lottery corporations.
- India. The Promotion and Regulation of Online Gaming Act 2025, in force since May 1, 2026, prohibits online money games, so for India we build free-to-play, social and e-sports formats.
- UK, EU, Latin America, Africa, the Middle East and APAC. Each market has its own gambling, consumer-protection and privacy rules; scope them before the build.
Operators are responsible for licensing; we build to the technical requirements of the target jurisdiction. For real-money titles, we build RNG and game math ready for independent testing by accredited labs such as GLI, iTech Labs or BMM; certification is obtained by the operator or game owner.
Why studios and brands work with Capermint
Capermint Technologies, founded in 2014 by Vivek Shah, builds games from its delivery studio in Ahmedabad, India. Capermint reports over 200 specialists across game design, 2D and 3D art, animation, gameplay and backend engineering and QA, and 650+ customers worldwide. Capermint is rated 4.9/5 on Clutch from 13 reviews.
Selected clients and products include WinZO, A23, Ludo Empire, Chess Castle, SuperStyle Chess and Rally Bulls, and our published case studies include Animal Gridiron, End Game Chess, Gamepop, Runner Runner and Wood Nuts & Bolts. We work as fixed-scope projects, dedicated teams or co-development, and schedule calls in US and Canadian business hours while serving buyers in other markets too. Browse the games portfolio.
FAQs
How much does it cost to make a game?
It depends on scope more than genre. Typical ranges with an outsourced studio are $10K to $40K for a casual or skill-game MVP, $40K to $120K for a mid-scope multiplayer game and $120K or more for a large custom build. A basic single-platform ludo app can start from $5K to $10K, while two AAA budgets disclosed in court filings topped $200 million each. Final quotes follow a scoping call.
How much does it cost to make a AAA game?
The few AAA budgets made public run into the hundreds of millions of dollars. Sony documents filed in the FTC v. Microsoft case in 2023 showed about $220 million to develop The Last of Us Part II and about $212 million for Horizon Forbidden West, each built over five to six years by hundreds of staff, before marketing. Most commissioned games are far smaller.
How much does it cost to make an indie game?
Indie budgets vary the most, because many small teams do not pay themselves full salaries. Estimate yours with team size times months times monthly cost per person. Commissioned from a studio, an indie-scale casual or skill game typically fits the $10K to $40K MVP range, and online multiplayer moves it to $40K to $120K.
How much does it cost to publish a game on Steam?
Steam charges a $100 Steam Direct fee for each product, recoupable once the product earns $1,000 in adjusted gross revenue. The larger costs are development, PC hardware testing, store page assets, trailers and marketing. Engine costs depend on your choice: Unity Personal is free up to $200,000 in revenue and funding, and Godot is free.
Is a 3D game more expensive to make than a 2D game?
Usually, yes. 3D adds modeling, rigging, texturing, lighting and more animation, and it raises performance and device-testing work. A 2D casual game often fits the $10K to $40K MVP range, while 3D games with several modes or online play move into the $40K to $120K or $120K-plus tiers. Stylized 3D costs less than realistic 3D.
How long does it take to make a game?
It follows scope. Capermint’s published timelines include 30 to 45 days for white-label poker, 6 to 10 weeks for a white-label or turnkey casino platform, 60 to 90 days for a poker MVP, about 12 to 20 weeks for a full-featured multi-platform ludo app and 4 to 6 months for full multi-platform poker. Large 3D or console projects take longer.
How much does it cost to make a multiplayer game?
Online multiplayer typically moves a project into the $40K to $120K range, because it needs player accounts, matchmaking, game servers, anti-cheat and load testing. Real-time action games such as shooters or battle royale typically sit at $120K or more. Budget for server hosting after launch too, since that cost grows with concurrent players.
Can you make a game for free?
You can build a game without engine license fees using Godot, or Unity Personal while you stay under $200,000 in revenue and funding, but your time still has a cost. Publishing usually costs something: Google Play charges a US$25 one-time fee, Apple charges 99 USD per membership year and Steam charges $100 per product.
How much does an in-house game team cost in the US?
Salaries are only part of it. The US Bureau of Labor Statistics reports median annual wages of $135,980 for software developers and $104,300 for QA analysts and testers (May 2025), about $11,300 and $8,700 a month before benefits, hardware, licenses and office costs. Multiply by team size and months, then compare with a studio quote for the same scope.
What ongoing costs come after a game launches?
Plan for server hosting, live-ops content and events, bug fixes, operating system and device updates, store commissions, analytics, player support and marketing. Multiplayer and live-service games carry the highest running costs. Ask each vendor to quote maintenance and live ops as a separate line so you can compare proposals like for like.
Sources
- TheWrap: Sony court documents reveal PlayStation game budgets (June 28, 2023)
- MP1st: The Last of Us Part II and Horizon Forbidden West budgets from court documents
- US Bureau of Labor Statistics: Software developers, QA analysts and testers (May 2025 pay)
- Steamworks: Steam Direct fee
- Apple Developer Program: pricing and fees
- Google Play Console Help: developer registration fee
- Unity: subscription plans and pricing updates
- Epic Games: Unreal Engine licensing options
- Godot Engine: license
- Microsoft Game Dev: publish on Xbox through ID@Xbox
- Nintendo Developer Portal
- Federal Register: amended COPPA Rule (April 22, 2025)
- FTC: Complying with COPPA, frequently asked questions
- Murphy v. NCAA, 584 U.S. 453 (2018)
- New Jersey Division of Gaming Enforcement
- Pennsylvania Gaming Control Board
- Gambling.com: sweepstakes casino legal states tracker
- AGCO: Internet gaming in Ontario
- Government of Alberta: regulated iGaming market launch (July 13, 2026)
- AMS Shardul: India’s online gaming framework from May 1, 2026
- PRS Legislative Research: Promotion and Regulation of Online Gaming Bill, 2025
- Clutch: Capermint Technologies reviews
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