At a glance
Capermint AR game development at a glance
Capermint is an augmented reality game development company that builds AR games for iPhone, iPad and Android with Unity AR Foundation, ARKit and ARCore, plus no-download WebAR games, for studios, publishers and brands in the US, Canada and worldwide. A single-platform AR game MVP typically costs $10K–$40K and takes about 12 weeks.
| Item | Details |
|---|---|
| Delivery models | Fixed-scope project, dedicated team (monthly), or co-development / staff augmentation |
| Typical timeline | About 12 weeks for a single-platform AR game; up to 20 weeks as features and platforms are added; large location-based builds are delivered in phases |
| Price from | $10K–$40K for a single-platform AR game MVP (typical range; final quote after a scoping call) |
| Tech stack | Unity with AR Foundation (ARKit on iOS, ARCore on Android), RealityKit for native Apple builds, ARCore Geospatial API and Cloud Anchors for location-based and shared play; WebAR through WebXR in Chrome on Android and JavaScript image-target tracking in iPhone Safari, which has no WebXR AR support |
| Platforms | iPhone, iPad, Android phones and tablets, and WebAR in mobile browsers; Apple Vision Pro, Meta Quest (passthrough) and Android XR on request |
| Testing readiness | Real-device testing across an agreed device matrix, indoor and outdoor light, frame-rate, heat and battery checks, and App Store and Google Play review readiness |
| Markets | US and Canada first (USD quotes, calls in US and Canadian business hours); buyers worldwide welcome |
| Studio | Founded 2014 in Ahmedabad, India; over 200 specialists (Capermint-reported); Clutch 4.9/5 from 13 reviews (checked August 2026) |
AR games are built by our Unity game development team, with phone-optimized models from our 3D art services. For extra hands on an existing project, hire Unity developers monthly. For non-game AR apps or VR titles, see AR/VR app development and VR game development, or compare AR tools in our AR SDK comparison.
Cost and timeline
Augmented reality game development cost and timeline
Prices are typical ranges in USD. Platforms, the AR mechanic, 3D art volume and multiplayer or backend needs move a project up or down a tier.
| Tier | Scope | Typical price (USD) | Timeline |
|---|---|---|---|
| Single-platform AR game MVP | iOS or Android, or one WebAR build; one core AR mechanic such as tabletop placement, image-target play or world tracking; a few levels, simple 3D assets, single-player, basic analytics | $10K–$40K (typical) | About 12 weeks |
| Cross-platform or multiplayer AR game | iOS and Android from one Unity AR Foundation codebase; custom 3D characters and environments; shared AR sessions or online multiplayer; leaderboards; in-app purchases or ads; store submission support | $40K–$120K (typical) | 12–20 weeks |
| Location-based or large custom AR platform | Real-world map play with geolocated points of interest and geospatial anchors, live events, content and admin tools, backend and LiveOps; optional Apple Vision Pro or Meta Quest builds | $120K+ (typical) | More than 20 weeks, delivered in phases |
Final quotes follow a scoping call that fixes platforms, the AR mechanic, content volume and launch regions. Plan separately for server hosting, paid third-party SDK or map-data licences, and Apple and Google developer account fees.
Process
How an AR game project runs, from brief to launch
Discovery and scoping
We confirm target platforms, the core AR mechanic, reference games, device list, monetization and launch regions. An NDA is available before detailed discovery, and you receive a custom quote with an itemized timeline within 48 hours.
Game design and AR interaction plan
The game design document fixes the core loop, how players scan, place and move in AR, session length, play-area safety prompts and the supported-device matrix, so scope is locked before production.
AR prototype on real devices
A playable greybox build tests tracking, plane detection, lighting, occlusion and performance on target phones before art production starts, so tracking problems surface before the art budget is spent.
Art and production sprints
3D models, animations, UI and audio are built to mobile polygon and texture budgets, and gameplay, backend and multiplayer features ship in sprints with a playable build at each review.
Device-matrix QA
Builds are tested indoors and outdoors, under varied light and surfaces, for tracking stability, frame rate, heat, battery drain, camera and location permission flows, and store guidelines.
Launch, support and LiveOps
We prepare App Store and Google Play submissions, connect analytics, and run post-launch support, content updates and new levels on a dedicated-team or fixed-scope basis.
Launching an AR game in the US, Canada and other markets
AR games need extra legal review in two common cases. Nothing here is legal advice.
Real-money AR formats such as AR poker, rummy or casino tables are regulated jurisdiction by jurisdiction. In the US, online casino games are legal only in a handful of states (for example NJ, PA, MI, WV, CT, DE and RI), and sweepstakes models rely on dual currency plus a free alternative method of entry, with a growing list of states restricting them. In Canada, Ontario runs a regulated open iGaming market through AGCO and iGaming Ontario, Alberta opened its own regulated iGaming market in July 2026, and other provinces offer online gambling through their provincial lottery corporations. In India, the Promotion and Regulation of Online Gaming Act 2025 prohibits online money games, so for Indian players we build free-to-play, social and e-sports formats.
Separately, camera and precise-location data need clear consent, and games open to children under 13 add duties such as COPPA in the US.
Operators are responsible for licensing; we build to the technical requirements of the target jurisdiction (geolocation checks, age gates, consent flows) and deliver RNG and game math ready for independent testing by accredited labs such as GLI, iTech Labs or BMM, with certification obtained by the operator or game owner.
FAQ
AR game development FAQs for studios and brands
How much does augmented reality game development cost in 2026?
Most AR games fall into three typical ranges: $10K–$40K for a single-platform MVP, $40K–$120K for a cross-platform or multiplayer AR game, and $120K+ for location-based or large custom platforms. The main cost drivers are the number of platforms, the AR mechanic, the volume of 3D art and any multiplayer backend. Final quotes follow a scoping call.
Can players use an AR game in a browser without downloading an app?
Yes. WebAR games open from a link or QR code in the mobile browser, which suits brand campaigns, events and short promotional games. Chrome on Android supports WebXR AR through ARCore, but iPhone Safari does not support WebXR AR, so browser AR on iPhone relies on JavaScript tracking such as image targets. For longer sessions, heavy 3D scenes or in-app purchases we recommend native iOS and Android apps.
Can you build a location-based AR game like Pokémon GO?
Yes. We recommend starting smaller than Pokémon GO, with one city, campus or event area, and scaling content and servers once engagement is proven. A location-based AR game needs a real-world map layer, geolocated points of interest, a server that spawns and syncs content, and checks against spoofed GPS; where Google has coverage, the ARCore Geospatial API anchors content more precisely than GPS alone.
Which phones and tablets can run an AR game?
Most phones sold in recent years can. On iOS, ARKit needs an iPhone or iPad with an A9 chip or later, and LiDAR-equipped Pro models add better depth and occlusion. On Android, ARCore runs on devices certified by Google, which publishes the supported-device list. We fix a target device matrix during scoping and test on real hardware from it.
Should we build in Unity AR Foundation or native ARKit and ARCore?
Choose Unity with AR Foundation when you want one codebase for iOS and Android plus game features such as physics, animation and multiplayer. Choose native ARKit with RealityKit, or native ARCore, only when the game targets one platform and needs the newest platform-specific features first. AR Foundation can also target Apple visionOS, Meta Quest and Android XR through provider plug-ins.
Can you add AR features to our existing mobile game or app?
Yes. Common additions are an AR mode that places the game board or characters in the player's room, AR collectibles or photo modes, and image targets on packaging or print that unlock content. We review your codebase and engine first, because adding AR to a Unity project is usually quicker than retrofitting a native or HTML5 app.
Can an AR game be multiplayer?
Yes. Players in the same room can share one AR scene through shared anchors, such as ARKit collaborative sessions or ARCore Cloud Anchors, while remote players join through a standard online multiplayer backend. Shared-space play needs extra testing for anchor drift and latency, so we prototype it early.
Can you build AR games for Apple Vision Pro or Meta Quest?
Yes, on request. Headset versions use passthrough mixed reality on Apple Vision Pro (visionOS) and Meta Quest 3 and 3S (OpenXR), and Unity AR Foundation can target both. Controls, UI and comfort differ from phone AR, so we scope a headset version as its own work item rather than a straight port.
How do you test an AR game before launch?
We test on real devices from the agreed device matrix, indoors and outdoors, under bright, dim and mixed light and on plain, patterned and reflective surfaces. Each build is checked for tracking stability, frame rate, heat, battery drain, camera and location permission flows, and App Store and Google Play review guidelines. Location-based games also get field tests on the real routes or venues.
Who owns the source code and 3D assets of our AR game?
Your contract decides it, so ownership is agreed in writing before development starts, with the source code, project files and 3D assets to be handed over listed as deliverables. Name every handover item in the statement of work, including build pipelines and store assets, and note any third-party SDKs, plug-ins or Asset Store packages that carry their own licence terms. An NDA is available before a detailed discovery call.
Do you work with companies in the United States and Canada?
Yes. US and Canadian studios, publishers, brands and startups are our priority buyers, and we schedule calls in US and Canadian business hours. Delivery runs from our studio in Ahmedabad, India, with quotes in USD, and we also work with buyers in the UK, EU, India, Latin America, Africa, the Middle East and Asia-Pacific.
Get a scoped AR game estimate
Share your target platforms, AR mechanic and reference games, and we reply within 48 hours with a custom quote and an itemized timeline.








