At a glance
Hyper-casual and casual game development company: scope, timeline and price
Capermint is a casual and hyper-casual game development company that builds Unity games for iOS and Android for studios, publishers, brands and startups in the US, Canada and worldwide. A hyper-casual MVP starts with a playable prototype and typically costs $10K–$40K over about 60–90 days; hybrid-casual games typically run $40K–$120K. Final quotes follow a scoping call.
| Item | What you get |
|---|---|
| Delivery models | Playable prototype, fixed-scope full game production, dedicated team billed monthly, or co-development and staff augmentation inside your studio |
| Typical timeline | Hyper-casual MVP about 60–90 days, starting with a playable prototype quoted as its own first milestone; hybrid-casual game about 12–20 weeks; large custom casual game 4–6 months or more; confirmed in the proposal |
| Price from | $10K USD (typical hyper-casual MVP range $10K–$40K); final quote after a scoping call |
| Tech stack | Unity (C#) with in-house 2D/3D art, animation and UI; ad mediation, analytics and attribution SDKs as scoped, for example AppLovin MAX, Google AdMob, Firebase, GameAnalytics, Adjust or AppsFlyer |
| Platforms | iOS and Android phones and tablets from one Unity project; WebGL or HTML5 builds when the brief calls for web play |
| Testing and store readiness | Device checks on low, mid and high-end phones; test builds instrumented for CPI and retention tests; App Store privacy labels, App Tracking Transparency prompt, Google Play Data safety form and child-directed ad settings where needed |
| Casual games to review | Drop Master (casual block puzzle), Runner Runner (endless runner) and Wood Nuts & Bolts (puzzle) case pages |
| Markets | US and Canada first, with calls scheduled in US and Canadian business hours; Capermint-reported 650+ customers worldwide, delivered from our studio in Ahmedabad, India (founded 2014) |
| Independent reviews | Clutch 4.9/5 from 13 reviews |
Review shipped casual work before you brief us: Drop Master (casual block puzzle), Runner Runner (endless runner) and Wood Nuts & Bolts (puzzle). These are casual examples, not a claim that every project is pure hyper-casual.
Most casual projects sit next to a specific genre or engine decision. If your mechanic is a block, sort or tile puzzle, see our puzzle game development and match-3 game development pages. For a broader app roadmap, compare mobile game development services, or hire Unity developers by the month to add capacity inside your own studio.
Cost and timeline
Hyper-casual game development cost and timeline
A hyper-casual game costs less than most mobile genres because it is built around one mechanic. Cost rises with art volume, level count, progression systems, in-app purchases and backend work, which is where a hybrid-casual game separates from a pure hyper-casual one.
| Tier | Typical scope | Typical price (USD) | Typical timeline |
|---|---|---|---|
| Hyper-casual MVP | One core mechanic, playable prototype first, 2D or light 3D art, short levels, rewarded and interstitial ads, analytics events, iOS and Android release | $10K–$40K | About 60–90 days, starting with a playable prototype milestone |
| Mid-scope hybrid-casual game | Simple core plus progression, meta layer, soft and hard currency, boosters, in-app purchases with ads, events, remote config and leaderboards or light multiplayer where scoped | $40K–$120K | About 12–20 weeks |
| Large custom casual game | 3D or multi-mode game, multiplayer or custom backend, LiveOps tooling, several titles or a multi-platform release | $120K+ | 4–6 months or more, often in phases |
These are typical ranges, not fixed prices. The playable prototype is quoted as its own first milestone, so you can review it before committing to full production. Final quotes follow a scoping call and a written proposal. User acquisition spend, store developer accounts and third-party SDK fees are billed separately unless included in the agreement.
For a line-by-line breakdown by phase, read the mobile game development cost guide. If you are deciding how much progression to add, the hybrid-casual games handbook explains the economy and retention layers that move a game into the second tier.
Compliance scope. This page covers free-to-play casual games monetized by ads and in-app purchases. Child-directed games must meet COPPA in the US (verifiable parental consent before collecting personal information from children under 13), PIPEDA and provincial privacy laws in Canada, GDPR or UK GDPR in Europe, and Apple Kids category and Google Play Families rules; the game owner is responsible for compliance and its privacy policy. Adding paid entry or cash prizes turns a casual game into real-money gaming, which is regulated jurisdiction by jurisdiction; in India, the Promotion and Regulation of Online Gaming Act 2025 prohibits online money games, so for India we build free-to-play and social formats. Operators are responsible for licensing; we build to the technical requirements of the target jurisdiction. This is general information, not legal advice.
Buyer questions
Hyper-casual game development FAQs
What is the difference between hyper-casual and hybrid-casual games?
Hyper-casual games are built around one instantly understood mechanic, short sessions and mostly ad revenue. Hybrid-casual games keep that simple core but add progression, a meta layer and an in-game economy, so they earn from in-app purchases as well as ads. The extra systems add design, engineering, content and testing work, which is why hybrid-casual builds typically fall in the $40K–$120K range rather than $10K–$40K.
Which game engine should I use for a hyper-casual game?
Unity is the usual choice for hyper-casual and casual mobile games, and it is the engine Capermint uses for this work. One Unity project ships to iOS and Android, the main ad mediation and analytics SDKs support it, and a small team can iterate on a prototype quickly. WebGL or HTML5 can suit games when the brief calls for browser play.
How do hyper-casual games make money?
Most hyper-casual games earn from ads: rewarded video, interstitials and banners served through an ad mediation platform. Many current titles add in-app purchases such as remove-ads, boosters or cosmetics, which moves them toward hybrid-casual. Profit depends on the cost of acquiring each player, retention and ad placement, so monetization is designed with the core loop rather than added at the end.
What is a CPI test, and can you build a prototype for one?
Yes, we build lightweight test builds for CPI tests. A CPI (cost per install) test runs short ad campaigns for a prototype or gameplay video to measure how cheaply a concept attracts players, and is often followed by a check on day-1 retention and playtime. The prototype is quoted as its own first milestone, separate from full production. Ad spend is your or your publisher's responsibility unless it is included in the agreement, and target benchmarks vary by publisher and genre, so agree them before the test.
Can you build prototypes to pitch to hyper-casual publishers?
Yes, we can build prototypes and test builds to a publisher's submission requirements. Hyper-casual publishers such as Voodoo and SayGames run their own testing programs and decide what they publish, so no developer can guarantee acceptance. Share the publisher's build, SDK and video requirements in the brief so the prototype is test-ready on delivery.
Are hyper-casual games still worth making?
Yes, if you validate cheaply before scaling. Rising user acquisition costs have made pure ad-funded games harder to grow profitably, so many teams now test a hyper-casual mechanic first and then add hybrid-casual progression and in-app purchases to raise lifetime value. A prototype costs far less than a full game, which keeps the risk of each idea small.
How do I choose a hyper-casual game development company?
Choose on shipped casual games you can play, a written scope with milestones and acceptance checks, and clear terms on source code, asset rights and account ownership. Ask how the studio builds prototypes for testing, which ad and analytics SDKs it has integrated and who handles store submission. Independent reviews help too; Capermint is rated 4.9/5 on Clutch from 13 reviews.
Do you work with game studios and brands in the US and Canada?
Yes. US and Canadian studios, publishers, brands and startups are our priority market, and we schedule calls in US and Canadian business hours. Quotes are in USD, an NDA is available before detailed discovery, and delivery runs from our studio in Ahmedabad, India. We also work with buyers in the UK, Europe, the Middle East, Africa, India, Latin America and Asia-Pacific.
Can you build hyper-casual games for kids, and what about COPPA?
Yes, when the child-directed requirements are scoped from the start. In the US, games directed at children under 13 fall under COPPA, which requires verifiable parental consent before collecting children's personal information, including for personalized ads. Apple's Kids category and Google Play's Families policy add their own rules on ads and analytics, and in Canada PIPEDA and provincial privacy laws apply. We configure ad and analytics SDKs for child-directed use and build to the target store requirements; the game owner remains responsible for legal compliance and its privacy policy.
Can you update, reskin or extend an existing hyper-casual game?
Yes. Existing projects start with a code and asset review, then we agree what to fix, reskin or extend. Common requests include new themes and levels, updated ad and analytics SDKs, performance fixes for low-end devices, and adding progression or in-app purchases to move a hyper-casual game toward hybrid-casual.
Can I hire a dedicated team to run a prototype pipeline?
Yes. A dedicated team billed monthly suits publishers and studios that want a steady flow of prototypes, typically a game designer, Unity developers, a 2D or 3D artist and QA, sized to your volume. You set priorities each sprint and keep the concepts that pass your tests. You can also add individual specialists to your own team through co-development or staff augmentation.
Get a scoped estimate for your casual game
Send your mechanic or reference games, target platforms and markets, and budget range. We reply within 12 hours with a first view of scope, team shape and the right first milestone, and an NDA is available before detailed discovery.





















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