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Game Development Costs 2026: Real Pricing from $5K to $100M+ (Match-3, Racing, Simulation)

“How much does this cost?”

It’s often the first question asked when a new game idea hits the table – whether by a founder, investor, or project manager. But before jumping into numbers, it’s important to understand the process behind game development and what factors truly shape the budget.

Game development is not a one-size-fits-all activity. The final cost depends on your vision, the scale of the game, the platform it’s built for and the complexity of its features. From simple mobile apps to expansive AAA titles, let’s break down what goes into making a game and how that translates into budget.

What Changed in 2026 Pricing

The game development landscape has shifted significantly in the past year, affecting both costs and timelines:

Unity’s New Pricing Model Impact: Following the 2025 pricing controversy, many studios have re-evaluated their engine choices. Unity’s per-install fee structure has been refined, but uncertainty has pushed some projects to Unreal Engine 5.5 or custom solutions, affecting initial development costs by 15-20%.

AI Tooling Reduces Art Costs: AI-powered concept art and asset-generation tools have matured significantly. Studios now see 30-40% cost reductions in early-stage concept work and texture generation. However, human artists remain essential for final polish, art direction, and maintaining a consistent visual identity.

Remote Team Advantages: Post-pandemic remote work has stabilised, giving studios access to global talent pools. Eastern European and Asian developers now compete directly with Western studios, offering 30-40% cost savings without sacrificing quality.

Unreal Engine 5.5 Efficiency Gains: New features like improved Nanite virtualised geometry and enhanced Lumen global illumination reduce development time for high-fidelity 3D games by approximately 20-25%, particularly in environment creation and lighting workflows.

Industry Budget Constraints: Following 2024-2025 industry layoffs and studio closures, budgets have tightened. The gap between indie ($50K-$500K) and AAA ($50M+) has widened, with mid-tier projects ($5M-$20M) becoming increasingly rare.

What Drives Game Development Costs?

Game development is a layered and collaborative process that combines art, engineering, storytelling and design. At a minimum, it includes concept design, prototyping, coding, UI/UX design, art and animation, sound design and quality assurance. Depending on the game, you might also need advanced 3D modelling, live multiplayer infrastructure, voice acting, or a custom-built game engine.

Multiple factors drive game cost

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Timeline and team size also have a direct impact on cost. Shorter deadlines often require more senior professionals or larger teams. Geographic location matters, too – teams based in North America and Western Europe generally charge more than those in Eastern Europe or Asia.

Before setting a budget, it’s critical to define the scope and complexity of your game. What features does it need? What level of polish are you aiming for? This clarity determines the required tech stack, disciplines involved and size of the team.

Only once those parameters are defined can you meaningfully answer the budget question.

Key Cost Factors

Platform: Mobile, PC, console, VR or cross-platform

Game Engine: Using Unity or Unreal Engine versus building a custom solution

Graphics Style: 2D, stylised 3D, or photorealistic visuals

Online Features: Games with real-time multiplayer or backend logic tend to cost significantly more

Each decision adds a layer of cost or complexity to the project. For example, adding real-time multiplayer functionality requires extensive backend infrastructure, which significantly increases the budget.

Various Factors Affecting the mobile game development cost
Factors that shape the cost of mobile game development

Cost Comparison: In-House vs Outsourcing

One of the most critical budget decisions is whether to build an in-house team or outsource development. Each approach has distinct cost implications:

In-House Team (US/UK-Based)

Annual salaries:

  • Senior Unity/Unreal Developer: £90K-£140K ($120K-$180K)
  • 3D Artist: £60K-£90K ($80K-$120K)
  • Game Designer: £70K-£105K ($90K-$140K)
  • QA Engineer: £35K-£55K ($45K-$70K)
  • Project Manager: £70K-£105K ($90K-$140K)

Total annual cost for 5-person core team: £325K-£495K ($430K-$650K)

Additional costs:

  • Office space and equipment: £30K-£60K/year ($40K-$80K)
  • Benefits and insurance: 20-30% of salaries
  • Software licences: £15K-£40K/year ($20K-$50K)
  • Recruitment and HR: £20K-£50K ($25K-$65K)

Outsourcing (Eastern Europe/Asia)

Cost advantages:

  • 30-40% reduction in hourly rates
  • No office overhead or equipment costs
  • Flexible scaling – ramp up or down as needed
  • Access to specialised talent (VFX, multiplayer, specific engines)
  • Faster time-to-market with experienced teams

Typical outsourcing rates:

  • Eastern Europe: £40-£80/hour ($50-$100/hour)
  • Asia: £30-£60/hour ($40-$80/hour)
  • Western agencies: £80-£150/hour ($100-$200/hour)

When outsourcing makes sense:

  • Limited in-house technical expertise
  • Need for rapid scaling during production peaks
  • Specialised requirements (multiplayer, VR, specific art styles)
  • Budget constraints requiring cost efficiency

Real-World Cost Examples

Let’s explore several project types with actual cost benchmarks, drawn from our experience building games across multiple genres and platforms.

Match-Three Game (e.g., Royal Match or Candy Crush Saga)

Producing a high-quality match-three game typically requires between £380K-£2.3M ($500K-$3M). The core team may include 10 to 50 professionals: Unity developers, game designers, backend engineers, artists, animators, UX specialists, QA testers and project managers.

Development usually takes 8 to 18 months, plus additional time for ongoing content updates. A large portion of the budget is devoted to creating polished gameplay, developing hundreds of levels and ensuring game balance – all of which can cost £75K-£380K ($100K-$500K). Graphics and animations alone may range from £150K-£610K ($200K-$800K).

Frontend development often costs £75K-£230K ($100K-$300K), while backend systems – such as in-app purchases, analytics, live events, and multiplayer can cost between £230K-£760K ($300K-$1M).

Though some basic prototypes can be built for less, any polished and scalable match-three game targeting a wide audience requires a serious budget.

Key cost breakdown:

Backend and live ops: £230K-£760K ($300K-$1M)

Level design and game balancing: £75K-£380K ($100K-$500K)

Art and animation: £150K-£610K ($200K-$800K)

Frontend development: £75K-£230K ($100K-$300K)

Match-three games need detailed work

Graphics, levels, backend

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Racing Game (e.g., Mario Kart Style)

Creating a racing game can cost anywhere from £380K to over £38M ($500K to over $50M), depending on the scope. The team might include 10 to 200+ members and work over two to five years.

The largest cost drivers include realistic vehicle physics, engaging power-up mechanics and track balancing often requiring £1.5M-£11.4M ($2M-$15M). 3D modelling and animation can account for £3.8M-£15.2M ($5M-$20M). Multiplayer functionality, matchmaking systems and server infrastructure may cost an additional £2.3M-£7.6M ($3M-$10M).

Sound design, voiceover, and potentially licensed music tracks can push audio production costs to £760K-£3.8M ($1M-$5M), especially if the game aims for a high-end user experience.

Key cost breakdown:

  • Vehicle physics and mechanics: £1.5M-£11.4M ($2M-$15M)
  • 3D art and animation: £3.8M-£15.2M ($5M-$20M)
  • Multiplayer infrastructure: £2.3M-£7.6M ($3M-$10M)
  • Audio and music: £760K-£3.8M ($1M-$5M)
Futuristic racing kart customization interface: lights, spoiler, tires. Neon-lit digital garage with speed stats panel.
Futuristic kart customization interface by Wimsy Games combines style and personalization for modern arcade racing.

Simulation Game (e.g., The Sims 4, Farming Simulator)

Simulation games are amongst the most complex and expensive projects, with costs ranging from £760K to well over £76M ($1M to well over $100M). These games often require teams of 20 to 500 people and a development timeline of three to six years.

The development of 3D environments, detailed character systems, and AI behaviour accounts for a major portion of the budget – often between £7.6M-£38M ($10M-$50M). UI/UX and player guidance systems can add another £1.5M-£7.6M ($2M-$10M).

Backend services such as player data, customisation and live events typically range from £3.8M-£15.2M ($5M-$20M). Audio production, including music, effects, and voice acting, may cost between £1.5M-£7.6M ($2M-$10M), depending on the ambition of the project.

Key cost breakdown:

  • Audio production: £1.5M-£7.6M ($2M-$10M)
  • 3D environments and AI: £7.6M-£38M ($10M-$50M)
  • UI/UX systems: £1.5M-£7.6M ($2M-$10M)
  • Backend and live services: £3.8M-£15.2M ($5M-$20M)

Trivia Game (e.g., Who Wants to Be a Millionaire?)

Developing a trivia game is relatively cost-effective, with budgets ranging from £3.8K-£380K ($5K-$500K). The team might be as small as a solo developer or up to 10 people, with a timeline of three to twelve months.

One of the most significant costs is content creation: question databases, licensing, localisation and regular updates. This can range from £1.5K-£76K ($2K-$100K). UI/UX design might cost another £3.8K-£38K ($5K-$50K), depending on how polished the experience is.

For trivia apps with gamified mechanics, multiplayer modes, or real-money prizes, backend systems and legal compliance can push the budget higher.

Key cost breakdown:

  • Legal and compliance: £3.8K-£76K ($5K-$100K)
  • Content and question database: £1.5K-£76K ($2K-$100K)
  • UI/UX design: £3.8K-£38K ($5K-$50K)
  • Backend (if needed): £7.6K-£150K ($10K-$200K)

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Hidden Costs Most Budgets Miss

Even experienced developers often underestimate these ongoing expenses:

Platform Fees and Revenue Share

  • App Store/Google Play: 30% of all revenue (15% for first $1M on Apple)
  • Console platform fees: 30% plus certification costs (£30K-£75K per platform)
  • Steam: 30% revenue share, decreasing to 20% after $10M in sales

Server and Infrastructure Costs

  • Multiplayer servers: £3.8K-£38K/month ($5K-$50K/month) depending on concurrent users
  • Database and backend: £760-£7.6K/month ($1K-$10K/month)
  • CDN for asset delivery: £380-£3.8K/month ($500-$5K/month)
  • Analytics and crash reporting: £380-£2.3K/month ($500-$3K/month)

Post-Launch Support

  • Bug fixes and updates: 20-30% of original development budget annually
  • Community management: £30K-£75K/year ($40K-$100K/year) for dedicated staff
  • Customer support: £2.3-£7.6/hour per agent ($3-$10/hour)

Marketing (Often 2-3x Development Cost)

  • Mobile game user acquisition: £2.3-£7.6 per install ($3-$10 per install)
  • Influencer campaigns: £7.6K-£380K ($10K-$500K) depending on reach
  • PR and media outreach: £15K-£75K ($20K-$100K)
  • App Store optimisation: £3.8K-£15K/month ($5K-$20K/month)

Localisation

  • Translation: £0.08-£0.15 per word ($0.10-$0.20 per word)
  • Voice acting (per language): £7.6K-£38K ($10K-$50K)
  • Cultural adaptation: £3.8K-£15K per market ($5K-$20K)

Quick Cost Reference Table

Game TypeBudget RangeTeam SizeTimelineKey Cost Drivers
Match-3 (Candy Crush style)£380K-£2.3M ($500K-$3M)10-508-18 monthsLevel design, art, backend, live ops
Racing (Mario Kart style)£380K-£38M ($500K-$50M)10-200+2-5 yearsPhysics, 3D art, multiplayer, audio
Simulation (The Sims style)£760K-£76M+ ($1M-$100M+)20-5003-6 yearsAI, environments, customisation, backend
Trivia (Quiz game)£3.8K-£380K ($5K-$500K)1-103-12 monthsContent database, UI, backend
Hyper-casual mobile£7.6K-£75K ($10K-$100K)2-51-3 monthsRapid prototyping, minimal art
Mid-core mobile£150K-£1.5M ($200K-$2M)5-206-18 monthsProgression systems, monetisation
Indie PC/Console£75K-£760K ($100K-$1M)2-151-3 yearsUnique mechanics, art style, polish
AA PC/Console£3.8M-£23M ($5M-$30M)50-1502-4 yearsProduction values, marketing, QA
AAA PC/Console£38M-£230M+ ($50M-$300M+)200-1000+3-6 yearsEverything at maximum scale

What’s the average game development budget in 2026?

Mobile games: £75K-£760K ($100K-$1M) for mid-core titles
Indie PC/Console: £150K-£1.5M ($200K-$2M)
AA titles: £7.6M-£23M ($10M-$30M)
AAA titles: £76M-£230M+ ($100M-$300M+)

The median has shifted lower due to increased indie development and remote teams, whilst AAA budgets have continued climbing due to rising player expectations for graphics and content volume.

How much does Unity vs Unreal cost for development?

Unity:

  • Engine: Free up to £150K ($200K) revenue/year, then £1.5K-£3K/year ($2K-$4K)
  • Per-install fees for games above revenue threshold (0.01-0.02 per install)
  • Asset Store costs: £760-£7.6K ($1K-$10K) typical
  • Development time: Generally faster for 2D and mobile

Unreal Engine:

  • Engine: Free until £760K ($1M) revenue, then 5% royalty on gross revenue
  • Marketplace assets: £760-£7.6K ($1K-$10K) typical
  • Development time: Better for high-fidelity 3D but steeper learning curve
  • Unreal Engine 5.5 features significantly reduce environment creation time

Bottom line: Unity typically costs less upfront but has ongoing fees. Unreal costs more in development time but offers better graphics capabilities and no fees until you’re profitable.

Should I outsource game development or hire in-house?

Outsource when:

  • You lack technical expertise in-house
  • Need specialised skills (multiplayer, VR, specific art styles)
  • Want to control costs and scale flexibly
  • Timeline is tight and you need experienced teams
  • Budget is under £760K ($1M) – outsourcing is 30-40% cheaper

Build in-house when:

  • You’re creating a long-term franchise requiring ongoing development
  • Company culture and IP protection are critical
  • You have budget for £380K+ ($500K+) in annual salaries
  • You need complete creative control and rapid iteration
  • You’re building proprietary technology or engines

Hybrid approach: Many successful studios use in-house teams for core gameplay and design, whilst outsourcing specialised work like 3D art, audio, or backend infrastructure.

How can I avoid budget overruns during development?

Thorough planning with clear project scope and milestones is essential. Regularly monitor progress and costs, be realistic about deadlines, and avoid scope creep by controlling feature additions. Building an MVP first helps minimise risks and prevents overspending on unproven ideas.

Best practices:

  • Lock scope after pre-production – no new features mid-development
  • Build 20% time buffer for unexpected issues
  • Use agile sprints with regular budget reviews
  • Prototype risky features early to avoid late-stage surprises
  • Track burn rate weekly, not monthly

Building a High-Quality Game Without Overspending

Creating a game whether indie or AAA—requires balancing vision with execution. The most successful projects don’t just start with large budgets, they start with clarity.

Begin with a strong MVP (minimum viable product), validate features early, and avoid the temptation to overbuild before confirming player demand. Every extra feature or level adds cost, so build smart, test often and scale based on data.

Proven strategies:

  1. Prototype cheaply: Spend £7.6K-£38K ($10K-$50K) on a playable prototype before committing to full production
  2. Test early and often: Release to small audiences, gather feedback, iterate
  3. Focus on one platform first: Master mobile OR PC before going cross-platform
  4. Use proven engines: Unity and Unreal save months compared to custom engines
  5. Outsource strategically: Keep core gameplay in-house, outsource art and audio
  6. Plan for post-launch: Budget 30-50% of dev costs for first year of live ops

In the end, a successful game isn’t just the one with the biggest budget, it’s the one that delivers value, keeps players engaged and evolves with their needs.Ready to discuss your project? Our team has delivered games across every budget range, from £50K mobile prototypes to £15M+ AAA productions. Contact us for a detailed cost breakdown tailored to your vision.

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Table of contents

    Common Questions About Game Development Costs

    Is it possible to create a high-quality game on a limited budget?
    Yes. Starting with a Minimum Viable Product (MVP) allows you to build core gameplay with essential features, validate the concept with players early and gradually add more content. Smart prioritization and iterative development can help avoid unnecessary expenses while maintaining quality. Focus on: One core mechanic executed brilliantly Stylised art instead of photorealism (cheaper and ages better) Single-player before multiplayer (avoid server costs) PC/mobile before console (lower certification costs) Organic growth before paid marketing Many successful indie games (Stardew Valley, Vampire Survivors, Among Us) started with tiny budgets and focused on exceptional gameplay over production values.
    Why do multiplayer and online features significantly increase development costs?
    Multiplayer games require robust backend infrastructure, real-time server management, matchmaking systems, and ongoing maintenance. This adds complexity, longer development times and higher operational expenses compared to single-player games. Specific cost drivers: Server infrastructure: £3.8K-£38K/month ($5K-$50K/month) Backend engineers: 2-3 additional developers (£150K-£380K/year) DevOps and server monitoring: £75K-£150K/year ($100K-$200K) Anti-cheat and security: £38K-£150K ($50K-$200K) Ongoing server costs that scale with player count
    What ongoing costs should I expect after launching the game?
    Post-launch expenses include server hosting, live events, content updates, bug fixes, community management, and marketing. These recurring costs can be substantial and should be planned into your long-term budget to keep players engaged and retain revenue. Typical annual post-launch costs: Live ops and content: 20-30% of original dev budget Server and infrastructure: £45K-£450K ($60K-$600K) Marketing and UA: £150K-£1.5M+ ($200K-$2M+) for mobile Community and support: £30K-£150K ($40K-$200K) Platform fees: 30% of all revenue
    How much does it cost to make a game like Candy Crush?
    A polished match-3 game similar to Candy Crush requires £380K-£2.3M ($500K-$3M) for initial development, plus ongoing content updates costing 20-30% of the original budget annually. The bulk of costs go to level design (300-500 levels at launch), art and animation, backend systems for in-app purchases and live events, and extensive QA testing for game balance.
    Can I add new features after release and how does this affect my budget?
    Yes, post-launch feature additions are common. However, retrofitting new mechanics, especially complex ones like multiplayer, can be costly and time-consuming. Planning scalability from the start helps minimize future expenses and technical debt. Cost multipliers for post-launch features: Simple features (new levels, cosmetics): 1x normal cost Medium features (new game modes): 1.5-2x normal cost Complex features (multiplayer, new systems): 2-3x normal cost The technical debt from rushed initial development can make later additions 3-5x more expensive than if planned from the start.
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    Written by

    Anton Paramonov

    CPO

    I am the Chief Product Officer at Whimsy Games, where my extensive background in engineering, management, and game analytics shapes my approach to product strategy and development. My experience, gained at leading game development studios, is a cornerstone in driving our projects from conception to market. My responsibilities extend to ensuring that our games not only meet our high creative and technical standards but also align with market demands, driving the success of Whimsy Games in a highly competitive industry.

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