In the UK, building a mobile game in 2026 typically costs £7,500 to £15,000 for a prototype, £10,000 to £20,000 for a hyper-casual game, £30,000 to £100,000 for a casual or puzzle game and £120,000 to £360,000 for a mid-core game. Large multiplayer games and MMOs start at around £500,000.
"How much will my game cost?" is the first question nearly every client asks us. The honest answer is that it depends, but that doesn't mean you can't get a clear framework before you commit a single pound. This guide sets out realistic ranges for each type of game, the team and time behind each figure, the factors that push budgets up or down, and how to get an accurate estimate for your own project.
Last updated October 2026.
Cost Ranges by Game Type
The single biggest factor in cost is the type of game you are building. Every range below is built the same way: a typical team size, multiplied by a typical timescale, at current UK rates for senior developers. That way you can see where each number comes from, and roughly where your project will land.
| Game type | Typical team and time | Development cost |
|---|---|---|
| Prototype or MVP | 1 developer, 3 to 6 weeks | £7,500 to £15,000 |
| Hyper-casual | 1 developer, 1 to 2 months | £10,000 to £20,000 |
| Educational or gamified learning app | 1 to 2 developers, 2 to 5 months | £20,000 to £100,000 |
| Casual or puzzle | 1 to 2 developers, 3 to 5 months | £30,000 to £100,000 |
| Mid-core (strategy, RPG-lite) | 2 to 3 developers, 6 to 12 months | £120,000 to £360,000 |
| Large multiplayer or MMO | Larger team, 12 months or more | £500,000 or more |
These figures cover development. Art, animation, audio and voiceover vary so much with style that they are best quoted separately, and they come on top.
Prototype or MVP: £7,500 to £15,000
A prototype answers one question: is the core idea fun, or does it work technically? It is a playable build of the main mechanic, not a finished product, with placeholder art and minimal menus.
It's the cheapest way to test an idea before committing a full budget, and a good prototype makes every later estimate more accurate.
Hyper-Casual Games: £10,000 to £20,000
Hyper-casual games are the simplest finished product: one core mechanic, minimal UI and short play sessions. Think tap-to-play puzzles, endless runners and reaction games.
At this price you are typically paying for:
- A single, polished core mechanic
- Basic UI (menus, settings, leaderboards)
- Ad monetisation integration
- App store submission for iOS and Android
Educational and Gamified Learning Apps: £20,000 to £100,000
Educational games sit in their own bracket because the cost is driven as much by content as by gameplay. A focused learning game with one or two activities sits at the lower end. Apps with several mini-games, progress tracking for teachers or learners, accessibility requirements and multiple languages sit towards the top.
Budget drivers at this tier include:
- The number of distinct activities or mini-games
- How content is added and updated, for example whether subject experts can add material without a developer
- Progress tracking, reporting and integration with a learning management system
- Accessibility requirements, which are often mandatory for schools and public bodies
- Localisation into multiple languages
For grant-funded projects, these ranges are a useful starting point when writing the budget section of a bid. See our research and grant-funded projects page for how we work with universities and research teams.
Casual and Puzzle Games: £30,000 to £100,000
Casual games add complexity: multiple levels, progression systems, more polished UI and more involved monetisation.
Budget drivers at this tier include:
- The number of levels or game modes
- Progression and reward systems
- Backend integration for analytics, cloud saves or leaderboards
- In-app purchases alongside, or instead of, ads
Mid-Core Games: £120,000 to £360,000
Mid-core is where complexity ramps up. Strategy games, RPG-lite titles and games with deep progression systems sit here. They need larger teams, longer timelines, more careful architecture and usually a more involved backend.
The spread in this tier is wide because mid-core games vary so much in scope. A single-player strategy game with procedural maps and AI opponents sits at the lower end. A game with a live economy, regular content updates and social features sits towards the top.
Large Multiplayer and MMOs: £500,000 or More
Massively multiplayer games are the most expensive category by a wide margin. The cost comes not just from the game, but from the server infrastructure, networking architecture and ongoing live operations needed to keep it running.
Domi Online shows what this involves. The technical foundation for that "cap-less" MMORPG included a custom 64-bit progression system, server-authoritative networking with FishNet on cost-optimised AWS infrastructure, and GPU-instanced environments rendering 10,000+ trees with minimal draw calls. That is the kind of engineering a large multiplayer game needs before any content goes in.
Key Takeaway: The type of game you are building is the single biggest cost factor. A hyper-casual game and an MMO are fundamentally different products, so don't accept a single number from anyone who hasn't asked which category your project falls into.
The 7 Factors That Drive Costs Up or Down
Within each category, the actual cost varies widely with the specific requirements. These are the seven factors we see most often.
1. Art Complexity and Volume
Art is often the largest cost after programming. A 2D game with flat vector graphics costs a fraction of a fully 3D game with custom characters, animations and particle effects. If you need original art rather than Asset Store purchases, budget accordingly.
2. Multiplayer and Networking
Adding multiplayer doesn't just double the cost; it can easily triple it. Server-authoritative architecture, netcode, matchmaking, anti-cheat and ongoing server costs all compound.
3. Platform Targets
Building for iOS and Android at the same time is one of Unity's core strengths. Adding console targets (PlayStation, Xbox, Nintendo Switch) brings certification requirements, controller support and platform-specific optimisation, which can add 20 to 40% to the total cost. See our game porting services for what that involves.
4. Monetisation Complexity
A simple ad integration costs very little. A full free-to-play economy, with in-app purchases, virtual currencies, server-side receipt validation and subscriptions, needs significant backend engineering.
5. Backend and Live Services
Any game with user accounts, cloud saves, leaderboards or analytics needs a backend. Firebase, PlayFab and custom servers each have different cost profiles. If your game needs ongoing live operations, such as seasonal events, content updates and server maintenance, budget for post-launch costs from the start.
6. Team Location and Structure
UK-based studios like ours typically charge £400 to £800 per developer per day, depending on seniority. Studios in lower-cost regions can charge considerably less, while US studios often charge more. The cheapest quote is not always the best value: a poorly built project can cost more to fix than it would have cost to build properly. Our Unity project rescue service exists for exactly that situation.
7. Scope Creep
Scope creep is the silent budget killer. Every "quick addition" and "small tweak" during development costs money. A clear Game Design Document (GDD), agreed before production begins, is the best protection. Our game design services help clients define scope before committing to a full development budget.
Key Takeaway: Multiplayer, custom art and scope creep are the three factors that most often push budgets past the original estimate. Be honest about your requirements upfront and you will get a far more accurate quote.
How to Get an Accurate Estimate
A general guide can only take you so far. Here is how to get a number that applies to your project.
Step 1: Define Your Scope
Before approaching any studio, write down:
- Your core gameplay mechanic
- Target platforms (iOS, Android, both, console)
- Art style and complexity
- Multiplayer requirements, if any
- Monetisation model
- Must-have features versus nice-to-haves
Even a rough design document makes any estimate you receive far more accurate. Our free Brief Builder walks you through it.
Step 2: Use a Cost Estimator
Our free Game Development Cost Estimator lets you enter your project details and get an indicative cost range. No automated tool replaces a proper scoping conversation, but it gives you a solid starting point. For a deeper breakdown, see our Game Development Cost Guide.
Step 3: Get Multiple Quotes
Always speak to at least two or three studios. Compare more than price:
- Relevant portfolio work: have they built something similar?
- Communication quality during the quoting process
- Whether they ask detailed questions about your project or just give a flat figure
- Post-launch support and maintenance terms
Step 4: Budget for the Unexpected
Add a contingency of 15 to 20% to any estimate you receive. That isn't pessimism; it's standard project management. Changes to platform requirements, device-specific issues and store policy updates all add costs that are hard to predict.
What You Are Actually Paying For
The cost of a game isn't just programming hours. A well-run project typically splits its budget like this:
- Pre-production (10 to 15% of budget): design documentation, prototyping and technical architecture planning
- Production (50 to 60% of budget): programming, art, audio, level design and integration
- QA and polish (15 to 20% of budget): testing across devices, bug fixing, performance optimisation and accessibility
- Launch and post-launch (10 to 15% of budget): store submission, store listing optimisation, post-launch patches and analytics
Studios that skip pre-production or QA may quote lower, but the savings are usually eaten by rework and delayed launches.
Frequently Asked Questions
How much does it cost to build a mobile game in the UK?
Development typically costs £7,500 to £15,000 for a prototype, £10,000 to £20,000 for a hyper-casual game, £30,000 to £100,000 for a casual or puzzle game and £120,000 to £360,000 for a mid-core game. Large multiplayer games start at around £500,000. Art and audio are usually on top.
How much does a simple mobile game cost?
A simple hyper-casual game with one core mechanic, basic menus and ad monetisation typically costs £10,000 to £20,000 to develop, with one developer working for one to two months.
How much does it cost to build an educational app or learning game?
Most educational games and gamified learning apps cost £20,000 to £100,000 to develop. A focused app with one or two activities sits at the lower end, while apps with several mini-games, progress tracking, accessibility requirements and multiple languages sit towards the top.
How long does it take to build a mobile game?
A prototype takes three to six weeks, a hyper-casual game one to two months, a casual or puzzle game three to five months and a mid-core game six to twelve months. Large multiplayer games usually take well over a year.
How much does it cost to hire a Unity developer or agency in the UK?
UK studios typically charge £400 to £800 per developer per day, depending on seniority. Many studios, including ours, quote a fixed price for the whole project rather than charging by the day.
Do these prices include art and audio?
No. The ranges cover development. Art, animation, audio and voiceover depend heavily on style and volume, so they are quoted separately and come on top.
Is it cheaper to build a prototype first?
Usually, yes. A prototype costing £7,500 to £15,000 tests whether your core idea works before you commit a full budget, and it makes every later estimate more accurate.
The Bottom Line
Mobile game development in 2026 ranges from around £7,500 for a prototype to £500,000 or more for an ambitious multiplayer game. Where your project lands depends on the type of game, the art, the technical complexity and how clearly the scope is defined.
The best thing you can do before committing a budget is to define your scope clearly and talk to studios that have built something similar. We are always happy to discuss where your project fits.

