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How Long Does Game Development Take?

How Long Does Game Development Take?

Realistic timelines for every game type, from hyper-casual prototypes to MMOs. Based on 20+ years of shipping games across mobile, PC, and console.

The Short Answer

Game development timelines range from 2–3 months for a simple hyper-casual game to 3+ years for a full-scale MMO. Most mid-range indie games take 6–18 months.

The timeline depends on genre complexity, team size, platform targets, and feature scope. The sections below give you concrete ranges and explain what accelerates or delays each phase.

Timeline by Game Type

These ranges assume a dedicated team working full-time on a single platform with a clear scope.

Hyper-Casual

2 – 3 months

Typical team: 1–2 developers

Minimal mechanics, simple art, short QA cycle. The fastest category designed for rapid prototyping and market testing.

Casual / Puzzle

3 – 6 months

Typical team: 2–4 developers

Polished UI, progression systems, and monetisation integration. Requires dedicated design time for level creation and economy balancing.

Mid-Core (Action / Platformer)

6 – 12 months

Typical team: 3–6 developers

Custom art pipeline, animation, level design, and often physics-based mechanics. Content production is the primary time driver.

RPG / Strategy

12 – 24 months

Typical team: 4–8 developers

Deep systems (inventory, skill trees, AI), large content volume, narrative writing, and extensive QA for edge cases across interconnected systems.

MMO / Large Multiplayer

18 – 36+ months

Typical team: 6–15+ developers

Server architecture, networking, anti-cheat, live ops infrastructure, and ongoing content pipeline. The longest and most technically demanding category.

The Four Phases of Game Development

Every game project, regardless of size, follows these phases. Understanding them helps you plan realistic milestones. See our How We Work page for how we apply this process.

1. Discovery & Design

10–15% of total timeline

Define the game concept, core loop, target audience, and technical requirements. Produce a Game Design Document (GDD), wireframes, and art direction. This phase prevents expensive mid-production pivots.

Key outputs: GDD, art direction, technical architecture, project plan

2. Production

50–60% of total timeline

The main build phase. Programming, art production, level design, audio integration, and system implementation happen here. Work is typically organised in 2-week sprints with playable builds at each milestone.

Key outputs: Alpha build (feature-complete), Beta build (content-complete)

3. QA & Polish

15–20% of total timeline

Bug fixing, performance optimisation, device compatibility testing, and user experience refinement. This phase is frequently underestimated. Plan for it explicitly or it will eat into your launch timeline.

Key outputs: Gold Master candidate, performance benchmarks, device compatibility matrix

4. Launch & Live Ops

10–15% of total timeline (+ ongoing)

Store submissions, soft launch (if applicable), marketing coordination, day-one patches, and post-launch monitoring. For live-service games, this phase continues indefinitely with seasonal content and events.

Key outputs: App store listings, launch metrics, post-launch roadmap

What Extends Timelines

Scope Creep

The most common cause of delays. Adding features mid-production requires re-planning, re-scoping, and often rework of existing systems. A clear, locked scope saves months.

Multiplayer Networking

Real-time multiplayer adds 3–6 months to most timelines. Server architecture, latency handling, matchmaking, and anti-cheat are each significant engineering efforts.

Cross-Platform Support

Each additional platform adds QA time, platform-specific bugs, certification processes, and input abstraction. Plan 2–4 extra months per additional platform.

Custom Tools & Pipelines

Building bespoke level editors, procedural generation systems, or content pipelines is an investment. The tools accelerate later production but front-load the schedule.

Unclear Requirements

Vague briefs lead to iteration cycles. Every round of "that's not quite what I meant" costs 1–2 weeks. Invest in the Discovery phase to define requirements precisely.

Underestimating QA

Testing across dozens of devices, OS versions, and screen sizes takes longer than expected. Automated testing helps but cannot replace manual QA for gameplay feel.

What Shortens Timelines

Experienced Co-Development Partner

A team that has shipped similar projects before avoids first-time mistakes. Our co-dev engagements typically save 20–30% of the schedule compared to building the same team from scratch.

Reusable Frameworks

Pre-built systems for UI, analytics, monetisation, and networking eliminate weeks of boilerplate engineering per project.

Clear, Locked Scope

A detailed GDD with signed-off features prevents mid-production changes. Change requests after production starts are 5–10× more expensive than upfront planning.

Parallel Workstreams

With the right team structure, art production, programming, and design can run concurrently. This requires upfront architecture work but compresses the total timeline.

One Platform First

Ship on your primary platform, validate, then port. Sequential platform releases are faster total than simultaneous multi-platform development.

Ready to Start Planning?

Tell us about your project and we'll give you a realistic timeline and cost estimate within 48 hours.

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Frequently Asked Questions

A simple casual or hyper-casual mobile game can be built in 2–3 months. A mid-complexity mobile game with progression systems, monetisation, and polished UI typically takes 4–8 months. Complex mobile titles (RPGs, multiplayer) can take 12–18 months or more.
It depends entirely on scope. A solo developer working on a focused concept can ship in 6–12 months. A small team (3–5 people) working on a mid-range title typically takes 12–18 months. Ambitious indie projects (Hollow Knight, Stardew Valley) took their creators 3–5 years. The key is scoping realistically for your team size.
Production (the main build phase) typically takes 50–60% of the total timeline. However, QA & Polish is the phase most commonly underestimated; teams frequently need to extend it, which pushes back the launch date.
Not always. Adding developers mid-project often slows things down initially due to onboarding and coordination overhead (Brooks's Law). A better approach is engaging a co-development partner with an already-coordinated team that can ramp up quickly.
Multiplayer networking typically adds 3–6 months to a project. Server architecture, latency compensation, matchmaking, anti-cheat, and cross-platform synchronisation are each significant engineering tasks. See our network engineering services for how we approach this.
Usually not. Building for one primary platform first allows you to validate the game before investing in ports. Each additional platform adds 2–4 months for platform-specific optimisation, certification, and QA. Cross-platform from day one adds approximately 60% to the timeline.
Three things matter most: (1) Invest properly in the Discovery & Design phase to lock scope before production starts. (2) Use sprint-based development with playable builds every 2 weeks. This catches problems early. (3) Plan explicitly for QA & Polish time instead of treating it as a buffer. See our How We Work page for our process.
A minimum viable product (MVP) focuses on the core loop only; one platform, one key mechanic, minimal content. For most game types, an MVP takes 30–40% of the full production timeline. A casual game MVP can be built in 4–6 weeks; a mid-core MVP in 2–3 months. The MVP validates whether the concept is worth full investment. See our cost guide for the budget implications.