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How much does it cost to make a video game? A buyer's guide for 2026

Haider Ali· · 5 min read

Online answers run from a few thousand dollars to hundreds of millions, and most of the numbers are hard to check. Here is what the published 2026 ranges say, what the engine and the stores actually charge, the five decisions that set a budget, and how to find out whether a game is fun before you spend the rest.

Start typing "how much does it cost to make a game like" into Google and it suggests Subway Surfers, PUBG and GTA. None of those has a useful answer, because "a game like" can mean a weekend prototype with the same controls or years of work by a large team. The question that does have an answer is narrower: what does it cost to make your game, at the size you need, on the platforms you need?

What the published numbers say

Most budget figures online come from studios selling development, and they are hard to check. One of the more careful sources, Steam Page Analyzer's guide (March 26, 2026), pulls together developer surveys, conference postmortems and public budgets, and says plainly that its ranges have no published sample size. With that caveat, its ranges for independent games are:

TeamPublished range
One developer, counting the salary they gave up$30,000 to $60,000
Two people$50,000 to $150,000
Small team, 2 to 5 people$75,000 to $250,000
Mid-size studio, 5 to 15 people$250,000 to $1,000,000

Big-studio games sit in another world, with budgets reported in the tens or hundreds of millions of dollars. That is the honest answer to "a game like PUBG": you are not buying that game. You are buying your own game in the same genre, sized to your budget.

What the tools and stores charge

ItemCost in 2026
Unity PersonalFree while revenue and funding stay under $200,000 a year
Unity Pro$2,310 per seat a year
Apple developer program$99 a year, plus 15% to 30% of in-app sales
Google Play$25 once, plus 15% to 30% of in-app sales
Steam Direct$100 per game, returned after $1,000 in sales; Steam keeps 30% of sales
A browser gameHosting only: no store fee, no store review

The engine is rarely the expensive part. People's time is.

The five things that set a game's budget

1. Content, more than code

The core rules of a game are often a small share of the work. Levels, characters, items, animation, sound and the balancing that makes them fun take most of the time. A game with one arena and ten minutes of play is a different budget from one with forty levels.

2. Art

Free CC0 asset packs, such as Kenney's, cost nothing and suit many games. Bought asset packs cost tens to hundreds of dollars. Custom characters and worlds made by artists can cost more than the code. Decide which you need before you ask for quotes.

3. Multiplayer

Online play brings servers, rooms or matchmaking, reconnects and checks against cheating. A light relay server that passes messages between players, where each player's game drives its own character, costs far less to build and run than dedicated servers that simulate the whole match. Pick the lightest model your game allows.

4. Platforms

A browser game starts from a link, has no store review and pays no store commission. Each app store adds a build, a listing, a review process and its own rules, and consoles add certification and development kits on top. Every platform you add costs testing time for the life of the game.

5. Life after launch

Games that people play every day need new content, events and fixes. If yours is one of them, budget for updates as a running cost, not a one-off.

Why a prototype comes first

The most expensive question in game development is "is this fun?", and you cannot answer it on paper. A prototype is a rough, playable version of the one thing players do over and over, with placeholder art. It takes weeks, not months. If the core loop is fun, the prototype shows what the full game needs. If it is not, you have spent a small part of the budget finding out, while changes are still cheap.

A prototype also protects you from a common way outsourced games go wrong: milestones that are signed off as finished but only run on the developer's own machine. Ask for every milestone as a build at a link you can open on your own phone, and pay after you have played it.

What we charge

Every game we make starts with a playable prototype of the core loop: from $4,000 for a browser game, or $5,000 in Unity, in three to six weeks. The full game is then priced in fixed stages from what the prototype shows.

You can play our own games first: Freight Fight, a Unity tank battle with online rooms and bots; Glow Hop, a neon tap game; Map Pop, map and flag quizzes; and Imposter, a party game in English and Spanish. All four are browser games. We have not released a game on the app stores or Steam yet.

Questions to ask a game developer before you pay

  • Can I play games you have made, on my own phone, today?
  • Will every milestone be a build I can play before I pay for it?
  • Which assets are bought, free or custom, and is every license listed?
  • Who owns the project files, the code and the store accounts?
  • If the game is online, what will the servers cost each month?

Have a game idea? We start with a playable prototype you can test on your own phone. See game development and Unity game development, or tell us about the game.

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