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02.02.2026

Game development

I have an idea for a game – how much would it cost to make an MVP to test it?

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If you have an idea for a game, the question immediately arises: how do you test whether my concept works, and how much does it cost? Many people make the mistake of immediately deciding on a full-fledged version or investing in fancy graphics. First, it's worth remembering that an MVP isn't a shortened version of the game, but a hypothesis test. An MVP is needed to determine whether players are engaged, whether the core mechanics work, and whether the direction of development is clear.

In this article, we reveal the actual prices and implementation timelines for various MVP formats, explain what's included in the basic package, what determines the cost, and suggest approaches that actually work.

What is a game's MVP in simple terms (and how is it different from a prototype and demo)

When communicating with clients, these three concepts – MVP, prototype, and demo – are often confused. This results in clients creating unnecessary expectations, going over budget, and being dissatisfied with the end result.

Let's consider how the various concepts differ in practice.

  • Idea. It describes the game's concept: genre, setting, core mechanics, target audience, and estimated monetization. A game's idea is either kept in mind or documented. It resembles a hypothesis, as it lacks users, metrics, or evidence of demand.
  • Prototype. This is needed to test one core mechanic. Typically, it's a simple build without visual polish, sound, or a fully developed user interface. A prototype is used to check whether interactions work at all, whether controls are comfortable, and whether the idea breaks down at the gameplay level.
  • MVP (Minimum Viable Product) is the minimum viable version of a game that can be released to real players. It has a beginning and end point for a game session, a goal, basic progression, re-entry logic, and analytics. An MVP focuses on player engagement, not visual quality.
  • Demo / Vertical Slice. A "demo" is a vertical slice of a future game, created for presentation purposes. A demo demonstrates the game's potential: animation, sound, atmosphere, and visuals. It's used for pitching to investors, publishers, or partners. However, it's not recommended for testing hypotheses.
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What exactly needs to be tested through MVP (to avoid unnecessary things)

MVP development always begins with questions. And if these clarifications aren't formulated in advance, the MVP becomes simply a set of generic features.

Most often, MVP tests:

  • Is it even playable ? The core loop – the main mechanic of interaction – is tested. For example, in a runner game, they test whether jumping and avoiding obstacles is convenient, and in a puzzle game, they check whether moving blocks makes sense.
  • Controls and feel. MVP tests player comfort, precision, and frustration. For example, it checks whether jumping works smoothly and whether there are any lags in controls on a mobile device.
  • Retention in the first 3-10 minutes. A short game allows for quick feedback from the user: is they interested or bored? Analysis is conducted to determine whether the player remains in the session after the game starts. For example, in a puzzle MVP, you can track how many users complete the first 5 levels and whether they abandon the game immediately after the first failure.
  • Clear goals and progression. It's important for the player to know where to go, what to do, and what their goal is. Therefore, an MVP tests how easy it is for the player to navigate the game without detailed instructions. For example, in an RPG, they test whether the player understands how to develop their character and use the resources they find.
  • Player willingness to return. Mini-game creators on Telegram track how many players launch the game a second time within an hour. The motivation to play another round is a sign of interest and repeat engagement.

It is important to fix the restrictions :

✅ An MVP answers 2-3 key questions
❌ An MVP doesn't have to contain a store, an economy, dozens of levels, or a complex metagame.

If an MVP tries to test everything at once, it loses focus and ceases to be a testing tool.

How much does it cost to develop an MVP game? Budget and timeline guidelines.

Below we provide estimated budgets and timelines for MVP development across various project formats, platforms, genres, and key components. The final cost always depends on a combination of factors: the complexity of the mechanics, the amount of content, the chosen technology (Unity/Unreal), the graphics level (2D/3D), and integration and optimization requirements. It is the combination of these parameters that determines the final budget and development timeline.

MVP formats – basic guidelines

Format Target Deadlines Budget What's included (minimum)
Mini-prototype (1 mechanic) Get a feel for the idea 4–6 weeks $5 000–7 000 core loop, basic UI, 1 scene
MVP for player testing Check the hold 6–10 weeks $7 000–12 000 UI, tutorial, levels 1–3, progress, analytics, logs
Demo / Vertical Slice Pitch / presentation 2-3 months $10 000–15 000 polished visuals, VFX, sound, showcase level

How much does an MVP cost depending on the platform?

The choice of platform directly impacts the MVP timeline and budget: build and testing requirements, device stability, and the scope of integrations (authorization, payments, advertising, analytics) all change. Therefore, even with the same idea, development costs on different platforms can vary significantly.

Platform MVP format Estimated timeframes Estimated budget
Telegram mini-game MVP for testing 6–10 weeks $7 000–12 000
Web (browser) MVP for testing 6–10 weeks $8 000–12 000
Mobile (Android) MVP for testing 8–12 weeks $9 000–13 000
Mobile (iOS + Android) MVP for testing 8–12 weeks $10 000–15 000
PC (basic build) MVP for testing 3-4 months $10 000–16 000
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How much does an MVP cost depending on the genre?

Genre also influences the cost of an MVP because it determines the basic development complexity: the number of mechanics, control and camera requirements, the amount of content (levels, enemies, scenarios), the need for balance, and the scope of animations, effects, and optimization. For example, a hyper-casual game can be built with a single mechanic and minimal content, while a roguelike or 3D action game requires more systems, variety, and technical development even at the MVP stage.

Genre What is considered an MVP? Deadlines Budget
Hyper-casual 1 mechanic + 1–2 scenes 4–6 weeks $7 000–9 000
Puzzle levels + progress + UX 5–8 weeks $7 000–12 000
Runner obstacles + basic meta 6–10 weeks $8 000–15 000
Roguelike (light) build + variability 6–10 weeks $10 000–18 000
3D action camera + animations + combat 2-3 months $12 000–20 000

Approximate cost calculator by components

The table below shows the blocks that make up the MVP budget and which elements contribute most to the timeline and cost. Even with a similar idea, the final estimate can vary significantly due to different volumes of UI/UX, content, animations, integrations, analytics, and optimization requirements.

Component What does it include? Time estimation Budget assessment
Core loop control, logic, states 40–120 h $2 000–5 000
UI/UX menu, HUD, screens 30–90 hours $1 500–4 000
Content scenes, objects, balance 40–140 h $2 000–6 000
Animations + VFX feedback, effects 30–120 h $1 500–6 000
Sound effects, music 10–40 h $300–1 500
Analytics events, crash logs 15–60 hours $500–2 500
Integrations Ads / IAP / Auth 20–120 h $800–5 000
Optimization FPS, stability 20–120 h $800–5 000

Important: The final cost is not "added linearly" – some work overlaps and is combined throughout the development process. However, the tables and pricing examples provided help you understand the budget structure, quickly get a feel for the MVP cost, and roughly estimate the overall cost.

Examples of MVP cost calculations for typical game formats

Below, we've provided five examples of MVPs in various formats, taking into account genres, platforms, and typical technical implementations. These examples will help you understand what an MVP looks like in real life and what approximate budget to allocate for each scenario.

1) Hyper-casual MVP (1 mechanic + advertising)

Platform: Mobile (Android / iOS)
Technologies: Unity

What is this game (example)
The player controls a simple object (a ball/car/character) and completes a short course in 30-60 seconds. The goal is to reach the finish line, collect coins, and avoid obstacles. At the end, the result is displayed along with a "retry" button.

What is included in the MVP:

  • 1 main mechanics (movement + control);
  • 1-2 short levels;
  • simple reward system (points/coins);
  • advertising integration (interstitial / rewarded);
  • Basic analytics: start, finish, retrace.

Duration: 8–12 weeks
Price: $8,000–$10,000

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2) Puzzle MVP (levels + progress)

Platform: Mobile (Android / iOS)
Technologies: Unity

What is this game (example)
A connect/place/match puzzle: the player solves problems on the board, passes levels, and unlocks new ones. The main focus is on the clarity of the rules and the "one more level" effect.

What is included in the MVP:

  • basic puzzle mechanics;
  • 10–30 levels (simple in content);
  • level selection screen / progress;
  • hint (1 type) or "repeat";
  • maintaining progress;
  • Analytics: progress, exit, errors.

Duration: 9–15 weeks
Price: $9,000–$14,000

3) Runner MVP (controls + obstacles + meta-progress)

Platform: Mobile (Android / iOS)
Technologies: Unity

What is this game (example)
The character runs automatically; the player controls left/right, jumps, and dodges. The route includes obstacles, boosts, and bonuses. After completing the run, the player receives a reward and can upgrade their stats.

What is included in the MVP:

  • control (swipes/buttons);
  • 3-5 tracks (or one level with variations);
  • obstacles and collisions;
  • basic meta-progression (speed/bonus);
  • maintaining progress;
  • analytics of races and retracements.

Duration: 9–15 weeks
Price: $10,000–$15,000

4) Roguelike MVP (1 biome + build)

Platform: PC / Mobile (depending on concept)
Technologies: Unity (2D/light 3D) or Unreal Engine (if 3D focus is needed)

What is this game (example)
The player enters a "run," fights waves of enemies or progresses through rooms, collects upgrades (builds), and attempts to reach the boss. Upon death, some progress is saved via meta-currency.

What is included in the MVP:

  • 1 biome / set of rooms;
  • basic combat system or survival;
  • 10-20 improvements (build);
  • reward system;
  • mini-boss or final wave;
  • meta-currency and storage;
  • analytics and logging.

Duration: 12–21 weeks
Price: $15,000–$20,000

5) Telegram mini-game MVP (quick cycle + leaderboard)

Platform: Telegram mini app
Technologies: JavaScript / TypeScript, Telegram Mini Apps API, WebGL/Canvas (mechanically), backend for leaderboard (optional)

What is this game (example)
The player launches the mini-game directly in Telegram and immediately enters a short round lasting 15-60 seconds. The controls are extremely simple – one or two actions. The goal is to score points for speed, accuracy, or a series of successful actions.
After a round, the player sees their score and can immediately try again to improve their score. A leaderboard and the ability to share their score in the chat are also available.

What is included in the MVP:

  • fast core loop (1 mechanics);
  • score and result screen;
  • leaderboard (local or general);
  • integration with Telegram (start, buttons, share);
  • Basic event analytics.

Duration: 6–9 weeks
Price: $7,000–$12,000

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What determines the cost of an MVP (checklist of factors)

The cost of an MVP can't be simply conceived: it's determined by clear technical and product decisions. Below are the key factors that directly impact the timeline and budget for MVP development. These should be taken into account even at the ideation stage.

  • Platform ( Android / iOS / PC / Web / Telegram ). The choice of platform affects the scope of development, testing, and build preparation. For example, Telegram games typically launch faster, while mobile and PC projects require more time for compilation, certification, and optimization.
  • Unity / Unreal and pipeline complexity. Unreal is usually more expensive for MVPs due to its 3D focus and graphics requirements. Unity, on the other hand, is more often chosen for rapid prototyping and mobile games.
  • 2D vs. 3D. 2D graphics are easier to produce and can be modified more quickly during testing. 3D requires more time for models, animation, camera, and optimization, which increases the budget even for a minimal MVP.
  • Number of mechanics. Each additional mechanic increases the amount of logic, testing, and balancing. For an MVP, 1–2 key mechanics are usually sufficient to test the core loop without overloading development.
  • Content volume. Levels, scenes, enemies, and puzzles quickly add up to hours of production time. Limiting content to a minimum (1-3 levels or one biome) allows you to reduce costs without compromising the ability to test your idea.
  • UI/UX. Even a basic interface requires a well-thought-out structure to ensure the player understands goals and progress. The more complex the navigation and the more screens, the more time and, consequently, resources are required for design, layout, and refinement.
  • Animation /VFX are responsible for the "feel" of the game and player feedback. The combination of animations and visual effects can significantly increase development costs, particularly in dynamic games.
  • Sound. While not critical for all MVPs, sound effects and music enhance engagement. Often, basic sounds and a single background track are enough to test the gameplay without overpaying.
  • Integrations (IAP/Ads/Auth). Enabling advertising, payments, and authorization is a crucial part of a game's product logic and directly impacts its scalability. Implementing integrations requires additional time for development, configuration, and testing.
  • Online (multiplayer/server). Online functionality significantly increases the technical complexity of the project due to server architecture, state synchronization, and stability requirements, which should be taken into account during the MVP budgeting stage.
  • Optimization and polishing impact game performance across different devices and shape the overall user experience. Improving stability, frame rates, and control smoothness requires dedicated time and resources.
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How to save money on an MVP without ruining the test

Below we consider practical methods that will help reduce the budget without sacrificing quality.

  • Use ready-made assets (Unity Asset Store) for characters and environments. This way, you can save weeks on graphics production and quickly assemble a working build.
  • Avoid creating unique 3D models and animations from scratch at the start. Creating custom models and animations is one of the most expensive stages of development. During the MVP stage, they can be replaced with basic or template solutions without compromising the quality of the test.
  • Limit content (1–3 levels). A large number of levels doesn't provide much data at the start, but it significantly increases the budget. To test a hypothesis, a few levels or a single scenario with variations is sufficient.
  • Remove the store/economy during the first test. After all, they only make sense after interest in the gameplay has been confirmed. During the MVP stage, it's more important to understand whether players want to engage with the gameplay, not how they spend currency.
  • Keep analytics to a minimum (events + errors). For MVP, basic events are sufficient: session start, round end, exit, and malfunctions. This information will allow you to track player behavior even without an expensive analytics system.
  • Polish only the core loop and controls. The main focus should be on how the game feels in the first few minutes. If the core loop works and the controls are comfortable, the MVP will do its job without extensive visual polish.

It's important to understand that these are just guidelines. The final cost and timeline are determined after a short briefing and selection of the MVP format.

What's Typically NOT Included in an MVP (and Why It's Right)

An MVP is essential to avoid building a castle before validating demand. It will help you understand whether you want to scale up your project or just refine the idea without spending additional funds. Therefore, at the initial stage, it's worth eliminating elements that impact budget and timelines, and that don't provide additional information about testing the idea.

We provide examples of features that are typically not included in an MVP and add arguments why this is the right approach.

  • Full-fledged multiplayer, the development of which requires player synchronization, server architecture, and error protection, significantly increases the complexity of development and the cost of MVP.
  • A complex economy and store only make sense once player engagement is confirmed. Until then, they merely add a lot of logic and interface complexity.
  • A large story campaign is expensive content. Instead of testing the complexity of the story, it's better to focus on evaluating the game's mechanics in an MVP.
  • 30–100 levels won't be enough for your analysis. Don't create a huge number of levels; a minimal set of scenarios is enough to determine whether players are interested in the content.
  • Deep customization of characters and environments will lead to additional costs for graphics, design, and interfaces. At the MVP stage, this won't impact key metrics, so customization should be adjusted later.
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How to prepare to get a grade faster

Below is a practical checklist with explanations. By providing us with this information, you will help us create the optimal MVP proposal for your project, as well as effectively and accurately estimate the scope of work and budget.

  • 2-3 sentences about the idea. Describe your game: genre, key hypothesis, core mechanics. This way, we'll add the necessary elements to the MVP to test the idea.
  • References (1–3 games). Examples allow you to visualize the project's size and choose suitable solutions for the interface, graphics, and animations.
  • Platform. Let us know where you plan to launch your MVP: mobile devices, PC, browser, or Telegram. The choice of platform directly impacts development timelines, solution optimization, and integration.
  • Style (2D/3D). Clarify the game's visual style. This helps you immediately assess the complexity of content, animations, and required assets, which impacts the budget.
  • The purpose of an MVP. What do you hope to achieve with an MVP: conduct player testing or prepare a demo for an investor?
  • Estimated budget/range. Define your budget, and we'll select an MVP format that can be built within your resources.
  • Timeframe. Specify when you'd like to receive the product. We'll compare the scope of work with your available time and select a realistic development plan.

Want to understand the budget for your idea? Send us a game description and references – we'll suggest an MVP format and provide a price range. We'll help you identify the core loop and build the MVP so you can test your idea without breaking the bank.

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