How Much Does It Cost to Start...

How Much Does It Cost to Start a Game Studio?

Starting a mobile game studio typically costs $50,000 to $300,000 or more, with genre and team size as the biggest drivers. Revenue Map's gaming presets model casual and hyper-casual studios at around $50,000 of starting investment, standard mobile game studios at $200,000, and PC or console-scale operations at $300,000.

Game studio budgets diverge more than any other vertical because content depth varies enormously. A hyper-casual studio shipping simple mechanic-driven titles can operate on a fraction of the capital a midcore studio with art pipelines, meta-systems, and live-ops needs. And unlike most software businesses, launch is only half the spend: free-to-play games earn through retention, so the studio keeps paying for content updates, events, and balance changes indefinitely.

User acquisition is the second budget. Preset install costs run from $0.50 for hyper-casual titles up to $15 to $20 for PC, console, and VR audiences. The economics work only when a player's lifetime value clears the install cost with margin to spare. A healthy LTV-to-CPI ratio of 1.5 to 1 or better at Day 180 is the standard gate, and your UA budget is fundamentally a bet on the retention curve delivering that ratio.

Cost Breakdown

Typical costs to start a mobile game studio

ItemTypical rangeNotesSource
First title: hyper-casual$20,000 to $50,000One core mechanic, minimal meta; preset starting investment $50,000Revenue Map model presets
First title: casual to midcore$100,000 to $300,000Preset investments: $200,000 mobile games, $300,000 PC and console scaleRevenue Map model presets
Year-one user acquisition$50,000 to $400,000Presets ramp UA from $8,000 per month at launch toward $20,000 or more in growthRevenue Map model presets
Cost per install (context)$0.50 to $20 by genrePreset CPIs: hyper-casual $0.50, mobile $2 to $4, PC/console and VR $15 to $20Revenue Map model presets
Live-ops and content updates$5,000 to $20,000 per monthPreset team costs of $8,000 rising to $18,000 monthly post-launchRevenue Map model presets
Modeled total (funded launch)$50,000 to $300,000Preset starting investment range across gaming genresRevenue Map model presets

Sources: Revenue Map model presets (default investment, pricing and funnel assumptions in our industry templates), Revenue Map model templates (vertical research in each financial model), Revenue Map benchmark tables (the thresholds behind our free calculators), and honest industry ranges where our own data is thin. Ranges are planning bands, not guarantees.

What Moves the Number

Genre sets both budgets

Genre determines both development cost and user acquisition cost simultaneously. A hyper-casual title costs little to build and little to fill with players; a midcore RPG with art pipelines and meta-systems is expensive on both counts. Pick the genre that matches your capital, not the other way around.

Retention curve

Day-1 retention of 40% or better and Day-30 retention of 10% or better mark a strong title. Retention drives both the daily active user base that generates revenue and the lifetime value that justifies UA spend, so a few points of early retention decide whether the marketing budget scales or simply burns.

Monetization depth

ARPDAU typically runs $0.01 to $0.05 depending on genre and monetization approach. Ad-supported hyper-casual sits at the bottom; games blending in-app purchases, subscriptions, and battle passes reach the top. Your monetization model determines how much UA revenue can repay.

Soft launch before scaling

Testing retention metrics in a small market before global launch costs a few thousand dollars of UA spend and can save the entire remaining budget. Scaling spend on a game with weak Day-7 retention is the single most expensive mistake in mobile gaming.

Frequently Asked Questions

How much does it cost to start a hyper-casual studio?
A hyper-casual studio can launch its first title for $20,000 to $50,000, and Revenue Map's preset models $50,000 of total starting investment. Solo developers using an existing engine can ship for considerably less.
How much should a game studio spend on user acquisition?
Often as much as or more than the development budget. Preset UA budgets ramp from $8,000 per month at launch to $20,000 or more. Gate the spend on your LTV-to-CPI ratio reaching at least 1.5 to 1.
Why do game studios need ongoing spending after launch?
Free-to-play revenue depends on retained players, and retention requires fresh content, events, and balance updates. Preset post-launch team costs run $8,000 to $18,000 per month; a game without live-ops content decays quickly.
What is a good cost per install for mobile games?
It depends on genre: presets model $0.30 to $0.50 for hyper-casual, $2 to $4 for standard mobile titles, and $15 to $20 for PC, console, and VR audiences. The ratio to player LTV matters more than the absolute number.

What would your numbers look like?

These are honest ranges, but your business is specific. Revenue Map turns your own assumptions into a 36-month projection with break-even, burn and runway in about five minutes.

Model your exact numbers free
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