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How Much
Does It Cost to Create a Mobile Game Like MysticLegends?
Creating a mobile game like Mystic Legends involves fantasy, RPG
elements, compelling graphics, character progression, quests, and possibly

Creating a mobile game like Mystic Legends involves fantasy, RPG elements, compelling graphics, character progression, quests, and possibly online features. When planning development, you need to understand game design cost, art & animation cost, development & programming cost, and many more. In this guide, we’ll break down what it takes to build a MysticLegends-style mobile RPG / adventure game within a $10,000–$20,000 USD budget—how to allocate budget, what features to include/cut, timelines, team structure, and tips to keep costs under control.
What is MysticLegends—Core Features to Assume
To estimate cost, first define what “a game like Mystic Legends” might mean. Let’s assume the following core features:
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Fantasy RPG / adventure setting (magic, legendary creatures, quests)
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Character progression: leveling up, skills, maybe gear upgrades
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A few quests or mission levels (say 5-10)
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Basic combat mechanics (turn-based or simplified action)
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Story/lore & basic dialogues or text narrative
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UI/UX with menus for inventory, skill tree, map, settings
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Effects: particle effects, ambient visuals, background music, sound effects
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Possibly offline or with minimal backend (leaderboards, saves)
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Target single platform initially (Android or iOS)
Given those assumptions, the game is more complex than hyper-casual or arcade, but if managed carefully, parts can be simplified to fit the $10-20k range.
What Drives the Cost
Here are the main cost drivers in such a project:
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Game Complexity & Number of Features
More quests, more enemy types, complex combat or AIAI, andetailed skill systems all increase time and cost. -
Graphics & Animation Quality
High-quality 2D art vs simple 3D or even stylized graphics—art takes big chunks of budget. Also visual effects. -
Sound & Music
Original soundtracks, ambient effects, and voiceovers are costlier. Using royalty-free or stock assets helps reduce cost. -
Team Location & Expertise
Developers/artists in lower-cost regions (South Asia, SEA, etc.) cost much less per hour than in North America or Western Europe. -
Engine & Tools
Using engines like Unity, Godot, etc. Some tools/plugins cost money. Asset stores help. -
Testing & QA
Testing across devices, bugfixing, and, performance optimization. These phases often take more time than you expect. -
Platform(s) & Backend Features
Single-platform vs. cross-platform costs. Adding backend (cloud saves, leaderboards) adds overhead. -
Time & Scope Management
Delays, scope creep, and underestimating polish can blow costs beyond budget.
Cost Breakdown: $10,000–$20,000 Version of MysticLegends
Here’s how you might distribute your $10-20k budget to build a small but quality MysticLegends-style game.
Component | Estimated Cost (USD) | What It Covers |
---|---|---|
Pre-Production / Game Design & Concept | $1,000–$2,000 | Game design document, story outline, quest structures, character classes, and wireframes of UI. |
Art & Visual Design | $2,000–$4,000 | Character sprites/models (if 2D or low-poly 3D), environments/backgrounds for levels, UI elements, and icons. |
Programming / Core Mechanics | $3,000–$6,000 | Combat mechanics, character progression logic, quest/mission logic, input handling, and maybe a simple save system. |
Sound & Music | $500–$1,500 | Background music (royalty-free or small custom) and sound effects like combat, footsteps, and UI interaction sounds. |
UI/UX / Menus / Inventory System | $500–$1,500 | Inventory screen, character stats, skill trees (simplified), and map or mission selection. |
Testing & QA | $800–$1,500 | Bug fixes, device compatibility, performance, polishing. |
Publishing/Store Fees & Basic Marketing | $500–$1,000 | App store registration, screenshots, icon design, maybe basic ASO or social media teasers. |
Contingency & Minor Updates | $500–$1,000 | Unexpected costs, small updates post-launch, and feedback fixes. |
If you add those, you stay roughly in the $10,000 to $20,000 range, depending on how much you lean up vs. polish certain parts.
What You Can Include vs What to Cut
To stick to a budget, here are the features you should include and those you may need to postpone or simplify.
Must have / include for “MysticLegends Lite” version:
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Basic combat with 2-3 enemy types
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Character level up & one skill tree or a few upgrade paths
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About 5-10 missions/quests to give players enough content
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RPG-style UI inventory + character stats
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Basic soundtrack and sound effects
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Simple story or lore text (no heavy voiceovers)
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Save system (local) and maybe leaderboards
Simplify or postpone:
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Full voice acting
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Multiplayer or real-time PvP
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Huge number of enemy types or very complicated AI
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Massive number of levels/worlds or map traversal
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Heavy 3D visuals with highly detailed models and textures
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Cross-platform launch initially
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Complex backend/server infrastructure
Timeline Estimate
Here’s an approximate timeline for a $10-20k MysticLegends-style project (small team or freelancer setup):
Phase | Duration |
---|---|
Pre-Production & Game Design | 2-3 weeks |
Art & Asset Creation | 3-5 weeks |
Programming & Core Mechanics | 4-6 weeks |
Sound & Music Integration | 1-2 weeks |
UI/UX + Menus + Inventory | 1-2 weeks |
Testing, Polishing, Bug Fixing | 1-2 weeks |
Publishing & Launch Prep | 1 week |
Total Time: ~ 3-4 months
Team Structure
To do this on a budget, you’ll likely need a lean team:
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1 Game Designer (could double as project manager)
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1 Programmer/Developer
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1 Artist (2D or low-poly 3D)
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Sound Designer (or use purchased/licensed effects)
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QA/Tester (maybe contractor or part-time)
You may hire freelancers or outsource parts to reduce costs, especially for art, sound, or UI design.
Region-Based Cost Differences
Using developers/artists from regions with lower hourly rates (South Asia, Southeast Asia) helps a lot. For example:
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Developer/artist rates can be $20-$40/hr in those regions vs. $80-$150 in the US/Europe.
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Using remote or freelance teams reduces overhead.
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Tools/assets purchased globally may cost the same, so local labor savings help, but not all costs can be reduced.
Risk & Contingency Planning
Even with careful budgeting, risks remain:
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Underestimating time for polish and bug fixing
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Features getting added (“scope creep”)
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Device compatibility issues (especially Android fragmentation)
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Performance problems on lower-end devices
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Delays in art or asset delivery
Include at least 5-10% of the budget as a buffer for such risks.
FAQs
1. Is $10,000–$20,000 enough to build a fantasy RPG mobile game?
Yes—for a light version. With simplified graphics, limited levels, core mechanics only, a local save system, and minimizing complex features, you can build a playable, compelling game in that range.
2. What kind of graphics should I choose? 2D or 3D?
2D (or stylized low-poly 3D) is safer for this budget. 3D with high detail tends to push cost up.
3. Do I need backend or online features?
Not for the first version. Local saving and simple leaderboards (if needed) are sufficient. Online multiplayer or real-time features can come later.
4. How can I find cheaper art or sound assets?
Use asset stores (Unity Asset Store, itch.io, etc.), royalty-free music & sound effect libraries, or hire freelancers in lower-cost regions.
5. What platform should I launch on first? Android or iOS?
Usually Android first, because of lower publishing fees and quicker market entry. Once you have a version, you can port to iOS.
6. How do I market with a low budget?
Focus on social media teasers, influencer outreach, ASO (App Store Optimization), small video clips, maybe a soft launch or community building.
Summary / Conclusion
A game like Mystic Legends—with its fantasy, RPG mechanics, quests, and character progression—can absolutely be built with $10,000 to $20,000 USD if you plan carefully and limit scope.
He is a SaaS-focused writer and the author of Xsone Consultants, sharing insights on digital transformation, cloud solutions, and the evolving SaaS landscape.