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How Much
Does It Cost to Create a Mobile Game Like War Clash
Developing a mobile game like War Clash—a real-time strategy
(RTS) title with base building, heroes, and tactical

Developing a mobile game like War Clash—a real-time strategy (RTS) title with base building, heroes, and tactical combat—demands a strategic mix of creativity, technical expertise, and budgeting discipline. While top-tier studios may spend hundreds of thousands on large RTS games, it’s absolutely possible to create a simplified yet engaging version within a $10,000–$20,000 USD budget.
This guide breaks down every cost factor, from game design and artwork to development, testing, and publishing. You’ll learn what features to include, how to save costs, and what kind of returns a Clash of Clans-style game can bring.
Understanding War Clash: What Type of Game Are You Building?
Before estimating costs, it’s essential to understand what defines War Clash and which of its features you can realistically replicate.
War Clash is a mobile real-time strategy game where players build bases, train units, control heroes, and engage in competitive PvP battles. The gameplay focuses on strategic resource management, faction wars, and tactical decision-making.
Core Gameplay Features in War Clash
To create a similar game, your MVP (minimum viable product) should include:
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Base building and defence systems—players can construct and upgrade structures.
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Hero and unit management—unique factions and character combinations.
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PvP (Player vs Player) modes—1v1 or 2v2 modes with ranking or leaderboards.
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Resource control—gather resources, upgrade buildings, and train troops.
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Tactical combat and map strategy—managing troops and base layout.
These mechanics form the foundation of a strategy game like War Clash. However, to fit within the $10k–$20k budget, the scope must be streamlined.
Major Cost Drivers in RTS Mobile Game Development
The total cost to create a mobile game like War Clash depends heavily on complexity, quality, and development approach. Below are the most influential factors:
Factor | Impact on Cost |
---|---|
Number of PvP modes & matchmaking logic | More modes increase development and testing hours. |
Hero/unit variety & upgrade depth | More models and animations = higher cost. |
Graphics & art style | 3D or high-fidelity graphics cost significantly more than stylised 2D or low-poly visuals. |
Backend infrastructure | Online PvP, leaderboards, or cloud saves add both development and hosting costs. |
Sound & music quality | Original compositions cost more than royalty-free assets. |
Testing & QA | Multi-device and OS testing takes extra time. |
Team region & experience | Rates differ drastically—$25/hr in South Asia vs. $100/hr in the US. |
For small studios or indie developers, these factors must be balanced carefully to stay within budget.
Estimated Cost to Create a Clash of War-Style Game ($10,000–$20,000)
Within this budget, you can build a scaled-down RTS game that captures the essence of War Clash but with limited scope.
Here’s a sample breakdown:
Component | Estimated Cost (USD) | Description |
---|---|---|
Game Design & Pre-Production | $1,000–$2,000 | Planning gameplay mechanics, storyboards, UI mockups, and documentation. |
Art & Visual Design | $2,000–$4,000 | Creating 2D or low-poly 3D assets, maps, UI icons, and base structures. |
Programming & Core Mechanics | $3,000–$6,000 | Coding combat, AI, resource management, matchmaking, and base logic. |
Sound & Music | $500–$1,000 | Integrating music and effects (can use licensed packs). |
UI/UX Development | $800–$1,200 | Menus, health bars, inventory, and intuitive layouts. |
Backend & Leaderboards | $800–$1,500 | Basic cloud or local leaderboard and PvP matchmaking setup. |
Testing & QA | $800–$1,200 | Bug fixing and optimisation for Android/iOS. |
Publishing & Marketing | $500–$1,000 | App store fees, ASO, icons, screenshots, and trailers. |
Contingency/Updates | $500–$1,000 | Post-launch fixes, small content updates. |
Total Estimated Cost: $10,000–$20,000 USD
This range allows you to create a playable, monetisable, and scalable game with future expansion potential.
What Features to Include (and Exclude) in a $10k–$20k Version
To fit within a limited budget, focus on the essentials and postpone advanced features.
✅ Must-Have Features
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1v1 PvP or offline AI combat
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5–10 building types
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2–4 hero/unit classes
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Simple upgrade tree
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Local save system
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One or two maps
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Basic resource and energy mechanics
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Sound and background music
❌ Optional Features to Postpone
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Full 3v3 or 4v4 PvP matchmaking
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Cinematic story campaigns
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Voice acting and cutscenes
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Multiple factions or races
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Advanced physics or complex AI
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Cross-platform (Android + iOS + Web)
By focusing on core gameplay and replayability, you can deliver a high-quality experience within your financial limits.
Development Timeline
A small team can build a Clash of Clans-style game in about 3–4 months if the scope is limited.
Phase | Duration | Activities |
---|---|---|
Pre-Production | 2–3 weeks | Game design, wireframes, core loop definition |
Art & Asset Creation | 3–4 weeks | Environments, units, UI elements |
Programming & Integration | 4–6 weeks | Core gameplay coding, logic, AI, resource system |
Sound & UI Integration | 1–2 weeks | Add music, effects, menus |
Testing & QA | 1–2 weeks | Debugging, optimization |
Launch & Marketing | 1 week | App Store Optimization, publishing |
Recommended Team Structure
A lean, multi-skilled team is ideal for this project:
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🎮 Game Designer / Producer – Creates the core vision and manages workflow.
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👨💻 Unity Developer / Programmer – Handles coding, mechanics, and integrations.
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🎨 2D/3D Artist – Designs characters, buildings, and environments.
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🧠 UI/UX Designer – Develops player interface and experience flow.
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🎧 Sound Engineer – Adds background music and effects.
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🧪 QA Tester – Ensures stable gameplay and bug fixes.
Outsourcing art, sound, or QA to cost-effective regions (e.g., South Asia) helps maximise output within budget.
How to Reduce Development Cost Without Sacrificing Quality
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Use Pre-Made Assets: Leverage the Unity Asset Store or OpenGameArt for affordable hero models, environments, and UI kits.
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Focus on Android First: Launch on Android initially to save on iOS development fees and optimisation.
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Adopt Low-Poly or Stylised Art: This style is popular and cheaper to produce than detailed 3D.
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Use Freelancers or Remote Teams: Hire skilled professionals from cost-efficient regions.
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Start with a single map or mode: add more via updates after launch.
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Opt for Royalty-Free Music: Sites like Epidemic Sound and Mixkit offer affordable options.
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Plan Updates Post-Launch: Release with an MVP, then add new heroes or features later.
These choices keep your costs around the $15,000 mark without compromising user experience.
Expected ROI and Monetization Opportunities
Even low-budget RTS games can earn steady revenue if marketed strategically.
Common monetization models:
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In-app purchases: Unlock heroes, skins, or boosts.
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Ads: Rewarded videos or interstitial ads.
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Premium version: Paid app with bonus content.
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Seasonal passes: Keeps players engaged with recurring rewards.
With consistent user engagement, an indie RTS game can recover its cost and become profitable within 6–12 months.
Region-Based Cost Comparison
Region | Average Developer Rate/hr | Estimated Total Cost (USD) |
---|---|---|
USA / Canada | $100–$150 | $50,000+ |
Europe | $70–$120 | $30,000–$50,000 |
Eastern Europe | $30–$60 | $15,000–$25,000 |
South Asia (India, Pakistan) | $15–$40 | $10,000–$20,000 |
Thus, hiring from South Asia allows you to achieve near-professional quality within the targeted budget.
FAQs About War Clash-Style Game Development
1. Can I really make a Clash of War-type game for $10,000–$20,000?
Yes, if you prioritise essential features, use pre-built assets, and hire a small, experienced team.
2. Which game engine is best?
Unity is ideal for RTS games with multi-platform support. Godot is suitable for lighter 2D or low-poly versions.
3. How long will it take?
Typically 3–4 months for an MVP (Minimum Viable Product), depending on team experience and feature scope.
4. Is it possible to add multiplayer later?
Yes. You can start with local AI or limited online play, then integrate full PvP modes post-launch.
5. What’s the biggest expense in development?
Programming, art, and testing consume the most time and budget.
6. How can I market the game on a small budget?
Focus on social media, gaming forums, influencer collaborations, and App Store Optimisation (ASO) to gain organic downloads.
Conclusion
Building a mobile game like War Clash on a $10,000–$20,000 budget is absolutely achievable when done strategically. By focusing on core mechanics, leveraging affordable tools, and working with an efficient remote team, you can launch a fun, engaging, and visually appealing RTS game without overspending.
Keep your first release simple—then refine, update, and expand based on player feedback. With good gameplay, optimised monetisation, and consistent updates, your War Clash-inspired game could evolve into a profitable and long-lived title in the mobile strategy gaming world.
He is a SaaS-focused writer and the author of Xsone Consultants, sharing insights on digital transformation, cloud solutions, and the evolving SaaS landscape.