Tools

Budget distribution for similar games

q50 · MEDIAN
$80.6K
$80,615
q30 · LOW
$44.5K
30% cost less
q70 · HIGH
$158K
70% cost less

Full distribution of what comparable games actually cost

Reality check with your envisioned budget

Type your number. Supports $50M, 240k, 1.5B.

$
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What's driving the number

Each feature's multiplicative effect on the median estimate, sorted by magnitude. Bars are clipped at ±2× for legibility.

  • Core team size 4 ×2.92
  • Game length 10h ×1.95
  • Self-published yes ÷1.30
  • Release year 2027 ÷1.27
  • Multiplayer yes ×1.19
  • Subtitle languages 8 ×1.04
  • Managers / leads 0 ×1.00
  • 2D/3D 3D ×1.00
  • Engine Unity ×1.00
  • Audio languages 0 ×1.00
  • Co-development no ×1.00

Methodology

We gathered hundreds of real game budgets. Some come from public sources (press coverage, developer post-mortems, conference talks, web archives and court filings), others were shared with us privately, under NDA. We converted every budget to US dollars and adjusted it for inflation, so a 2010 game can be compared with a 2024 one.

We then trained a machine-learning model to predict those budgets from what can be observed about a game. That includes the size, roles and experience of the team listed in its credits, the studio's and publisher's track record, the game's install size, launch price, platforms, languages and early sales. It also uses design markers like multiplayer or 2D. We checked the result on games the model had never seen.

We then ran that model across ~100k Steam games to build a much larger catalog of estimated budgets. This tool doesn't query the ML model directly, it queries a simpler, faster stand-in model fit on that catalog. For each input, it returns nine estimates: the typical budget (median) plus eight other levels, from q10 (the cheaper end of comparable games) up to q90 (the more expensive end). The gap between them tells you how varied budgets are among games that look like yours.

Full method on our Production Modeling page →

  • Budgets for hundreds of released games
  • Budget estimates for 100K+ games on Steam
  • 9 levels of estimates (q10-q90)

Q&A

How does this tool work? ▸
A quantile regression model trained on a curated panel of games of all scopes returns a full distribution (q10 through q90) given your inputs. Coefficients are fit independently at each quantile, then aggregated to a predicted distribution.
What data is the model trained on? ▸
200+ published games released between 2014 and 2025. For each, we collected scope and team features (tags, 2D/3D, solo/multi, publishing model, team size, length, engine, localization, etc) and their development budget. Budget figures come from press reports, post-mortems, court filings, and private disclosures we can't name.
When are predictions less reliable? ▸
Here are few known limits of our predictions: (i) Niche engines (Godot, GameMaker) have small samples. (ii) Large AAA productions are statistical outliers by nature, and outliers are hard to predict. (iii) IP licensing costs are invisible to the model. (iv) Country-specific labor costs are not taken into account yet: a version of the model that uses our salary data is in development.
Why a distribution instead of a single number? ▸
Two studios making similar games rarely spend the same amount. Salary bands, location, process maturity, crunch tolerance, outsourcing strategy; all of those are invisible to us (for now, as we are working on the location and salary topics), and any of them can swing the budget significantly. A single-number estimate would feel reassuring but lie about its precision. The distribution surfaces that real-world variance more honestly.

Like what we do? Support us

This tool is free. Help us keep it free by sharing some data about the games you work or have worked on.

The first 60 contributors get 10% off for life on all our future SaaS tools. We're working on tools offering the deepest benchmark of the gaming market (it will even cover profitability), a way to set the optimal price to maximize your revenue, and much more.

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