3D gameIsland colony and economy-focused city builderOriginal by Ubisoft Blue Byte

The Anno series is built on the pleasure of turning a settlement of a few huts into an island-spanning trade empire. Every population tier demands new needs; farmers are happy with fish and clothing, while upper classes expect luxury goods from complex production chains. The right settlement layout, efficient chains and trade routes run by ships give players hours of satisfying optimisation.

A similar game rests on multi-step production chains, a population that climbs tiers according to its needs, buildings with an area of influence and a warehouse and logistics system. Island exploration, ships and trade routes, AI rivals and diplomacy form the second layer. Detailed, living city visuals, UI readability and late-game performance are the most labour-intensive areas of the project.

First playable version (MVP)€70,500 – €99,00015–21 weeks · excl. VAT
Full scope€156,000 – €226,50023–32 weeks · 7-person team
Recommended techUnity (C#) HDRP/URP or Unreal Engine 5; instancing for thousands of buildings and residents, data-oriented architecture for economy simulationSteamworks cloud save for single-player; deterministic lockstep and session service (Steam Networking or Photon) for multiplayer
How to Make a Game Like Anno
How to Make a Game Like Anno

Why Anno works: the core loop

Settle an island and meet basic needs → build production chains → raise the population to higher tiers → found colonies and trade routes on new islands → produce more complex goods and grow your empire
Systems you need to build a game like Anno
Why Anno works: the core loop

Systems you need to build a game like Anno

Production chains

Multi-step chains running from raw materials through intermediate goods to final products, whose ratios have to be worked out. Chain efficiency is the game's main puzzle.

Population tiers and needs

Basic and luxury needs for each tier; meeting them brings tax income and unlocks new buildings.

Area of influence and city planning

Buildings such as markets, churches and schools serving a set radius; the road network and settlement layout determine efficiency.

Island exploration and colonisation

Islands with different fertility, resources unique to each island and founding colonies in new regions.

Ships and trade routes

Routes that automatically carry goods between islands, merchant AIs and the threat of pirates. Visualising logistics is important.

Rivals, diplomacy and events

Trade, alliances or war with AI rivals; city events such as fires, plague and riots.

What goes into the first version, what comes later

First version (soft launch)

  • 6–8 islands and 3 population tiers in one region
  • 40–50 buildings and 10–12 production chains
  • Area of influence, road network and warehouse logistics
  • Shipbuilding and automated trade routes
  • Sandbox mode and 2 AI rivals

Later updates

  • A second region (new world) and inter-region trade
  • A story campaign and scenario missions
  • Naval combat and deeper diplomacy
  • Co-op and competitive multiplayer, cosmetic packs

The hard parts of this genre

Economy balance

Production ratios, consumption rates and tier requirements of dozens of chains are interlinked. Spreadsheet-based simulation and in-game statistics tools are essential.

Late-game performance

Thousands of buildings, residents and ships are simulated at once. Separating simulation from rendering and smart LOD are required.

Teaching complexity

Introducing many chains and needs without overwhelming new players requires gradual unlocks and clear UI hints.

Team, timeline and budget

The estimate is based on the genre’s core systems, content volume, multiplayer and live-ops needs plus QA and project management: about 600 person-days for the full scope and 270 person-days for the first version. Cutting scope (fewer levels, one map, fewer characters) lowers the budget directly. Store accounts, servers, audio licences and user-acquisition budget are separate items. We send a fixed written price within 24 hours after the game design document.

Monetisation

Economy-focused city builders earn through premium sales and a season pass model. DLC that adds new regions, campaigns and mechanics, plus cosmetic ornament packs, provide long-term revenue from a loyal audience. Large free updates support these sales. Selling cosmetic content without breaking the core of the game builds trust.

Estimate your game budget and get a fixed quote

Let us scope it together and send a fixed written quote within 24 hours. NDA on request; you own the source code.

Content volume
Multiplayer
LiveOps / events
Platform
First version (MVP)–
Full scope–

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Choosing a game development company for a game like Anno

Most people searching “make a game like anno” are really looking for a reliable game development company. When comparing quotes, check four things:

  • Can you play their released 3D games on your own phone?
  • Are the source code, art files and store accounts transferred to you by contract?
  • Do they build a playable prototype first and show a demo every two weeks?
  • Are multiplayer servers, anti-cheat and scaling costs written into the quote?

Copyright and originality

Game mechanics on their own are generally not protected, but names, logos, characters, art, audio and level designs are. That is why we build a game “like Anno” with your own name, art and world. This is not legal advice; we recommend a trademark search before launch.

Frequently asked questions

How long does it take to make a game like Anno?

Production chains, population tiers and trade systems require a large amount of content and balancing work. Starting with a one-region, three-tier version and growing through expansions is the most realistic route.

Will there be copyright issues?

Production chain and population need mechanics are widespread in the city-building genre and generally free to use. The Anno name, UI design, characters and visual assets cannot be copied. This is not legal advice.

Can an Anno-style game be made for mobile?

It can, but the number of chains and the density of the UI must be simplified. Because mobile sessions are short, progression can be partly supported by timers.

What should I look for when choosing a studio to build a city builder?

Experience with economy simulation, large-scale rendering optimisation and UI design is critical. Ask them to show the tools they use for balancing.

Costs of similar games

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