3D gameHero-based squad battle royaleOriginal by Respawn Entertainment, Electronic Arts
What sets Apex Legends apart is adding hero abilities and fluid movement to the battle royale formula. Sliding, climbing and ziplines turn the map into a playground, and every Legend brings a different role to the squad. The ping system enables team coordination even without voice chat. Because players feel they are improving both their aim and their understanding of team roles, the "one more round" pull after each match is strong.
For a similar game, scope must be cut honestly from day one: a full-size map, dozens of Legends and crowded lobbies are not a job for a small team. The first release should target one compact map, a small number of trios and a handful of heroes. Even so, server-authoritative movement and hit validation, an ability cooldown framework, a contextual ping system, matchmaking and anti-cheat are mandatory, and movement feel takes months of fine-tuning.

Why Apex Legends works: the core loop

Systems you need to build a game like Apex Legends
Hero ability framework
Passive, tactical and ultimate abilities; cooldowns, interaction rules and data-driven balance tables.
Fluid movement controller
Sliding, climbing, ziplines and jump pads; physics that is consistent with the server, predictable and satisfying.
Contextual ping system
One-button marking of enemies, items and destinations; non-verbal communication with automatic voice lines.
Squad and revive mechanics
Getting downed, reviving, and collecting a fallen teammate's banner to respawn them at beacons.
Loot and armour tiers
Colour-coded rarity, attachment compatibility and armour that levels up with damage; remotely tunable loot distribution.
Matchmaking and server management
Squad-based queues, skill-based matchmaking, automatic spin-up and shutdown of match servers, and region selection.
What goes into the first version, what comes later
First version (soft launch)
- One scaled-down map with a small number of trios
- 4–6 starting heroes in different roles
- A limited weapon set and basic attachment system
- Ping system, revives and respawns
- Basic matchmaking, anti-cheat and a cosmetic store
Later updates
- New heroes and a second map
- Ranked mode and a seasonal battle pass
- Arena / short-match alternative modes
- Console version and cross-play
The hard parts of this genre
Movement feel and network consistency
Fast slides and climbs can cause visible stutter between client prediction and server correction; netcode and movement must be designed together.
Hero balance
Every new ability creates thousands of interactions; without telemetry, one hero dominating match results is inevitable.
Server costs
Every match needs its own server process; as the player base grows, the infrastructure bill becomes the biggest cost line.
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 803 person-days for the full scope and 361 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
Free-to-play with cosmetic sales is the standard in this genre. A seasonal battle pass, hero and weapon skins, finisher animations and limited-time collection events are the main revenue sources. Letting heroes also be unlocked with in-game currency protects the perception of fairness. If loot boxes are used, odds must be shown clearly and local rules (UK, EU and US states differ) must be followed.
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.
Calculated instantly from your choices, excl. VAT. A fixed written quote follows a free scoping call within 24 hours.
Choosing a game development company for a game like Apex Legends
Most people searching “make a game like apex legends” 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 Apex Legends” 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 Apex Legends?
A game at the original scale takes big studios years. An MVP with one map, a few heroes and small lobbies can be built by an experienced team in around a year; the movement system and network testing drive the timeline most.
Will there be copyright issues?
Mechanics such as hero-based battle royale and ping systems are generally free to use. The name, Legend characters, map design, visual style and sounds cannot be copied. This is general information, not legal advice.
Which engine is the better fit?
For PC and console, Unreal Engine 5 offers an edge with built-in networking and dedicated server support. For mobile-first, Unity URP is the more flexible option.
What should I look for in a company that makes games like Apex Legends?
Check whether the company has shipped a real-time multiplayer shooter, how it estimates server costs and how it tests movement feel. Ask for a playable, load-tested prototype.





