3D gameShort-match team arena hero shooterOriginal by Supercell

Brawl Stars packs multiplayer competition into matches of a few minutes and two-thumb controls. Every character has its own attack, super ability and playstyle; thanks to rotating modes such as gem grabbing, ball games and survival, the same character plays a different role on different maps. Trophy progression and the goal of unlocking new characters make every short session meaningful.

Making a similar game requires a readable, colourful camera angle, low-latency real-time networking on mobile, a character roster and balance infrastructure. Each character needs layers such as attack, super and star power; small maps designed with bushes, walls and destructible cover; plus mode rotation, a trophy road and a seasonal pass. As the roster grows, balance and art work grow exponentially.

First playable version (MVP)€57,000 – €80,00015–21 weeks · excl. VAT
Full scope€126,500 – €183,50026–36 weeks · 5-person team
Recommended techUnity URP (C#), scene and animation optimized for a fixed top-down cameraCustom authoritative server or Photon Fusion/Quantum (deterministic) + Nakama/PlayFab (inventory, clubs, matchmaking)
How to Make a Game Like Brawl Stars
How to Make a Game Like Brawl Stars

Why Brawl Stars works: the core loop

Pick a brawler → enter one of the rotating modes → short team match → earn trophies and rewards → upgrade or unlock new characters
Systems you need to build a game like Brawl Stars
Why Brawl Stars works: the core loop

Systems you need to build a game like Brawl Stars

Character kit

Main attack, a charging super ability and extra powers unlocked later; every character needs a clear role.

Twin-stick controls and aiming

Two virtual sticks for movement and aim, an auto-aim option and a shot preview line.

Mode and map rotation

Short modes with different objectives, timed map rotation and potential for a community map maker.

Real-time mobile netcode

Server-authoritative simulation, client prediction and a game state that stays readable even on bad connections.

Trophy road and character progression

Rewards unlocked by trophy count, character levels and upgrade materials.

Clubs and social systems

Club chat, teaming up with friends, shared events and quick messages.

What goes into the first version, what comes later

First version (soft launch)

  • A limited roster from different roles
  • Two or three short modes and a small map pool
  • Server-authoritative real-time netcode with bot backfill
  • Trophy road and character upgrades
  • Cosmetics store and a first season pass

Later updates

  • New characters and extra ability layers
  • Ranked mode and club league
  • Map maker and community maps
  • Special events, boss modes and collaborations

The hard parts of this genre

Character balance

Every new character shifts the meta; balance needs detailed telemetry and fast patch infrastructure.

Mobile network conditions

Latency and packet loss are common on cellular connections; the game must feel fair even then.

Constant content demand

Players expect regular new characters, modes and cosmetics; the content pipeline must be planned from the start.

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 486 person-days for the full scope and 219 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

Revenue comes from the season pass, character and skin sales, premium currency packs and time-limited offers. Letting characters be unlocked through play and keeping upgrades reasonably priced protects the sense of fair competition. Direct sales and visible progression paths instead of chance-based boxes are a safer choice in today's regulatory climate.

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–

Calculated instantly from your choices, excl. VAT. A fixed written quote follows a free scoping call within 24 hours.

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Choosing a game development company for a game like Brawl Stars

Most people searching “make a game like brawl stars” 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 Brawl Stars” 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 Brawl Stars?

An MVP with a few characters and two or three modes can be built by an experienced team in somewhere between a few months and a year. As the roster grows, art and balance work extend the timeline.

Are there copyright issues?

The short-match team arena mechanic is generally free to use, but the name, character designs, mode names, UI art and sounds cannot be copied. This is general information, not legal advice.

Can a small team make this kind of game?

It is possible if scope stays narrow, but an experienced network programmer is essential for real-time networking and balance work. Keeping the roster small and quality high is the better strategy.

What should I look for in a studio that builds games like Brawl Stars?

Check whether they have launched a real-time mobile multiplayer game, how they test under poor network conditions and their LiveOps experience.

Costs of similar games

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