3D gameMobile multiplayer FPSOriginal by Activision, TiMi Studio Group

Call of Duty: Mobile brings console-quality FPS feel to the touchscreen. Small, fast maps, instant respawns, scorestreak rewards and deep weapon customisation make every match short but intense. Players level up weapons, unlock attachments and build their own loadouts in every match; that sense of progression makes even a lost match worthwhile.

The real work in a similar game is aiming and movement that feel good on mobile: an auto-fire option, aim assist and a customisable HUD. Alongside that you need server-authoritative netcode, modes such as team deathmatch and domination, a weapon and attachment progression system, matchmaking and anti-cheat. A battle royale mode is a separate and much bigger project and should stay out of the first release.

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#) or Unreal Engine 5 mobile profile; Mixamo/custom mocap cleanup for animationPhoton Fusion or custom authoritative server + PlayFab (inventory, progression, matchmaking) + Firebase Analytics
How to Make a Game Like Call of Duty: Mobile
How to Make a Game Like Call of Duty: Mobile

Why Call of Duty: Mobile works: the core loop

Choose a loadout → jump into a short team match → gain the edge with scorestreaks → earn weapon XP and unlock attachments → next match
Systems you need to build a game like Call of Duty: Mobile
Why Call of Duty: Mobile works: the core loop

Systems you need to build a game like Call of Duty: Mobile

Mobile aiming and controls

Virtual joystick, customisable button layout, auto/manual fire, aim assist and gyroscope support.

Weapon and attachment progression

A level for every weapon; stat effects of muzzles, scopes and magazines, plus balance tables.

Scorestreaks and perks

Rewards such as air support and radar unlocked by consecutive kills, plus class perks that set the pace.

Multiplayer modes

Short modes such as team deathmatch, domination and search and destroy, with a map rotation.

Server-authoritative netcode and lag compensation

Rewind-based hit validation so hits stay fair in fast-paced fights.

Seasons and battle pass

Seasonal themes, new weapons and maps, and free and premium reward tracks.

What goes into the first version, what comes later

First version (soft launch)

  • Two or three small multiplayer maps
  • Team deathmatch and one objective-based mode
  • Limited weapon set and basic attachment progression
  • Mobile control settings and aim assist
  • Basic matchmaking, cosmetics store and a first battle pass

Later updates

  • Battle royale mode (a separate, large work package)
  • Ranked league and clan system
  • Zombies/PvE co-op modes
  • Gamepad support and tablet optimisation

The hard parts of this genre

Aim feel on a touchscreen

An FPS lives or dies by aim feel; acceleration curves, assist strength and sensitivity settings need extensive player testing.

Network fairness at high pace

On small maps seconds matter; badly tuned lag compensation brings a flood of “I got shot behind cover” complaints.

Weapon balance

Many weapon and attachment combinations create a meta; balancing without telemetry is impossible.

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

The healthiest model in mobile FPS is cosmetic and season-driven: battle pass, weapon camos and blueprints, character bundles and time-limited lucky draw events. Selling stat advantages quickly drives away a competitive community, which is why attachments should be unlocked through play. New content at the start of each season is when spending peaks.

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 Call of Duty: Mobile

Most people searching “make a game like call of duty mobile” 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 Call of Duty: Mobile” 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 Call of Duty Mobile?

A mobile FPS MVP with a few maps and two modes can be built by an experienced team in somewhere between a few months and a year. Adding a battle royale mode extends that significantly.

Are there copyright issues?

Mechanics such as team-based FPS and scorestreaks are generally free to use. The name, logo, characters, map layouts, weapon art and sounds cannot be copied. This is general information, not legal advice.

Can I use real gun names?

Real firearm brands and model names can raise trademark issues; many productions use fictional names. Consult a lawyer for a definitive answer.

What should I look for in a studio that builds mobile FPS games?

Review their touch-control testing, real-time netcode experience and performance reports across devices. Working from a playable prototype reduces risk.

Costs of similar games

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