2D gameClicker / incremental RPGOriginal by Playsaurus

Clicker Heroes turned the idea of clicking to slay monsters and hiring heroes with gold into one of the best-known forms of the incremental game genre. At first every click counts; over time heroes do the work automatically and the player focuses on strategic upgrade decisions. Resetting everything through ascension to build permanent power creates a “further next time” goal that can last for years.

A similar game needs an economy that rewards both active and idle playstyles, a zone and boss structure, hero level thresholds, ancients-style permanent upgrades via ascension and, in a later layer, a second prestige loop. For browser and Steam versions on PC, offline progress calculation, cloud save and achievements matter; on mobile, sessions are planned to be shorter.

First playable version (MVP)€16,500 – €23,5006–9 weeks · excl. VAT
Full scope€36,500 – €53,00010–14 weeks · 4-person team
Recommended techUnity 2D (C#) or Godot 4; custom number library for big numbersSteamworks (achievements, cloud save) + Firebase Analytics and Remote Config (mobile)
How to Make a Game Like Clicker Heroes
How to Make a Game Like Clicker Heroes

Why Clicker Heroes works: the core loop

Click monsters → collect gold → hire and upgrade heroes → defeat the zone boss → ascend when progress stalls → progress faster with permanent powers
Systems you need to build a game like Clicker Heroes
Why Clicker Heroes works: the core loop

Systems you need to build a game like Clicker Heroes

Click and DPS economy

A formula that balances click damage with heroes’ damage per second, rewarding active and idle playstyles separately.

Zone and boss structure

A set number of monsters per zone, a timed boss every few zones and health values that multiply as zones advance.

Hero hiring and thresholds

Upgrades that multiply each hero’s damage at level thresholds, and a decision space built around finding the most efficient investment.

Ascension and permanent powers

A prestige that resets progress and earns a permanent currency; ancient-style powers unlocked and levelled with it form the long-term strategy.

Skills and active play

Active skills with cooldowns and their combinations, which speed things up for players who click.

Achievements and cloud save

Steam/mobile achievements, cross-device saves and offline progress calculation.

What goes into the first version, what comes later

First version (soft launch)

  • Click combat, zones and bosses
  • Around ten heroes with level thresholds
  • Ascension and the first permanent powers
  • Offline progress and local saves
  • Achievements and a basic stats screen

Later updates

  • A second prestige layer and a new power tree
  • Cloud save and cross-platform progress
  • Clan or shared boss events
  • Cosmetic skins and a premium currency shop

The hard parts of this genre

Mathematical depth

In long-running incremental games, layered multipliers easily get out of balance; the designer needs to model curves with simulation and spreadsheet tools.

Active versus idle balance

If there is no fair balance between players who click and players who leave the game running, one group feels punished.

Late-game content

Players want new decision spaces beyond the numbers; without a second prestige layer and new mechanics, the late game feels repetitive.

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 139 person-days for the full scope and 62 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

On PC, a one-off purchase or free-to-play with premium currency packs fits; on mobile, rewarded ads and speed-up sales work. Permanent damage multipliers, cosmetic skins and starter packs are preferred. The incremental community is sensitive to aggressive pay-to-win; purchases should save time, not buy the game.

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)–
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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 Clicker Heroes

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

  • Can you play their released 2D 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 ads, in-app purchases and analytics set up as part of 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 Clicker Heroes” 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 Clicker Heroes?

A version with the core click, hero and ascension loop can be built in a few months by a small team. The part that really takes time is the long-term balance of the economy.

Will there be copyright issues?

Click-to-fight, hero hiring and prestige mechanics are generally free to use. The game’s name, hero and monster designs, art and text cannot be copied. This is not legal advice.

Can I make it on my own?

Incremental games are one of the genres a solo developer can take on; the code and economy can be built by one person. Still, working with an artist for appealing visuals and animation noticeably improves quality.

Which platform should I pick first?

Browser and Steam are strong channels for reaching the incremental game community, while mobile offers a wider audience and ad revenue. Starting on one based on your target audience and porting to the other is common.

Costs of similar games

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