3D gameHeavy machinery and construction simulationOriginal by astragon Entertainment

Construction Simulator offers the satisfaction of operating huge, powerful machines with fine craftsmanship. Digging out with an excavator, placing a precast element to the millimetre with a crane or pouring concrete with a pump truck is slow but deeply relaxing. Every finished site brings money and reputation, which the player spends on new machines to grow a small construction company. That sense of progress, combined with realistic machine movement, is what makes it so moreish.

The real work in a similar game is a separate control and physics model for every machine: excavator arm joints, crane cable sway, the dump truck bed and a system for digging and dumping soil. On top of that come step-by-step site jobs, material logistics, and company and fleet management. Real machine brands are a big draw in the genre but require licences; starting with fictional brands is more realistic.

First playable version (MVP)€60,000 – €84,00016–22 weeks · excl. VAT
Full scope€133,000 – €193,00020–27 weeks · 7-person team
Recommended techUnity HDRP (C#) or Unreal Engine 5 (Chaos physics); custom physics code for vehicles and hydraulicsSteam (cloud save, achievements) + Firebase Analytics for single-player; Photon Fusion or Steam Networking for co-op
How to Make a Game Like Construction Simulator
How to Make a Game Like Construction Simulator

Why Construction Simulator works: the core loop

Accept a contract → transport machines to the site → complete excavation, pouring and assembly steps → payment and reputation → new machines and bigger projects
Systems you need to build a game like Construction Simulator
Why Construction Simulator works: the core loop

Systems you need to build a game like Construction Simulator

Machine control and physics model

Joint, hydraulic and weight behaviour for vehicles such as excavators, cranes, concrete mixers and dump trucks, each with its own control scheme.

Digging and terrain deformation

Diggable ground, bucket volume, loading into trucks and dumping; a performant heightmap or voxel solution.

Step-by-step site jobs

Sequential stages such as digging foundations, formwork, pouring concrete, assembly and asphalt, with quality assessment.

Materials and logistics

Ordering materials, hauling by truck, storage and moving machines between sites.

Company and fleet management

Income and expenses, buying, renting and maintaining machines, plus staff and reputation systems.

Camera and cab view

A realistic in-cab view, an external camera and helper angles for precision work.

What goes into the first version, what comes later

First version (soft launch)

  • A small town map with a few construction sites
  • Excavator, dump truck and mobile crane
  • Excavation and simple assembly jobs
  • Basic company economy and machine purchasing
  • Cab and external camera views

Later updates

  • Co-op construction site mode
  • Large projects such as bridges, roads and high-rise buildings
  • Licensed machine brands and new vehicle packs
  • Console release with a dedicated gamepad control scheme

The hard parts of this genre

Bespoke physics per machine

Every machine has its own joint structure and behaviour; adding a new one is like building a small new game.

Diggable terrain performance

Real-time terrain deformation is expensive on large maps; it needs chunked heightmaps and smart updates.

Control complexity

Real machines have many controls; the game must offer control options that suit both beginners and experts.

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 510 person-days for the full scope and 230 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

PC and console players in this genre are used to a one-off purchase plus DLC packs with new machines, maps or projects. Licensed brand packs can be sold separately. On mobile, free download, rewarded ads to boost job rewards and cosmetic machine paint jobs make a good model.

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 Construction Simulator

Most people searching “make a game like construction simulator” 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 Construction Simulator” 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 a game like Construction Simulator take?

A single-player version with three or four machines and a small map can be built in somewhere between a few months and a year. Each new machine and a co-op mode add significantly to the timeline.

Can I use real construction machinery brands?

Real brands, logos and model names require a licensing agreement. Mechanics are free to use, but another game’s name, visuals and map design cannot be copied. This is not legal advice.

Can it be made for mobile?

Yes, mobile construction sims are possible with simplified controls and smaller maps. Terrain deformation and draw distance need to be tuned for mobile devices.

What should I look for when choosing a simulation developer?

Look at their experience with vehicle and hydraulic physics, performance optimisation in large open scenes and examples of control design. A playable single-machine prototype is the right starting point.

Costs of similar games

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