2D gameClicker and idle (incremental) gameOriginal by Orteil

Cookie Clicker starts with clicking a giant cookie and soon becomes an exponentially growing economy of grandmas, farms and factories baking cookies for you. Numbers reaching absurd sizes, every purchase visibly boosting output, and a sprinkling of absurd humour hook players into a one-more-upgrade loop. The prestige mechanic, meanwhile, turns starting over into a reward.

For a similar game, the real work is economy design: exponential cost curves, producer and upgrade tiers, synergy bonuses and a prestige formula. Technically, you need a number library that handles huge values without losing precision, offline earnings calculation and reliable saves. Surprise layers such as achievements, random golden cookies and mini-systems drive long-term retention.

First playable version (MVP)€16,500 – €23,5006–9 weeks · excl. VAT
Full scope€36,500 – €53,00010–14 weeks · 4-person team
Recommended techJavaScript/TypeScript (HTML5 Canvas) for web or Unity 2D / Godot 4, break_infinity-like big number libraryFirebase Analytics + Remote Config, optional cloud save
How to Make a Game Like Cookie Clicker
How to Make a Game Like Cookie Clicker

Why Cookie Clicker works: the core loop

Click to bake cookies → buy producers and upgrades → multiply cookies per second → prestige to reset and grow faster with a permanent bonus
Systems you need to build a game like Cookie Clicker
Why Cookie Clicker works: the core loop

Systems you need to build a game like Cookie Clicker

Big number engine

A number library that stores huge values as mantissa and exponent, adds and multiplies quickly and displays them in abbreviated form.

Producers and cost curve

A data-driven economy core where each producer type is defined by base price, growth factor and output per second.

Upgrades and synergies

Multipliers unlocked at certain producer counts and bonuses that link different producers together.

Prestige system

A second layer that grants permanent currency based on total output, resets the game and opens a new upgrade tree.

Offline earnings and saves

A system that calculates resources produced while the game was closed and protects the save file against corruption.

Surprises and achievements

Curiosity-driving layers such as randomly appearing bonus objects, hidden achievements and a humorous news ticker.

What goes into the first version, what comes later

First version (soft launch)

  • Click and production loop with big number support
  • Around ten producer types and cost curves
  • Basic upgrades and achievements
  • Offline earnings and local saves
  • First version of the prestige system

Later updates

  • Mini-game buildings and extra economic layers
  • Seasonal events and themed upgrades
  • Cloud saves and cross-platform progress
  • Rewarded-ad boosts for the mobile version

The hard parts of this genre

Economy balance

With exponential growth, one wrong coefficient either finishes the game in hours or slams players into a waiting wall; spreadsheet and simulation testing are essential.

Prestige timing

Resetting should become attractive exactly when the player feels progress slowing; if the reward is too low or too high, the loop breaks.

Long-term curiosity

Pure number growth eventually loses meaning; new mechanics, hidden content and humour must keep the urge to explore alive.

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

Clicker games can work with premium pricing, ads and IAP. On mobile, rewarded ads that temporarily multiply output and purchases of permanent multipliers are the most effective methods. On PC, a one-off price and cosmetic DLC fit better; purchases must never make the economy meaningless.

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 Cookie Clicker

Most people searching “make a game like cookie clicker” 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 Cookie Clicker” 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 Cookie Clicker?

The basic click-and-producer loop can be set up very quickly. A version people play for the long haul, with a balanced economy, a prestige layer and enough content, takes a few months of design and testing.

Does a game similar to Cookie Clicker raise copyright issues?

Clicker and idle mechanics are generally free to use. The name, identical cookie-themed art, text, humorous content and sound cannot be copied, though. This is not legal advice.

Should I publish on web or mobile?

A browser version reaches players fast and is easy to test. A mobile version offers a more sustainable revenue model through notifications, offline earnings and ad revenue.

What should I look for in a studio to build a game like Cookie Clicker?

Ask about the studio's approach to economy design and simulation spreadsheets. Also assess their experience with big-number performance and save security.

Costs of similar games

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