3D gameVoxel endless hopper arcade gameOriginal by Hipster Whale

Crossy Road turns the old Frogger idea into an endless, one-tap mobile game with voxel art. As a chicken or another cute character, you try to cross roads, rivers and railway tracks; a tap means a step forward, a swipe means a step to the side. Short runs, funny deaths and each character’s unique world keep triggering the “just one more go” urge, while the collection adds a long-term goal.

A similar game needs a procedural world that generates lane types (road, river, rail, grass), precise grid-based movement, vehicle and log timings, camera pressure that stops players from lingering and a character collection. Building a dedicated theme, sound set and environment for each character creates content variety. Voxel art is fast and consistent to produce, but keeping such a simple-looking style appealing takes a strong colour and animation language.

First playable version (MVP)€22,000 – €31,0008–11 weeks · excl. VAT
Full scope€48,500 – €70,50013–18 weeks · 4-person team
Recommended techUnity URP (C#), voxel modeling with MagicaVoxel, object poolingFirebase Analytics + Remote Config, Game Center / Google Play Games leaderboards
How to Make a Game Like Crossy Road
How to Make a Game Like Crossy Road

Why Crossy Road works: the core loop

Tap to hop forward → dodge cars, rivers and trains → collect coins → see your score when you die → spend coins on a new character → play again
Systems you need to build a game like Crossy Road
Why Crossy Road works: the core loop

Systems you need to build a game like Crossy Road

Grid-based hop controls

Tap to move forward, swipe to step sideways or back; an input buffer and a satisfying hop animation.

Procedural lane generation

A generator that orders road, river, rail and grass lanes along the difficulty curve and prevents impossible combinations.

Traffic and timing

Vehicle speeds, moving logs and lily pads, train warning lights: hazards that are predictable but tense.

Forward pressure

A camera or threat that catches the character if the player waits too long, keeping runs lively and short.

Character collection and prize machine

A machine that draws random characters with collected coins, secret characters and a unique theme for each one.

Rewards and gift flow

Free gifts at set intervals and the option to earn coins via rewarded ads.

What goes into the first version, what comes later

First version (soft launch)

  • Hop controls and endless lane generation
  • Road, river and rail hazards
  • Around ten characters and the prize machine
  • Rewarded ads and timed gifts
  • Leaderboard and basic analytics

Later updates

  • Themed character sets and special worlds
  • Local or online multiplayer mode
  • Seasonal event characters
  • Console and PC versions

The hard parts of this genre

Fair procedural generation

Random lane sequences can occasionally create impassable situations; rules that guarantee every lane can be crossed are essential.

Control precision

Confusing taps with swipes, or delayed responses, make deaths feel unfair; input detection must be tested meticulously.

Originality within simplicity

The core mechanic is very easy to copy; without characters, humour and thematic variety, the risk of being seen as a clone is high.

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 186 person-days for the full scope and 84 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

In this style of game, rewarded ads that let players choose to earn coins are the main revenue source. Direct character sales and character packs, an ad-free pack and optional purchases round it out. Keeping interstitials limited and leaving the choice to watch ads to the player is well received in this genre.

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 Crossy Road

Most people searching “make a game like crossy road” 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 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 Crossy Road” 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 Crossy Road?

A version with the core hop, lane generation and character collection can be built by a small team in anywhere from a few weeks to a few months. The number of characters and themes sets the timeline.

Will there be copyright issues?

Road-crossing and endless hopping mechanics are generally free to use, and voxel art is a style. The game’s name, character designs, sounds and original art cannot be copied. This is not legal advice.

Can I make it on my own?

Yes. Its small scope suits a solo developer or a two-person team, and voxel modelling is a relatively easy art style to learn.

How is it different from a hyper-casual game?

The controls are similarly simple, but character collection and thematic variety keep players around much longer. That is why both ad and purchase revenue work in balance.

Costs of similar games

← All 530 game development costs