3D gameMobile 4X strategy and hero RPGOriginal by IGG

Lords Mobile combines mobile 4X strategy with a hero-collecting RPG. Players upgrade their castle, train troops, gather resources and attack other players with their guild on a huge kingdom map. On the side, hero stages and hero upgrades offer a separate PvE loop. Guild members helping each other, joint battles and rivalry with other guilds turn the game into a long-running social experience.

A similar game needs castle and building timers, a large-scale kingdom map, army marches, a guild system, a hero RPG mode and intensive LiveOps. A realistic MVP has to narrow the scope: one kingdom map, 10–12 building types, four troop types, 15–20 heroes and a PvE stage mode. This genre cannot survive after launch without daily event and offer management.

First playable version (MVP)€44,500 – €62,50012–17 weeks · excl. VAT
Full scope€98,500 – €143,00021–29 weeks · 5-person team
Recommended techUnity (C#) mobile-optimized URP; 3D building and troop models, tiled loading and LOD for large mapsCustom game server (Go/Java/C#) + PostgreSQL + Redis; timer and queue service, per-kingdom sharding, PlayFab or custom panel for LiveOps
How to Make a Game Like Lords Mobile
How to Make a Game Like Lords Mobile

Why Lords Mobile works: the core loop

Upgrade buildings and train troops → gather resources and clear hero stages → attack shared targets with your guild → rise in the kingdom with loot and power → join events and guild wars
Systems you need to build a game like Lords Mobile
Why Lords Mobile works: the core loop

Systems you need to build a game like Lords Mobile

Castle and building timers

Building upgrade times, resource production, speed-ups and guild help to shorten timers. The main progression and revenue system of the genre.

Kingdom map and army marches

A world shared by thousands of players, full of resource tiles and monsters; timed marches and battle reports.

Troop types and combat resolution

Troop types such as infantry, archers, cavalry and siege, counter relationships and server-side combat resolution.

Guilds, help and rally attacks

Creating guilds, help between members, joint rally attacks, guild gifts and guild technologies.

Hero RPG mode

Hero collection, gear, star upgrades and PvE stages. Offers a daily goal independent of the 4X loop.

LiveOps event and offer engine

Scheduled events, cross-kingdom competitions, personalised bundles and remote configuration.

What goes into the first version, what comes later

First version (soft launch)

  • One kingdom map and 10–12 building types
  • 4 troop types, army marches and battle reports
  • Guilds, guild help and rally attacks
  • 15–20 heroes and a PvE stage mode
  • Basic event calendar, offer store and analytics

Later updates

  • Cross-kingdom wars and a migration system
  • Guild fortresses and territory sieges
  • New hero modes and monster hunt events
  • PC client and cross-device accounts

The hard parts of this genre

Large map and concurrent marches

Managing thousands of army movements, battles and gathering consistently on one map requires timers and event queues that scale.

Economy and offer balance

Revenue in this genre comes from a small number of big spenders. If offers are too aggressive, free players leave, the kingdom empties and spenders are left with no rivals.

Kingdom lifecycle

Old kingdoms empty out over time and new ones start unbalanced. Kingdom merges and migration systems must be planned from the start.

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 378 person-days for the full scope and 170 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

Free-to-play with speed-ups, resource bundles, hero and VIP levels, a monthly card and personalised offers is the standard here. Limited bundles tied to the event calendar make up most of the revenue. For a healthy kingdom in the long run, free players also need to be able to progress meaningfully.

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 Lords Mobile

Most people searching “make a game like lords 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 Lords 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 Lords Mobile?

A soft launch build with one kingdom map and a limited set of buildings and heroes is a long but achievable project for an experienced team. Post-launch LiveOps takes at least as much effort as development.

Will I run into copyright issues?

4X mechanics such as castle building, army marches and guild wars are generally free to use. Characters, names, art, UI layout and audio cannot be copied. This is not legal advice.

What is the hardest part of games like this?

Technically, scaling the large map and timers; commercially, balancing user acquisition cost against player lifetime value. Both require analytics set up early.

What should I look for in a studio to build a 4X strategy game?

Look for a team experienced in server-side timer architecture, LiveOps and economy design. A studio that can explain its plan for opening and merging kingdoms truly knows this genre.

Costs of similar games

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