3D gameMobile action FPS seriesOriginal by Gameloft

The Modern Combat series was one of the first to bring the cinematic military shooter experience of consoles to phones. It combines story missions, explosive set pieces and class-based multiplayer matches with controls adapted for touch. Players progress through the story with short missions and commit to long-term goals by improving their class and weapons in online matches.

For a similar game, think of it as building two separate products in one package: a single-player mission campaign and a real-time multiplayer mode. The campaign needs mission scripts, AI enemies, cutscenes and level design; the multiplayer side needs classes, matchmaking, an authoritative server and a progression system. Optimisation that preserves high visual quality on mobile devices is also a major line item.

First playable version (MVP)€57,000 – €80,00015–21 weeks · excl. VAT
Full scope€126,500 – €183,50026–36 weeks · 5-person team
Recommended techUnity URP (C#) or Unreal Engine 5 mobile profile; lightmap, LOD and occlusion culling optimizationPhoton Fusion or custom authoritative server + inventory, progression and matchmaking with PlayFab
How to Make a Game Like Modern Combat
How to Make a Game Like Modern Combat

Why Modern Combat works: the core loop

Pick a mission or join an online match → complete objectives, take down opponents → earn XP and currency → upgrade class, weapons and gear → move on to harder missions and matches
Systems you need to build a game like Modern Combat
Why Modern Combat works: the core loop

Systems you need to build a game like Modern Combat

Mission campaign

A single-player story that progresses through linear missions, checkpoints, scripted scenes and difficulty levels.

Enemy AI

Soldiers that take cover, flank and throw grenades; different enemy types managed by behaviour trees.

Class and ability system

Classes such as assault, sniper and support, each with its own weapons, passive perks and special ability.

Multiplayer modes

Team deathmatch, zone control and free-for-all; regional servers and skill-based matchmaking.

Weapon upgrades and gear

Attachments such as scopes, barrels and magazines, weapon levels and class-specific gear.

Cinematic presentation

A presentation layer with cutscenes, camera shake, explosion effects and voice-over that delivers a console feel.

What goes into the first version, what comes later

First version (soft launch)

  • Solid touch FPS controls and weapon feel
  • A short mission campaign of a few chapters
  • A multiplayer mode with team deathmatch
  • Two or three classes and basic weapon attachments
  • A stable frame rate on mid-range devices

Later updates

  • New campaign chapters and mission packs
  • More multiplayer modes and maps
  • Clan system and ranked league
  • Events and seasonal rewards

The hard parts of this genre

Campaign content cost

Cinematic missions demand far more production effort than multiplayer maps because of level design, animation, voice-over and scripted scenes.

Console quality on mobile

Meeting high visual expectations without overheating or battery drain requires device-based quality profiles.

Balancing two modes

Progression systems must be separated so that weapons and upgrades earned in the campaign do not give an unfair advantage in multiplayer.

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 486 person-days for the full scope and 219 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

Common models for mobile action FPS games are a free download combined with weapon and cosmetic sales, premium currency, a seasonal pass and starter packs. Campaign chapters can also be sold as add-on packs. Keeping power sales limited in multiplayer and offering bonus rewards through rewarded ads in single-player creates a balanced revenue mix.

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 Modern Combat

Most people searching “make a game like modern combat” 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 Modern Combat” 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 Modern Combat?

A mobile MVP with a short campaign and one multiplayer mode can take an experienced team about a year. The timeline grows noticeably as campaign volume and cinematic quality increase.

Are there copyright issues?

Military FPS mechanics, classes and mission structure are generally free to use; the name, story, characters, maps and UI design cannot be copied. This is general information, not legal advice.

Should the campaign or multiplayer come first?

Multiplayer usually takes priority for long-term revenue and community; the campaign can be kept short and act as a tutorial and showcase. Depending on budget, you can start with one and add the other later.

What should I look for in a company that makes games like Modern Combat?

Ask about experience with mobile 3D optimisation, enemy AI and real-time netcode. Seeing a high-quality mobile FPS prototype or a shipped game is the soundest benchmark.

Costs of similar games

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