2D gameCompetitive fighting game with a gritty atmosphereOriginal by Midway Games (bugün NetherRealm Studios)
Mortal Kombat is the series that gave the side-view fighting genre a distinctive identity through dark mythology, a gritty atmosphere and cinematic finishing moves at the end of a match. Its appeal comes from combining competitive fighting mechanics with spectacular presentation and character stories. Discovering secret moves, learning each character's signature attacks and duelling with friends turn the game into an experience people talk about for years.
For a similar game, alongside the fighting engine you need to plan a cinematic presentation pipeline and a strong story mode: a frame-accurate hit system, combo rules, special attacks with camera transitions and high-quality animation for each character. Graphic violence directly affects age ratings and store policies. The Mortal Kombat name, characters and finisher presentation are protected, so create this nostalgic genre with your own mythology and fighters.

Why Mortal Kombat works: the core loop

Systems you need to build a game like Mortal Kombat
Fighting core
A deterministic engine that handles frame-based hits, blocks, combo chains and cancel windows.
Cinematic special attacks
A system of flashy in-match and post-match moves played out with camera transitions and bespoke animation.
Character and mythology design
A coherent universe where every fighter has a signature move set, backstory and visual identity.
Story mode
A narrative structure linking cinematic cutscenes and fights, bonding players to the characters.
Progression and unlocks
Long-term motivation through costumes, alternate moves and challenge towers.
Online duels and rankings
A competitive layer with rollback netcode, matchmaking and seasonal rankings.
What goes into the first version, what comes later
First version (soft launch)
- Fighting core and combo system
- Four to six original fighters with cinematic special attacks
- Versus AI, local versus and training modes
- Original mythology and art direction
- Basic online duels and analytics
Later updates
- Cinematic story mode
- New character packs and a season pass
- Challenge towers and unlocks
- Ranked league and tournament support
The hard parts of this genre
Cost of cinematic presentation
Custom camera work and animated moves for every character need a large art budget, so scope must be limited early.
Age ratings and store rules
Graphic violence affects PEGI and ESRB ratings and release conditions in some markets, so the level of content must be chosen deliberately.
Balance and netcode
Competitive balance and rollback netcode determine the game's online life and need ongoing maintenance.
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 398 person-days for the full scope and 179 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 genre the most common model is a premium release on PC and console, character packs sold later and a season pass. Costumes, alternate skins and stage cosmetics add revenue. If you consider a mobile version, a free-to-play model focused on character collection and progression fits, but avoid paid advantages that break competition.
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.
Calculated instantly from your choices, excl. VAT. A fixed written quote follows a free scoping call within 24 hours.
Choosing a game development company for a game like Mortal Kombat
Most people searching “make a game like mortal kombat” 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 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 Mortal Kombat” 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 Mortal Kombat?
A prototype with the fighting core and a few characters can be ready in the medium term. Once cinematic moves, a story mode and online competition are added, the project becomes large in scale.
Will there be copyright issues?
The fighting genre and general mechanics are free to use, but the Mortal Kombat name, characters, finisher presentation, logo and visuals are protected. Treat this retro series as a genre reference and create your own mythology and fighters; this is not legal advice.
Will violent content cause problems at release?
Highly violent content raises the age rating and brings extra rules in some stores and markets. Decide the content level for your target audience from the outset.
Which engine is suitable?
Unreal Engine 5 suits cinematic presentation and high visual quality, while Unity suits a more stylised approach. Either way, keep fighting logic deterministic and independent of the engine.





