3D gameSci-fi real-time strategy (RTS)Original by Blizzard Entertainment

StarCraft became the benchmark for the RTS genre by keeping three races that play completely differently in a single competitive balance. Players manage workers, production and expansion on one hand (macro) and control units individually in the heat of battle on the other (micro). Split-second decisions deciding the outcome and a high skill ceiling kept the game at the forefront of the esports scene for many years.

Making a similar game means a deterministic simulation, fast and precise unit control and asymmetric faction design. Resource gathering, the tech tree, pathfinding, fog of war and targeting rules must work flawlessly. Multiplayer needs lockstep netcode, a replay system, ranked matchmaking and an observer mode; single-player needs a story campaign.

First playable version (MVP)€54,500 – €76,50014–19 weeks · excl. VAT
Full scope€120,500 – €175,00025–34 weeks · 5-person team
Recommended techUnity (C#) + DOTS or Unreal Engine 5; deterministic simulation with fixed-point math, flow field pathfindingRelay server for lockstep + matchmaking service (e.g., custom Go/.NET service or Nakama), replay storage, Steamworks integration
How to Make a Game Like StarCraft
How to Make a Game Like StarCraft

Why StarCraft II works: the core loop

Build workers and gather resources → construct buildings and unlock tech → produce an army and expand → clash with micro control → win by crippling your opponent's production
Systems you need to build a game like StarCraft II
Why StarCraft II works: the core loop

Systems you need to build a game like StarCraft II

Asymmetric race design

Factions with different economy, production and unit logic. Each race's strengths and weaknesses must be balanced numerically.

Deterministic simulation

Fixed-step game logic that produces the same result on every client; the foundation of lockstep multiplayer and the replay system.

Unit control and pathfinding

Group selection, control groups, hotkeys, swarms that move without jamming and precise targeting. Response time must be low.

Vision and scouting

Fog of war, high-ground advantage and scouting units. Incomplete information is the basis of strategic decisions.

Ranked matchmaking and leagues

Skill-rating-based matchmaking, seasonal leagues and a leaderboard. It keeps the competitive audience coming back.

Replays, observers and map editor

Match replays, a live spectator mode and an editor in which the community can create custom game modes.

What goes into the first version, what comes later

First version (soft launch)

  • 2 asymmetric factions with 8–10 units each
  • Resource gathering, tech tree and core buildings
  • Skirmish against AI and a short tutorial campaign
  • 1v1 online matches, lockstep netcode and replay recording
  • 3–4 competitive maps

Later updates

  • A third faction and story campaign
  • Ranked leagues, seasons and 2v2 modes
  • Map editor and custom game modes
  • Co-op missions and commander progression

The hard parts of this genre

Deterministic netcode

Even floating-point differences cause desyncs in matches. Fixed-point maths and rigorous sync testing are essential.

Competitive balance

Building fair balance between asymmetric races requires constant data analysis and a patch cycle. The skill ceiling should be high and the entry barrier reasonable.

Winning new players

The RTS genre can be exhausting for newcomers. A good tutorial flow, co-op modes and AI matches broaden the audience.

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 462 person-days for the full scope and 208 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

The core revenue for RTS games is premium sales on PC; campaign expansions add sales. If you move to free-to-play multiplayer, co-op commanders, cosmetic unit skins, announcer packs and a seasonal reward track generate revenue without breaking competitive balance. Any model that lets players pay directly for power quickly loses the trust of the esports audience.

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 StarCraft II

Most people searching “make a game like starcraft” 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 StarCraft II” 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 StarCraft?

Even a two-faction RTS playable 1v1 online takes serious engineering because of deterministic netcode. Validating the unit feel first with a prototype played against AI is necessary.

Will there be copyright issues?

Resource gathering, the tech tree and the idea of asymmetric races are the shared heritage of the genre. The StarCraft name, race names, unit designs, story and sounds are protected and cannot be copied. This is not legal advice.

Do RTS games succeed on mobile?

Classic RTS controls are hard to carry over to touchscreens. Simplified designs with fewer units, auto-battling or card-based unit summoning work better on mobile.

What should I look for when choosing a studio to build an RTS?

Ask about deterministic simulation, lockstep netcode and crowd pathfinding experience. A team that can walk you through their replay and desync debugging processes is more reliable.

Costs of similar games

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