2D gameBrowser-based medieval MMO strategyOriginal by InnoGames

Tribal Wars, known on its Turkish servers as Klanlar, is one of the best-known browser strategy games in Europe and has a particularly devoted community in Turkey. The player starts with a small medieval village, upgrades buildings, raises an army and grows their territory by conquering other players' villages. The real addiction happens inside the tribe: synchronised attack times, sending support to one another and front-line wars against rival tribes that last for months turn the game into a community experience.

A similar game needs server-side queues, a village-based economy, troop movements and combat resolution, village conquest by lowering loyalty and comprehensive tribe tools. Worlds launched with different rules, account-sitting systems that protect an account while the player is away, advanced reporting and rule-violation detection are must-haves for a long-lived game.

First playable version (MVP)€69,000 – €97,00015–21 weeks · excl. VAT
Full scope€153,000 – €222,00023–32 weeks · 7-person team
Recommended techTypeScript + React/Vue and a Canvas-based map for the web client; Capacitor or a separate Unity 2D client for mobilePHP (Laravel), Go or Node.js API + PostgreSQL/MySQL + Redis; event queue for scheduled movements and WebSocket notifications
How to Make a Game Like Tribal Wars
How to Make a Game Like Tribal Wars

Why Klanlar works: the core loop

Develop your village and produce resources → train troops, raid and defend → conquer villages with a noble unit → coordinate attacks and support with your tribe → dominate the world
Systems you need to build a game like Klanlar
Why Klanlar works: the core loop

Systems you need to build a game like Klanlar

Village economy

Production buildings such as the timber camp, clay pit and iron mine, plus warehouse and farm capacity. The population limit determines army size.

Units and combat resolution

Infantry, cavalry and siege units; server-side combat calculated with attack, defence and wall values, plus detailed reports.

Village conquest and loyalty

Taking over a village by lowering its loyalty with a special unit. Managing several villages forms the mid and late game.

Tribe tools

Tribe forum, member ranks, diplomacy, shared map markers and tracking of incoming attacks. The community is the game's engine.

World servers and rules

Worlds launched with different speeds, unit settings and special rules, with options such as a night defence bonus on some worlds.

Account protection and sitting

A controlled system that lets a trusted friend manage the account while the player is away, plus a vacation mode.

What goes into the first version, what comes later

First version (soft launch)

  • One world server and 12–15 buildings
  • 8–10 unit types and server-side combat resolution
  • Map, attack, support and raid movements
  • Tribe system, forum and battle reports
  • Beginner protection, a premium account and an admin panel

Later updates

  • Advanced loyalty and multi-village management tools for conquest
  • World servers launched with different rule sets
  • Mobile app and attack notifications
  • Tribe tournaments and season rewards

The hard parts of this genre

Simultaneous movements and conflicts

Hundreds of attacks landing on the same village seconds apart must be resolved in order and correctly. The event queue must be consistent down to the millisecond.

Bots and multi-accounts

Automation tools and fake accounts ruin competition. A moderation team backed by IP, device and behaviour analytics is needed.

Power balance and new players

Big tribes taking over a world can put new players off. New worlds and balancing rules keep the community alive.

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 587 person-days for the full scope and 264 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 revenue comes from premium account subscriptions, convenience features (bulk actions, an advanced map, a building queue) and speed-ups bought with premium currency. Limiting direct power sales on competitive worlds protects players' sense of fairness and long-term loyalty. Cosmetic village themes and bundles tied to world launches add extra revenue.

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 Klanlar

Most people searching “make a game like tribal wars” 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 Klanlar” 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 Tribal Wars?

Because the visual load is light, most of the effort goes into the back end, game balance and tribe tools. A first single-world version can be built relatively quickly; scaling and moderation mature over time.

Will there be copyright issues?

Mechanics such as village conquest, tribe warfare and resource production are generally free to use. The Tribal Wars or Klanlar name, artwork, unit designs and original texts cannot be copied. This is not legal advice.

Would a browser strategy game aimed at a specific country or language community work?

Yes, the genre has deep-rooted communities in many European markets, Turkey being a strong example. Native-language community management, events suited to the local time zone and fast support are advantages that can make a regional game stand out.

What should I look for when choosing a studio to build a strategy game?

Look at their experience with event queues, scalable databases and cheat detection. Prefer a team that plans operational needs such as moderation and the admin panel from the start.

Costs of similar games

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