How Much Does It Cost to Make an Indie Game?

Summary

A single number rarely survives contact with this question. Stardew Valley, one of the best selling indie titles of the past decade, was built almost single-handedly by Eric Barone over roughly four and a half years before its 2016 launch,...

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A single number rarely survives contact with this question. Stardew Valley, one of the best selling indie titles of the past decade, was built almost single-handedly by Eric Barone over roughly four and a half years before its 2016 launch, with no studio payroll behind it (Wikipedia). At the other end of the spectrum, hand-drawn projects like Cuphead grew into multi-year efforts whose founders reportedly remortgaged their homes to reach the finish line. So when someone asks what an indie game costs to make, the honest answer stretches from a few hundred dollars to several million.

In shortMost commercially released indie games cost somewhere between roughly $50,000 and $500,000 to produce, and developer time is almost always the single largest expense. A solo creator can ship for little more than years of unpaid labour, while a 10 to 20 person studio can spend well past $1 million.

What “indie game development cost” really means

Cost in this context has two faces. One is cash that leaves a bank account: salaries, contractor invoices, software licences, marketing spend. The other is time, the months or years a developer works without a paycheque, betting that the finished game will eventually pay them back. Confuse the two and the budget question becomes meaningless, because a game that “cost nothing” in cash may represent three years of an experienced programmer’s labour worth far more than $300,000 at market rates.

That distinction is why estimates vary so wildly. If you want a clearer sense of what separates these projects from blockbuster productions, our breakdown of indie games versus AAA games walks through how team size and funding reshape every line of the budget. The short version: indie means small teams making most decisions themselves, which keeps fixed costs low but pushes the real price into hours worked.

Median U.S. software developer wage~$132,000/yr (U.S. Bureau of Labor Statistics, May 2023)
Stardew Valley solo development time~4.5 years (Wikipedia)
Undertale Kickstarter raised$51,124 (Wikipedia)
Standard Steam revenue share to Valve30% (Steamworks documentation)
Solo indie game developer workspace with dual monitors and a drawing tablet

A short history of shoestring indie budgets

Independent games were cheap to make long before “indie” became a marketing label. The early 2000s flash and shareware scene ran on hobbyist budgets, and the modern indie wave that followed Braid and Super Meat Boy around 2008 to 2010 proved that one or two people with a good idea could outsell studios many times their size. Tooling drove that shift more than anything else. Engines that once cost six figures to license became free or near free, which collapsed one of the biggest historical barriers to entry.

Crowdfunding added a second pillar. Undertale raised $51,124 on Kickstarter against a $5,000 goal in 2013, built largely by Toby Fox (Wikipedia), and Hollow Knight‘s 2014 campaign brought in about A$57,000 for the three-person Team Cherry (Wikipedia). Those numbers look modest next to a typical studio budget, yet they were enough to keep tiny teams fed while they worked. For readers new to the category, our primer on what indie games are traces how this culture of small budgets and creative freedom took hold.

The real cost drivers: where the money goes

Strip a budget down and most indie spending falls into a handful of buckets. People dominate. Whether you pay yourself, hire staff, or bring on contractors, labour is almost always 60 to 80 percent of the total. Everything else, the engine, the art outsourcing, the audio, the marketing, fills the remaining space and shifts depending on the genre and the team’s own skill mix.

Cost componentTypical share of a small-studio budgetNotes
Salaries and contractors60–80%Scales directly with team size and timeline; the dominant line item
Engine and tools0–5%Godot is free; Unity and Unreal are free until revenue thresholds
Art and animation (outsourced)10–25%Higher for hand-drawn or 3D styles like that of Cuphead
Music and sound3–10%Original scores cost more than licensed or stock audio
Marketing and PR5–20%Trailers, festival fees, store assets, paid ads
Illustrative ranges compiled from public developer postmortems; actual splits vary by project.

The engine line surprises people most. The U.S. Bureau of Labor Statistics put the median annual wage for software developers at roughly $132,000 in its May 2023 data, so one programmer-year already dwarfs the lifetime tool cost of most indie games. Software is rarely what breaks a budget. Underestimating how many programmer-months a feature needs is what does it.

Why this mattersIf you can only track one budget figure, track developer-months. Multiply the months a project will run by the people working on it, then by a realistic monthly cost per person. That single calculation predicts the total better than any line-by-line spreadsheet.

Real budget breakdowns: what famous indie games cost

Public, verifiable budget figures are rare, because most indie developers self-fund and never disclose exact numbers. What we can document is funding raised, team size, and development time, which together sketch the real scale of these projects. The table below collects what is publicly known about four landmark titles.

GameDeveloperCore teamDevelopment timeDocumented funding / budget note
Stardew Valley (2016)Eric Barone (ConcernedApe)1~4.5 yearsSelf-funded; no studio payroll (Wikipedia)
Undertale (2015)Toby Fox~1 core~2.7 years$51,124 raised on Kickstarter (Wikipedia)
Hollow Knight (2017)Team Cherry3~3 years~A$57,000 raised on Kickstarter (Wikipedia)
Cuphead (2017)StudioMDHRGrew past 20~7 yearsSelf-funded; founders reportedly remortgaged homes (Wikipedia)
Figures reflect publicly reported funding and timelines, not full internal budgets.

Read those rows as labour stories, not cash receipts. Stardew Valley shows zero external budget yet represents one of the most expensive things a person can spend: four and a half years of full-time work. Cuphead sits at the opposite pole, a small team that ballooned because hand-drawn, frame-by-frame animation is brutally labour-intensive. If you want to see how these games rank on impact rather than spend, our list of the best indie games of all time covers many of them in detail.

A game that “cost nothing” in cash can still represent the single most expensive thing a developer owns: years of their own life.

Budget tiers: from solo hobby to seven-figure indie

Because the range is so wide, it helps to think in tiers rather than a single average. Each tier carries a different cash profile, a different risk level, and a different realistic sales target needed to break even. The shapes below describe how most projects cluster.

TierTypical teamTimelineBallpark cash costReal-world shape
Hobby / solo11–3 years$0–$10,000 out of pocketCost is mostly unpaid time, as with Vampire Survivors or Balatro
Small studio2–51–3 years$50,000–$250,000A few salaries or a part-time team, Celeste-scale ambition
Mid-size indie6–152–4 years$250,000–$1,000,000A funded studio aiming for a flagship release
Larger indie15–303–6 years$1M–$10M+Hades or Cuphead-scale production values
Estimated tiers drawn from published postmortems and developer interviews; treat them as guides, not guarantees.

Notice that solo and hobby projects are not actually cheap. They simply hide the cost inside one person’s calendar. A first-time developer planning their own project should read these tiers alongside a practical build plan; our beginner’s roadmap to making an indie game pairs the spending question with the production steps that generate it.

Good to knowScope creep is the most reliable way to jump a tier. A project budgeted as a $100,000 small-studio game routinely becomes a $400,000 one simply because the team kept adding levels, systems, and polish past the original plan.

How to fund an indie game

Knowing the cost is only half the problem. The other half is finding the money, and indie developers typically combine several sources. Personal savings remain the most common starting point, especially for solo and small-studio projects where the founder works a day job or lives lean during development. Crowdfunding through Kickstarter or Fig can validate an idea while covering early costs, though it rarely funds a full budget on its own.

Publishers offer a different trade. Companies such as Devolver Digital, Annapurna Interactive, and Raw Fury advance development money in exchange for a share of revenue, which removes financial risk but also reduces the upside and some creative control. Regional grants add another layer; programs in Canada, several European countries, and parts of the United States support studios with public funding, and platform holders occasionally provide development support. The video game industry’s overall scale, documented by groups like the Entertainment Software Association, is part of why this funding ecosystem has grown so quickly.

Funding rarely comes from one place; most indie games are stitched together from savings, a crowdfunding round, and sometimes a publisher advance.
Indie game budget spreadsheet and concept art beside a controller on a desk

Hidden and recurring costs people forget

The development budget is not the final bill. Several costs land after the game is supposedly finished, and they catch first-time developers off guard. Storefronts take a cut before any money reaches you: Steam’s standard revenue share to Valve is 30 percent, dropping to 25 and then 20 percent only after a title clears high revenue thresholds (Steamworks documentation). Console platforms charge their own fees, and porting a PC game to Nintendo Switch, PlayStation, or Xbox can add tens of thousands of dollars in engineering and certification work.

Then come the slow leaks. Post-launch patches, customer support, localisation into extra languages, taxes, and business overhead all continue after release. Marketing rarely ends at launch either, since a steady drip of updates and discounts keeps a game visible. For players curious about the breadth of titles that survive this gauntlet, our roundup of the best indie games across all platforms shows how varied the successful outcomes can be.

Watch outPlan for the 30 percent storefront cut before you set a price. A game that needs to recoup $200,000 has to generate closer to $290,000 in gross sales once the platform takes its share, and that is before taxes.

Frequently asked questions

How much does it cost to make an indie game on average?

There is no single average that fits, because the range is enormous. Most commercially released indie games land somewhere between roughly $50,000 and $500,000 in cash cost, with developer salaries forming the bulk of that spend. Solo developers can ship for a few hundred dollars in tools and store fees if they value their own time at zero, while a funded studio of 10 to 20 people can spend well past $1 million on a flagship title. The most useful figure to estimate is developer-months: the number of people on the team multiplied by the months they work, multiplied by a realistic cost per person.

Can one person make an indie game with no budget?

Yes, and many landmark games prove it. Stardew Valley was built almost entirely by Eric Barone over about four and a half years, and recent solo hits like Vampire Survivors and Balatro reached huge audiences from one-person teams. The catch is that “no budget” usually means no cash budget, not no cost. A solo developer still spends years of labour that would be worth six figures at market salary rates, plus small recurring fees for engines, store listings, and basic assets. The financial risk is lower, but the personal time investment is enormous.

What is the most expensive part of indie game development?

People are the most expensive part, almost without exception. Salaries and contractor payments typically account for 60 to 80 percent of an indie budget, which is why timeline and team size drive cost more than any other factor. The U.S. Bureau of Labor Statistics reported a median software developer wage of around $132,000 a year in May 2023, so even a small team running for two years represents a substantial labour cost. Art and animation can rival programming for hand-drawn or 3D projects, but engines, tools, and licences are usually a rounding error by comparison.

How do indie developers usually pay for development?

Funding is normally a mix rather than a single source. Personal savings and day-job income carry most early-stage solo and small-team projects. Crowdfunding through Kickstarter can add a meaningful boost, as Undertale showed by raising $51,124 against a $5,000 goal. Publishers such as Devolver Digital, Annapurna Interactive, and Raw Fury advance money in exchange for a revenue share, and regional grant programs in Canada, Europe, and elsewhere support studios with public funds. Most successful indie games stitch together two or three of these sources over the life of the project.

How long does it take to make an indie game?

Timelines stretch from a few months for a tiny mobile or jam-scale game to seven or more years for ambitious projects. Hollow Knight took roughly three years for a three-person team, while Cuphead ran about seven years as its studio grew past 20 people. Because labour dominates the budget, a longer timeline almost always means a higher cost, even when the team stays small. A realistic plan for a first commercial indie game is often one to three years, and underestimating that span is one of the most common budgeting mistakes new developers make.

Do storefront and platform fees really affect the budget?

They affect the break-even point significantly. Steam’s standard revenue share to Valve is 30 percent, falling to 25 and then 20 percent only after a game clears high revenue thresholds. Console platforms charge their own fees and require paid certification, and porting to Nintendo Switch, PlayStation, or Xbox can add tens of thousands of dollars in engineering time. A developer who needs to recover $200,000 in costs has to generate closer to $290,000 in gross sales just to cover the platform cut, before accounting for taxes and any publisher share.

Informational only. This article reflects publicly-available information at the time of writing. It is not professional advice. Verify details with a qualified expert before acting on them.

Sources

  • Stardew Valley – https://en.wikipedia.org/wiki/Stardew_Valley
  • Undertale – https://en.wikipedia.org/wiki/Undertale
  • Hollow Knight – https://en.wikipedia.org/wiki/Hollow_Knight
  • Cuphead – https://en.wikipedia.org/wiki/Cuphead
  • U.S. Bureau of Labor Statistics, Software Developers – https://www.bls.gov/ooh/computer-and-information-technology/software-developers.htm
  • Entertainment Software Association – https://www.theesa.com/

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Alex Mercer

Alex Mercer is a veteran gaming journalist reviewing major AAA titles and indie releases. With a focus on PC and console gaming, Alex provides global audiences with in-depth critiques and industry news.

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