MMORPG
Persistent online worlds with deep character progression and social systems.
Genre convention: World of WarcraftBuilding MMORPGs, hero shooters, ARPGs and strategy games with the depth, polish and live-service longevity that Blizzard Entertainment's games are known for — deep progression systems, strong art direction, and worlds designed to keep players coming back for years, not months.
Independence note: Fulminous Software is an independent game development studio. We are not affiliated with, sponsored by, or endorsed by Blizzard Entertainment, Activision Blizzard, or Microsoft. References to Blizzard's games (World of Warcraft, Overwatch, Diablo, StarCraft, Hearthstone) describe a genre and quality benchmark clients ask us to build toward — nothing on this page implies a partnership.
When clients ask for a game "like Blizzard makes," they're rarely describing one specific feature — they mean a bar of quality and a set of design habits: deep, satisfying progression systems; art direction distinctive enough to be recognisable in a screenshot; lore and world-building that gives every mechanic a reason to exist; and multiplayer or live-service structures built to hold a player base for years through seasons and expansions rather than a single launch window. That's a genuinely different brief from a casual mobile game, and it changes almost every early decision — engine choice, backend architecture, and how much of the budget goes into content pipeline versus core systems.
Each of these covers a genre convention Blizzard-style games are known for — built with the same intent, using your own IP and creative direction.
Persistent worlds, character progression, crafting, guild and social systems, and long-term content pipelines built to support years of live updates.
Character-based multiplayer with distinct abilities, balanced matchmaking, and netcode built for competitive, low-latency play.
Itemisation, skill trees, procedural loot systems and the moment-to-moment combat feel that makes progression satisfying.
Unit AI, resource economies, pathfinding and balance tuning for real-time or turn-based strategy titles.
Backend architecture for battle passes, seasonal events, balance patches and content drops without downtime.
Character design, environment art and stylised rendering built around a distinctive, recognisable visual identity.
Each genre reference below points to a well-known convention, not a claim of working with its original studio.
Persistent online worlds with deep character progression and social systems.
Genre convention: World of WarcraftTeam-based multiplayer built around distinct playable characters and abilities.
Genre convention: OverwatchFast combat paired with deep loot and skill progression systems.
Genre convention: DiabloResource management, unit control and competitive strategic depth.
Genre convention: StarCraftCollectible strategy systems with deep mechanical depth in short sessions.
Genre convention: HearthstoneBlended mechanics — collection, progression and social play in one persistent title.
Custom to your briefIndicative GBP pricing by genre and scope. AAA-quality, live-service games carry materially higher budgets than a casual mobile title — here's roughly why.
| Genre / scope | What drives the cost | Estimated cost | Timeline |
|---|---|---|---|
| ARPG (single-player or co-op) | Itemisation, loot systems, combat feel, moderate content volume | £80,000 – £300,000+ | 9–18 months |
| Hero shooter (PvP multiplayer) | Netcode, matchmaking, character balance, anti-cheat, live-ops backend | £150,000 – £500,000+ | 12–24 months |
| RTS / strategy title | Unit AI, pathfinding, balance tuning, campaign or skirmish content | £100,000 – £400,000+ | 10–20 months |
| MMORPG (persistent world) | Server architecture, persistent world state, social systems, ongoing content pipeline | £300,000 – £1,000,000+ | 18–36 months |
| Live-ops & seasonal support | Ongoing content drops, balance patches, event tooling, community management support | £3,000 – £20,000+/month | Ongoing after launch |
These ranges reflect the genuine scope of AAA-style, live-service development — projects at this level are rarely fixed-price from day one. Contact Fulminous Software for a scoping conversation and a realistic, phased budget for your specific concept.
Defining the core loop, progression systems and what makes the world worth returning to.
Building one polished, representative section of the game to validate feel before full production.
Establishing a distinctive visual identity and world-building that supports every system.
Building out content, systems and multiplayer infrastructure in staged milestones.
Playtesting, balance tuning and performance profiling across target platforms.
Coordinated release with monitoring, server scaling and day-one patch readiness.
Seasonal content, balance patches and community-driven updates that keep players engaged.
Developers who understand why these genres work, not just how to implement individual features.
Backend architecture built for ongoing content, not a single launch-day release.
Unreal Engine 5 for maximum visual fidelity, or Unity where cross-platform reach matters more.
Vertical slices and staged milestones rather than one enormous fixed quote up front.
Direct communication in your working hours throughout a long production cycle.
Itemised, phase-by-phase costs agreed before each stage of work begins.
No. Fulminous Software is an independent studio with no affiliation, sponsorship, partnership or endorsement relationship with Blizzard Entertainment, Activision Blizzard, or Microsoft. "Blizzard-style" refers to a genre and quality benchmark, not a business relationship.
It describes the design habits their games are known for — deep progression systems, distinctive art direction, strong world-building, and live-service longevity — as a reference point for the quality and genre conventions a client is asking for, built entirely around your own IP and creative direction.
Unreal Engine 5 typically suits projects where visual fidelity is the priority — cinematic ARPGs or hero shooters, for example. Unity often suits projects that need broad cross-platform reach or faster iteration. We'll recommend based on your specific genre and platform targets; see our Unity 3D game development service for more on that side specifically.
Significantly more than a casual mobile game — an MMORPG typically starts around £300,000 given persistent server architecture and ongoing content needs, while a hero shooter with proper netcode and matchmaking typically starts around £150,000. See the pricing table above for a full breakdown by genre.
AAA-style, live-service games typically take 9 months at the low end (a focused ARPG) up to 18–36 months for a full MMORPG. We build in staged milestones with a playable vertical slice early on, rather than one long production cycle with nothing to see until the end.
Yes — live-service games need ongoing support by design. We provide seasonal content development, balance patching and live-ops infrastructure support through flexible monthly engagements after launch.
Not every project needs a full AAA-style build — here's where to look for a different scope or engine.
Tell us your concept and genre, and we'll give you an honest scope and a phased, realistic budget.
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