Realistic Timeline: Idea to Steam Release

"How long will my game take?" depends on what you're building and who's building it. Here are realistic timelines based on actual projects, not marketing optimism.

Reading These Timelines

These assume a small professional team (2-5 people) working full-time, or an equivalent amount of contracted work. Solo developers working evenings should multiply by 2-3x. Large teams (10+) can potentially compress timelines but add coordination overhead.

All timelines include reasonable buffer for unexpected problems. If everything goes perfectly, you might finish faster. Things rarely go perfectly.

Small Single-Player Game
6-12 months

A focused experience: 2-4 hours of content, single core mechanic, 5-10 levels. Think: small roguelike, puzzle game, short narrative experience.

Pre-production & prototype 1-2 months
Core production 3-6 months
Polish & QA 1-2 months
Launch prep & release 1-2 months
Medium Single-Player / Co-op Game
12-18 months

A substantial experience: 6-12 hours of content, multiple systems, co-op multiplayer (2-4 players). Think: indie action game, co-op shooter, narrative adventure with branching.

Pre-production & prototype 2-3 months
Core production 6-10 months
Polish & QA 2-3 months
Launch prep & release 2-3 months
Competitive Multiplayer Game
18-30 months

8-16+ player multiplayer with matchmaking, dedicated servers, and competitive features. Think: arena shooter, extraction shooter, battle royale.

Pre-production & netcode prototype 3-4 months
Core systems & multiplayer 8-14 months
Content production 4-8 months (parallel)
Beta testing & balance 3-6 months
Launch prep 2-3 months

Multiplayer games often use Early Access to get real player feedback during development. This doesn't shorten total development - it shifts when you get feedback. TOGETHER: OR WE DIE is targeting Early Access specifically for this reason.

What Extends Timelines

What Compresses Timelines

A Note on "18 Months"

We often quote 18 months for substantial indie games because that's what we consistently see. Teams that estimate 12 months usually ship at 18. Teams that estimate 18 sometimes ship at 24.

The optimism bias in game development is real. We recommend planning for realistic timelines and being pleasantly surprised if you finish early, rather than planning optimistically and being forced into crunch or delayed releases.

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