How to Make a Video Game in 2026: A Practical Guide With Real Numbers
A simple 2D game takes 3 to 6 months working part-time. A polished indie title takes 1 to 4 years.
You can start for $0. Godot is free, open source, and runs on a laptop. No license fees, no royalties, no strings.
The biggest risk is not skill. It is scope. Experienced developers say the same thing: make your first game small.
Every “how to make a video game” guide says the same thing: pick an idea, choose an engine, learn to code, test, ship. That is correct but useless.
This guide walks through each step with actual data on how long things take, what they cost, and what real developers did to ship their first games.
Pick a small idea and write it down
Your first game should take fewer than 10 minutes to explain to someone. If you need a design document longer than one page, the scope is too large.
Eric Barone spent 4.5 years building Stardew Valley by himself, working 10 hours a day, seven days a week. Inspiring, but a terrible model for your first project. Barone had a CS degree and years of experience before he started.
Better models for a first game:
- A platformer with 5 levels. Celeste started as a game jam entry built in 4 days.
- A single-mechanic arcade game. Brotato, made in Godot, is built around one idea (a potato with guns) and has over 10 million sales .
- A card or board game translated to digital. Buckshot Roulette launched on itch.io for $1 and sold 4 million copies. The whole game is one mechanic: a shotgun loaded with a mix of live and blank rounds.
Write your concept in one sentence. Then list the core mechanic (what the player does every second) and the win/lose condition. That is your design document.
If even that feels too open-ended, enter a game jam . Jams like Ludum Dare and the GMTK Game Jam give you a theme, a deadline (usually 48 to 72 hours), and a community of people doing the same thing. Dome Keeper, a Godot game that earned $6.1 million , started as a Ludum Dare 48 entry .
Choose an engine
Here is how the major engines compare in 2026:
| Engine | Cost | Best for | Learning curve | Market share (Steam 2024) |
|---|---|---|---|---|
| Godot | Free forever (MIT license) | 2D games, solo devs, beginners | Low | 5% , growing fast |
| Unity | Free tier available, paid plans start at $2,040/yr | Cross-platform, mobile, 3D | Medium | 51% |
| Unreal | Free until $1M revenue, then 5% royalty | AAA 3D, photorealism | High | 28% |
| GameMaker | Free tier, $9.99/mo for full | 2D pixel art games | Low | 4% |
Our recommendation: start with Godot. Three reasons:
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Zero cost, zero risk. The MIT license means no royalties, no runtime fees, no revenue thresholds. You own everything you make. After Unity’s 2023 runtime fee controversy , licensing risk is a real concern.
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Built for 2D from the ground up. If your first game is 2D (and it should be), Godot’s 2D pipeline is purpose-built, not a 3D engine with a 2D layer bolted on. For a deeper comparison, see our Godot vs Unity breakdown.
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The editor is 120 MB. It runs on any laptop. No installer, no account creation, no waiting. Download it, unzip it, start making a game.
Mike Klubnika, the solo developer behind Buckshot Roulette (4 million copies sold), switched from Unity to Godot in late 2023. His take: “It’s very fast, even in bigger projects. Generally I feel like it’s super quick to iterate on features.”
Bytten Studio built Cassette Beasts , an open-world RPG, with just two full-time developers.
For the full 2D engine comparison, read The Best Game Engines for 2D Games in 2026. For Godot’s growth trajectory, see our Godot growth stats.
Learn the basics (2 to 8 weeks)
You do not need a computer science degree. You need to learn three things:
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How the editor works. Godot uses a node-and-scene system. Scenes are reusable building blocks (a player, an enemy, a level). Nodes are the components inside them (a sprite, a collision box, a script). The official “Your First 2D Game” tutorial takes about 2 hours and produces a working game.
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Basic scripting. GDScript reads like Python. If you can read
if player.health <= 0: game_over(), you can learn GDScript. Klubnika said it well: “Coming from C#, I also liked GDScript once I got used to it. I think it’s a very nice programming language.” -
How to find answers. The Godot documentation is thorough, and the r/godot subreddit has 307,000 members. AI tools like Ziva can explain errors and suggest fixes right inside the editor. For more on AI-assisted Godot development, see How to Use AI with Godot.
Most beginners report spending 2 to 8 weeks on fundamentals before they feel comfortable enough to start their own project. That is normal. Do not try to learn everything before you start building. Learn enough to make a character move, then learn the next thing when you need it.
Build a prototype
A prototype proves your core mechanic is fun. It uses placeholder art (colored rectangles are fine) and has no menus or polish. Its only job is to answer: is this fun to play for 30 seconds?
Your prototype should have one level or one round. If you are making a platformer, build one screen with a jump mechanic. If you are making a survival game, build one enemy and one resource.
For a simple 2D game with one mechanic, expect 2 to 4 weeks of part-time work (10 to 15 hours per week) once you know the basics.
Jacob Weersing, who went from zero game dev experience to shipping Bass Monkey on Steam in 18 months while working a full-time job, recommends tripling your initial time estimates. If you think a feature will take a day, budget three days.
Playtest and iterate
Hand your prototype to someone who was not involved in making it. Watch them play without saying anything. Where they get confused or bored is where your game needs work.
You need 3 to 5 honest people. Common first-game problems:
- Controls feel sluggish. Tighten your input response time. Players expect movement to feel instant.
- The difficulty curve is wrong. You are too good at your own game. What feels easy to you is hard for everyone else.
- The core loop gets repetitive. If your mechanic is not fun after 5 minutes with placeholder art, more polish will not save it.
Iterate on these problems until the core 30 seconds of gameplay feel right. Then move on.
Add art and polish
This is where beginners get stuck. You have options:
- Use free assets. Kenney.nl has thousands of free game assets under CC0. OpenGameArt.org has thousands more.
- Use AI tools. AI image generators can produce sprites and backgrounds. AI music tools like SOUNDRAW generate royalty-free game soundtracks. Ziva works inside Godot to help with coding and scene setup.
- Hire on a budget. Freelance pixel artists on Fiverr or itch.io forums start at $50 to $200 for a character sprite sheet. A full indie game art package runs $500 to $5,000 depending on scope.
For context on total costs, our analysis found that the global game industry spends roughly $50 billion per year on development, but a solo indie game can ship for under $1,000 if you do most of the work yourself.
Ship it
Where to publish:
- itch.io is the easiest starting point. Upload a build, set a price (or make it free), and you are live. No approval process, no fee.
- Steam costs a one-time $100 fee per game. It is the largest PC game marketplace and where most indie revenue lives. Our data shows indie games generated $4.4 billion on Steam in 2025.
- Mobile (App Store / Google Play) requires $99/year (Apple) or $25 one-time (Google). Good for casual games but discovery is harder.
For a full walkthrough of the Steam process, see How to Publish a Game on Steam in 2026.
Set realistic expectations. Dominik Babiarz launched Yerba Mate Tycoon with 1,516 wishlists and earned $632 in his first month. That is a typical result for a first game with no marketing budget. The value is not the revenue. It is that you shipped, learned the pipeline, and know what to do differently next time.
How long does all of this take?
Honest ranges based on what real developers report:
| Phase | Part-time (10-15 hrs/week) | Full-time |
|---|---|---|
| Learning basics | 2 to 8 weeks | 1 to 3 weeks |
| Prototype | 2 to 4 weeks | 1 to 2 weeks |
| Full development (simple 2D) | 3 to 6 months | 1 to 3 months |
| Full development (polished indie) | 1 to 3 years | 6 to 18 months |
Weersing did it in 18 months part-time with no prior experience. Klubnika built Buckshot Roulette in weeks after 16 small games. ConcernedApe took 4.5 years on Stardew Valley, but it earned over $130 million .
The common thread is finishing.
Start today
- Download Godot (free, 120 MB, no account required)
- Complete the Your First 2D Game tutorial (about 2 hours)
- Write your one-sentence game idea
- Build a prototype with placeholder art
- Show it to someone and watch them play
You do not need permission or money. You need an idea, an engine, and the discipline to finish.