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Pricing

Every project gets a written fixed quote.

The anchors below are total project budgets — they cover the assembled team: development, and commissioned art, music, and voice acting as scoped. Not just development hours. Each tier states what its floor includes, so the number is honest.

Prices are the same here and on Fiverr. The difference is the engagement: Fiverr gives you escrow and buyer protection; working direct gives you contracts, milestone payments, calls, and custom scope.

Chapter 01

Starting points

Prototype / vertical slice

from $4,000

Core mechanic playable — for pitching, validating, or testing an idea.

Floor includes development plus placeholder or asset-pack visuals. Not store-ready — larger prototypes run far higher; the anchor is a floor.

2–4 weeks

Small complete game

from $10,000

A finished, shippable short game — a short visual novel, a personal or gift game, a jam-scale project.

Floor includes development plus light custom assets or client-supplied art. Commissioned art, original music, and voice acting move the number up via the cost drivers below.

4–8 weeks

Full production

from $50,000

A complete commercial release — visual novel, adventure game, or other 2D/3D narrative title, delivered by a full assembled team.

Always custom-quoted; the anchor is a floor.

3–6+ months, scoped per quote

Tiers are by deliverable scope, not genre — a full adventure game and a full 2D game are the same cost class. What moves the number is below.

Chapter 02

What affects the price

Every driver here is an in-quote line item the team handles — you don’t source artists or voice actors; that’s included in how I work.

Length & content

How much game there is: chapters, endings, puzzles, systems, content volume.

Art source

Client-supplied assets versus art commissioned through the team.

Music

Licensed tracks versus an original score.

Voice acting

A typical visual-novel and adventure add-on — a fully voiced cast is a five-figure line item on its own.

Platforms

PC only, or also mobile, web, and consoles.

Steam integration

Achievements, cloud saves, trading cards, store setup.

Localization

Each added language multiplies text-handling and testing.

Chapter 03

Process & revisions

I work as a solo technical lead and assemble a trusted production team per project — artists, musicians, voice actors. You get one point of contact and full-team output: no agency overhead, no solo-freelancer ceiling.

Every project runs the same four steps: contact, plan, production, review. You get a written fixed-scope quote before anything starts, regular playable builds during production, and direct communication throughout.

Revisions are agreed in the quote as part of scope — in plain language, not per-tier counts. TODO §16 · owner confirms revision policy wording

You

Ready for a real number? Get a fixed quote.

You’ll hear back within 24 hours — usually within the hour.

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