Mobile Game Development Break-Even: About $685K Monthly Revenue
A US mobile game studio in this plan needs about $685K in monthly revenue to break even in the Year 1 cost structure Here’s the quick math: $548K fixed monthly costs ÷ 80% contribution margin = $685K break-even revenue The model reaches break-even in Month 16, after a Year 1 EBITDA loss of $388K and before Year 2 EBITDA improves to $643K This is a planning assumption, not a guarantee, because results shift with team size, monetization mix, user acquisition cost, retention, and live-ops intensity
Fixed costs$54.8K
Monthly fixed base
Contribution margin80%
After variable costs
Break-even revenue$68.5K
Revenue target
Break-even timingMonth 16
Model breakeven
Break-even calculator
Use this to test monthly revenue, variable expenses, and fixed costs against break-even for a mobile game studio.
Money available to cover fixed costs$105,467
$128,618 revenue - $23,151 variable expenses
Margin ratio
82%
Covers fixed costs
Yes
Break-even chart Revenue Total costs
Which mobile game studio expenses are fixed, and which move with sales?
Cost classification
Classification matters because Month 16 break-even only works if fixed overhead, sales-linked fees, and step marketing are separated. The $107k startup capex belongs in runway planning, not monthly contribution margin.
Expense
Cost
Break-Even Treatment
Common Mistake
Core studio payroll
Fixed
Carry CEO/Founder, Lead Game Designer, Lead Game Developer, and Senior Artist as fixed overhead at about $39.2k/month in the first year.
Treating salaried staff as variable because game usage grows.
Office rent
Fixed
Include $3.5k/month from Month 1 through Month 60 in monthly fixed overhead.
Scaling rent with revenue instead of keeping it flat.
Annual marketing budget
Semi-fixed
Model the first-year budget as about $8.3k/month, then step it up as the plan expands.
Blending planned budget with revenue-based acquisition fees.
App store platform fees
Variable
Subtract 12% of first-year revenue before contribution margin, then use the lower planned rates in later years.
Putting platform fees below EBITDA as overhead.
Server hosting and CDN
Semi-variable
Use 3% of first-year revenue as the usage-linked proxy, but watch for base hosting commitments as traffic grows.
Assuming hosting is purely fixed during user growth.
User acquisition marketing spend
Variable
Apply 4% of first-year revenue in operating break-even contribution margin.
Counting all marketing as fixed and overstating margin.
External content licensing
Variable
Deduct 1% of revenue across all years as a sales-linked content charge.
Ignoring small royalty-like charges because the rate looks low.
How does break-even shift across lean, base, and full studio scale?
Scenario table
Break-even gets harder as the studio scales because fixed costs rise from about $548K to about $1.21M, even as the contribution margin improves from 80% to 84%. The model still reaches break-even in Month 16 overall, so CAC control matters as much as content quality.
Scenario figures are planning assumptions, not guarantees.
Scenario
Monthly Revenue
Variable Costs
Fixed Costs
CM Ratio
Operating Profit
Break-Even Signal
Lean launch scale
$685K
$137K
$548K
80%
$0
Tightest cushion; CAC drift can delay break-even.
Base studio scale
$938K
$169K
$769K
82%
$0
Main test case; this is the clearest proof of launch traction.
Full studio scale
$1.44M
$231K
$1.21M
84%
$0
Best cushion, but only if retention and paid acquisition hold.
What breaks first if launch economics tighten?
Stress test
The plan breaks fast if acquisition gets pricier, trial-to-paid conversion slips, or fees eat into margin. At a $685,000 monthly break-even, even a 15% revenue miss or a 10% cost bump leaves a real cash gap.
Stress Case
Changed Assumption
Break-Even Revenue
Revenue Gap
Risk Signal
Current plan
No change.
$685,000
$0 gap
Works only if the base case holds.
Revenue shortfall
Revenue drops 15% to about $582,000 a month.
$685,000
$82,000 gap
If trial-to-paid slips under 15%, cash pressure rises fast.
Fixed-cost pressure
Fixed monthly costs rise 10% to about $603,000.
$753,000
$55,000 gap
Higher overhead pushes the cash need up even with steady sales.
Margin pressure
Contribution margin falls from 80% to 75%.
$731,000
$34,000 gap
If platform, hosting, acquisition, and licensing drag tops 20% of revenue, break-even climbs.
Combined pressure
Revenue drops 15%, fixed costs rise 10%, and margin falls to 75%.
$804,000
$166,000 gap
Weak funnel performance and fee drag can force a raise.
What should the founder verify before locking in the game studio, ads, and live-ops hires?
Founder checklist
Prove the prototype and funnel can hold players before you add staff, lease space, or spend the full growth budget. The model still shows a $388K Year 1 EBITDA loss and needs $424K of cash by Month 15.
1Prototype Proof4 core FTEs
Make sure the prototype can hold users before you add roles beyond the four Year 1 core FTEs, since Year 1 still carries a $388K EBITDA loss.
2Fixed Burn$46.5K/mo
Check that the studio can carry about $46.5K a month in fixed burn, including $3.5K rent, before you lock into a long office lease.
3Launch Funnel5% / 15%
Validate the 5% visitor-to-free-trial and 15% trial-to-paid path before scaling ads, or the $100K Year 1 marketing budget can disappear fast.
4Pricing Test$5 / $10 / $20
Test whether players will buy Basic, Premium, and Ultimate at $5, $10, and $20 monthly before you rely on the mix shift to lift revenue.
5Cash Buffer$424K cash
Keep the $107K of capex separate from operating burn and hold the $424K cash buffer through Month 15, because breakeven does not land until Month 16.
6Hire RampMonth 13 / 25
Add the community manager in Month 13, marketing in Month 13, and support in Month 25 only after retention shows those roles will pay back.
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