Archetype: AR location-based game

What does it cost to build an app like Pokémon GO?

Sample range · freelance

$45k–$104k

An agency would be $81k–$200k for the same scope. This is a pre-computed sample, not your estimate. Your version is probably smaller.

Where the money goes

AR camera capture & rendering
100–180
$7,500–$17,100
Real-world map & location engine
110–200
$8,250–$19,000
Real-time multiplayer encounters & gyms
130–240
$9,750–$22,800
Inventory, collection & progression system
70–130
$5,250–$12,350
Push notifications for nearby events
30–55
$2,250–$5,225
Live events & seasonal content pipeline
80–150
$6,000–$14,250
Anti-cheat & location-spoofing detection
80–140
$6,000–$13,300
Total · 7 modules
600–1095
$45,000–$104,025

Why this kind of app is expensive

Augmented reality that reliably places a creature on a real camera feed across every phone model is a graphics and device-compatibility problem most apps never touch.

The game runs on a live real-world map, which means geospatial infrastructure serving millions of concurrent players' positions, not a static level.

Location spoofing is adversarial from day one and has to be actively detected or the in-game economy breaks.

Live seasonal events need a content pipeline that ships new assets and rules on a schedule, closer to running a live-service game than shipping an app once.

The cheapest honest version of this idea is single city launch, no live events, basic anti-cheat only. That lands nearer $33k–$76k.

Your app is not Pokémon GO. Get the range for what you are actually building.

Not open yet

Launching this weekend.

The free range, the $79 spec and the $199 execution pack all open then. Nothing to sign up for — come back and paste your idea.