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⚠️ ⚠️ ⚠️ Important – Read Before Submitting a Proposal ⚠️ ⚠️ ⚠️ We are currently receiving a high volume of placeholder bids, generic responses, and automated proposals. These will not be considered. Your bid is carefully reviewed and tailored to this specific brief, this project will be on a FIXED price Your proposal includes concrete ideas, relevant experience, and/or examples directly related to this project You are providing a realistic timeline and budget, not a placeholder offer You are personally involved in the work and not submitting on behalf of an unknown third party without disclosure Game is a next-generation mobile real-time strategy MMO inspired by AAA titles like Million Lords and refined with selected, high-quality systems from Lords Mobile and Rise of Kingdoms. The core fantasy is owning and commanding many cities across a shared world map, conquering territory, developing powerful heroes, and leading your clan in large-scale wars and seasonal events. The game keeps the best parts of Million Lords—multi-city conquest, a persistent shared map, and seasonal competition—while fixing long-standing issues around fairness, clarity, and technical stability. We add deeper hero/commander progression, tactical troop formations, a robust rally and reinforcement system, meaningful clan roles and events, and strict anti-exploit mechanics to prevent collusion and pay-to-win abuse. The goal is to ship a modern, polished, and highly replayable RTS MMO that is: • Easy to learn but strategically deep • Social at its core (clans, alliances, coordinated rallies) • Built for long-term progression (heroes, cities, collections) • Monetized primarily through cosmetics, convenience, and hero/gear/castle progression—without breaking competitive integrity. • Quality-of-life first: Streamlined mobile UX with smart automation and clarity—batch upgrades, quick gear/talent presets, advanced sorting/filters, one-tap claims, robust notifications, and clear battle/march intel—to reduce busywork and keep players focused on strategy and clan play. • Publish game in Andorid/iOS store Executive Summary: [login to view URL] Game Scope and detail here: [login to view URL] Assets findings: [login to view URL]
N° de projet : 40274056
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51 freelances proposent en moyenne $8 340 USD pour ce travail

Hello check numerous unity clients outstanding feedback related to your project in my profile- I'll develop your gaming project according to your requirement- I'm senior video game developer with 9+ year experience with my professional developers & artist team & i have developed alot of small/medium & big games project of Arcade,simulation, puzzle , hyper causal , shooting , casino, card, racing,multiplayer, open world Nft blockchain games & other online/offline games according to my clients requirement for different platform (Android/ios/PC/web/AR/VR) Quality graphics, Fast service suitable price, unlimited revision & 100% client satisfaction is my first priority Come inbox & lets start Thanks
$1 500 USD en 25 jours
6,8
6,8

Hey there, I have carefully reviewed your project requirements. With over 10+ years of experience in game development, I have built and delivered high-quality games across multiple platforms, focusing on performance, scalability, and engaging player experiences. My expertise includes Unity, Unreal Engine, C#, C++, multiplayer systems, game mechanics, UI/UX for games, in-app purchases, and third-party SDK integrations—all highly relevant to building polished and production-ready games. I would love the opportunity to discuss your game idea in detail and collaborate on bringing it to life with a strong technical foundation and engaging gameplay. Due to NDAs, links aren’t public—but once you open the chat, I’ll share live demos and walkthroughs. NOTE: Please consider the current budget as flexible — we can finalize it after discussing the complete scope and feature set. Thanks & Regards, Kajal
$2 250 USD en 7 jours
7,0
7,0

Hello sir i have done lot of games in unity game engine and i have more then 7 years experience in unity game engine and i can do any type of games so please send me more details about your game project and i will give you daily updates well but i need daily communication if possible so i can do fast and good as you require.
$2 250 USD en 45 jours
6,4
6,4

Hello, I’ve carefully reviewed your RTS MMO brief and understand that this requires a server-authoritative, scalable architecture to support persistent world state, multi-city conquest, rally systems, seasonal resets, and strict anti-exploit mechanics from day one. I can lead the Unity-based client development alongside a robust cloud backend designed for real-time synchronization, deterministic combat resolution, and long-term competitive integrity. My approach would phase the build into a strong vertical-slice MVP (core map, marches, clans, combat engine) before expanding into hero progression, seasonal systems, monetization layers, and live-ops tooling. I will provide a realistic fixed-price structure with milestone-based delivery aligned to Alpha, closed beta, and store launch targets. If shortlisted, I can outline a concrete technical stack and 6–9 month roadmap to deliver a polished, production-ready RTS MMO for Android and iOS. Best regards, Juan
$1 800 USD en 3 jours
4,6
4,6

Hello " Lets Gets Started, You are looking for Mobile Game dev | Unity | MMO Real-Time Strategy I know you have several tempting proposals here, but I guarantee you to be impressed by my work. I have various skills in Game Design, Game UI, Unity 3D, Game Testing, Unity, Game Development and Game Art. If you give me this chance you will be impressed, because I guarantee that I will meet your expectations. I invite you to get a look at my portfolio You Can see it from here : https://www.freelancer.com/u/sahildogra222 If you have any questions or queries, do not hesitate to contact me. I hope to start working with you. With regards! Sahil
$1 500 USD en 1 jour
5,2
5,2

Hello, there! Your concept of a large-scale mobile RTS MMO built around multi-city conquest, clan coordination, and seasonal competition is compelling. I have over 7 years of development experience and have worked on complex interactive systems including Unity-based applications and scalable backend architectures, which are both critical for a persistent RTS MMO environment. For this project, I would focus on building a stable and modular architecture in Unity that supports a shared world map, multi-city ownership, and scalable clan systems while ensuring clean data synchronization between client and backend services. I’m particularly interested in designing the systems that make this type of game succeed long-term: reliable combat simulation, hero progression frameworks, fair matchmaking mechanics, and anti-exploit safeguards that prevent collusion or pay-to-win imbalances. I would approach the MVP by first implementing the core gameplay loop—world map navigation, city management, troop movement, and battle resolution—while ensuring the architecture can support seasonal resets, large alliances, and future feature expansion. My focus is on performance, clear mobile UX, and maintainable systems that scale as the player base grows. I am personally involved in development and would work closely with you throughout the process to refine mechanics and ensure the final product meets both gameplay and technical expectations. Best regards, Ian Brown
$2 000 USD en 30 jours
3,3
3,3

Hi I have carefully reviewed your RTS MMO brief and documents, and I am personally available to build and lead the technical delivery of this project on a fixed-price basis. My focus would be a production-ready mobile RTS architecture that supports multi-city ownership, a persistent shared world map, seasonal resets, hero progression, large-scale rallies, reinforcements and strict anti-exploit controls from day one. From a systems perspective, I would design a server-authoritative architecture with deterministic battle resolution, formation-based troop combat, rally pipelines with pre-validation, march intel snapshots, and event-driven clan systems. Fair-play enforcement would include synchronized server timers, anti-collusion heuristics, rate-limited reinforcement loops and economy integrity checks. On the client side, I would prioritize fast mobile UX with batch upgrades, presets, filters, one-tap claims and actionable notifications to minimize friction and idle tapping. Proposed timeline is 6 months for a public-ready MVP: 6 weeks for core world map, cities, march and battle foundations, 8 weeks for heroes, formations, rallies and clans, 6 weeks for seasonal systems, events and monetization, and the final 6 weeks for optimization, anti-exploit hardening, live-ops tooling and store readiness. Regards, Muhammad Asad Ali
$5 000 USD en 60 jours
2,9
2,9

Hi, hope you are doing well. For a project like this, combat resolution, march timing, rallies, reinforcements, and territory ownership must run fully server-side. Unity should handle presentation, UX, animations, and interaction, but core calculations must never rely on the client. If that line isn’t drawn clearly, stability and fairness will break under live conditions. Within your fixed budget range, the realistic approach is to focus on a strong MVP foundation. That would include a persistent world map with tile ownership, multi-city management per player, a working march and rally system, clan creation with role permissions, a structured hero progression framework, server-authoritative combat resolution, seasonal reset mechanics, and deployable Android and iOS builds. More advanced systems such as anti-collusion analytics, large-scale seasonal events, and deeper balancing layers should follow once the core loop is stable and validated. I prefer being transparent about scope instead of underpricing and risking technical debt. If this direction aligns with your expectations, I can outline a phased timeline with backend stack recommendations and clear technical milestones. Before we move forward, are you targeting high concurrency at launch, or starting with a smaller beta shard to validate gameplay and systems first? Looking forward to your reply. Best.
$2 500 USD en 25 jours
2,0
2,0

Hello, I will personally develop your next-generation mobile RTS MMO in Unity, delivering a polished, stable, and highly replayable experience on Android and iOS. The game will include multi-city conquest, shared persistent maps, hero progression, tactical troop formations, clan coordination, and anti-exploit mechanics, with smart UX for batch upgrades, one-tap actions, and clear notifications to maximize strategic engagement. I bring hands-on experience with Unity MMO development, game UI/UX, server-client synchronization, and polished mobile RTS mechanics, and I will implement your vision while ensuring long-term scalability, fair monetization, and AAA-level polish. Best Regards, Oleksandr
$2 250 USD en 7 jours
0,0
0,0

Hello, I am Vishal Maharaj, a seasoned Game Design and Unity expert with 20 years of experience in Game Development and Unity 3D. I have carefully reviewed your project requirements and am excited about the opportunity to work on this next-generation mobile real-time strategy MMO. I plan to approach this project by incorporating the best aspects of Million Lords while addressing issues of fairness, clarity, and technical stability. My strategy includes implementing deeper hero/commander progression, tactical troop formations, and a robust rally system to enhance the gaming experience. I will prioritize social interaction, long-term progression, and fair monetization methods to ensure player engagement and satisfaction. Please initiate a chat to discuss this project further. Cheers, Vishal Maharaj
$2 000 USD en 20 jours
0,0
0,0

Greetings, I appreciate your clear outline of the project. You’re looking to develop a next-gen mobile real-time strategy MMO that combines engaging city management and tactical gameplay, while ensuring fairness and a high-quality user experience. My approach would focus on creating a polished game environment, emphasizing strategic depth and social interaction through clan mechanics. Having worked on similar MMO and strategy games, I understand the importance of balancing gameplay with user-friendly features, such as streamlined upgrades and clear battle intel. I am particularly excited about enhancing hero progression and ensuring your monetization model maintains competitive integrity without compromising the player experience. I'm looking forward to bringing your vision to life and creating a captivating game for players to enjoy. Best regards, Mehran Riaz
$2 000 USD en 21 jours
0,0
0,0

Greetings! I’m a top-rated freelancer with 16+ years of experience and a portfolio of 750+ satisfied clients. I specialize in delivering high-quality, professional mobile game developing services tailored to your unique needs. Please feel free to message me to discuss your project and review my portfolio. I’d love to help bring your ideas to life! Looking forward to collaborating with you! Best regards, Revival
$1 500 USD en 30 jours
0,0
0,0

Your MMORTS project caught my eye because I recently finished optimizing a high-performance mobile-first multiplayer combat system that handled over 150 synchronized units simultaneously without frame drops on mid-range hardware. Having spent years developing complex Unity systems, I understand that the delicate balance between real-time state management and mobile thermal throttling is the single biggest hurdle for this specific genre. My primary focus is on delivering a lag-free, responsive experience where the strategic depth of your MMO world isn't compromised by the technical constraints of handheld devices or network instability. To ensure seamless real-time interactions, I propose implementing a server-authoritative architecture—utilizing Photon Fusion or a custom gRPC solution—to prevent client-side cheating while maintaining ultra-low latency. I will leverage Unity’s Data-Oriented Technology Stack (DOTS) and ECS logic to handle massive unit counts efficiently, alongside Addressables for granular asset management to keep the initial app footprint minimal. My approach includes building a robust command-queue system with client-side prediction and server reconciliation to ensure that every troop movement and resource update feels instantaneous, regardless of the player's connection quality. How many concurrent players are you aiming to support in a single persistent world instance, and have you already decided on a backend infrastructure like PlayFab or AWS GameLift for managing the player database? I would also be interested to know if you have a preferred pathfinding solution for the RTS mechanics, such as the A* Pathfinding Project, or if the game's scale requires a custom flow-field system for more efficient crowd navigation. I am available for a quick chat to dive into your specific technical documentation or to jump on a brief call to align on the upcoming project milestones—just let me know a time that works best for you this week.
$2 557 USD en 21 jours
0,0
0,0

Hi, I am a Unity 3D developer with hands-on experience building mobile RTS and MMO-style games inspired by AAA titles. I can deliver a polished, strategic, and highly replayable RTS MMO for Android and iOS that integrates multi-city conquest, shared world maps, deep hero progression, tactical formations, clan coordination, and seasonal events. For this project, I will focus on quality-of-life UX improvements, including batch upgrades, one-tap claims, advanced sorting, clear battle intel, and robust notifications. Anti-exploit and fairness mechanics will be implemented to maintain competitive integrity, and monetization will be limited to cosmetics, convenience, and hero/gear progression without pay-to-win imbalance. I can work directly on the Unity project, translating your design assets into functional gameplay, responsive UI, and optimized mobile performance. I will also ensure smooth multiplayer integration, matchmaking, and persistent world state for long-term engagement. Estimated timeline: 6–8 months for full development and store publication. Fixed price proposal: $42,000 USD. Best, Justin
$2 000 USD en 15 jours
0,0
0,0

$3.5k fixed, 6 months to Android/iOS MMO launch-ready. I treat your game like my own studio's flagship—heart, integrity, every system built for million-user scale. Shipped 3 mobile RTS MMOs (1M+ DAU peak) w/ Unity, multi-city conquest, clan wars, hero progression matching Million Lords/Rise of Kingdoms depth. **How:** Unity 2023 LTS + Mirror Networking for real-time marches/rallies. Backend: Node.js + MongoDB sharded clusters + Redis pub/sub for 10k concurrent battles. Anti-collusion: server-authoritative validation, replay logs, seasonal scoreboards. QoL automation (batch upgrades, smart march routing) via behavior trees. **Core systems:** - 50-city persistent world w/ territory control - Hero progression (100+ talents, gear matrix) - Clan roles + cross-clan diplomacy - Rally/reinforce system w/ troop formations - Cosmetics-only monetization pipeline **Timeline:** Month 1-2: Core loop + networking. Month 3-4: Heroes/clans/events. Month 5: Polish + store submission. Month 6: Launch + hotfixes. Questions: 1. Target DAU Week 1? Server regions? 2. Art style locked or flexible? 3. Existing Unity team or full-stack solo? Chat now—docs reviewed, let's spec your first milestone.
$3 500 USD en 7 jours
0,0
0,0

Hello, I am excited to submit my bid for your Mobile MMO RTS game development project. With extensive experience in Unity 3D and real-time strategy mechanics, I can build a polished, highly replayable RTS MMO that incorporates multi-city conquest, hero progression, tactical formations, and robust clan systems, while ensuring fair, anti-exploit gameplay. I will focus on streamlined mobile UX, smart automation, and clarity in battle and resource management, delivering a game ready for both Android and iOS stores. I look forward to personally developing this project end-to-end, ensuring technical stability, strategic depth, and long-term player engagement. Best regards, Dindo
$2 250 USD en 7 jours
0,0
0,0

⭐ Hello ⭐ I understand your project. You’re building a next generation mobile real time strategy MMO with multi city conquest, clan warfare, seasonal events, and strong anti exploit mechanics, and you want a polished launch on both Android and iOS on a fixed price. I have experience shipping Unity mobile games and building production multiplayer foundations that scale, including server authoritative gameplay, matchmaking and session flow, progression systems, live ops events, and performance tuning for mid range devices. I focus on fairness and clarity, with strong telemetry so balance and exploits are visible early. My approach is to deliver a 45 day Phase 1 vertical slice that proves the core loop and tech stack: persistent world map, multi city ownership, marches and battles, rally and reinforcement, hero progression and formations, clan roles, and the QoL layer that removes busywork. I will implement anti collusion signals, rate limits, validation, and server side checks to prevent common RTS MMO abuse patterns. Timeline 90 days with weekly playable builds and a clear QA checklist. Fixed price 60,000 USD with milestone payments tied to deliverables. I will be hands on and personally involved in the core systems build. Portfolio and relevant work examples available on request. Best regards, Shaun.
$3 000 USD en 45 jours
0,0
0,0

Hello there, I’m a solo Unity developer specialized in mobile RTS and MMO systems. I design for performance, cross-platform stability, and polished UX, with experience delivering persistent maps, multi-city conquest, hero progression, clans, and anti-exploit mechanics. I’ll implement a modular architecture for cities and territory, robust rally/formation systems, scalable networking, and a user-friendly UI with batch upgrades, presets, and strong battle intel. I’ll ship on Android and iOS with a monetization plan centered on cosmetics and convenience while preserving competitive integrity. Please feel free to contact me so we can discuss more details. I am looking forward to the chance of working together. Best regards, Billy Bryan
$1 700 USD en 7 jours
0,0
0,0

Hello there, Delivering a next-gen mobile RTS MMO demands a robust, scalable backend paired with a responsive, user-friendly client to manage vast simultaneous interactions on a shared world map. My approach centers on a microservices architecture using Kubernetes for orchestrated deployment, ensuring high availability and scalability. Unity will drive the front-end, enabling cross-platform Android/iOS deployment with smooth, intuitive UX focused on streamlined city management, tactical troop controls, and clan interaction tools. Integration of secure, cheat-resistant APIs will uphold fair play, backed by my extensive experience in live game operations and anti-exploit systems for multiplayer titles. Having led development on MMO strategy projects with similar complexity and live event execution, I am confident in delivering a polished, stable experience aligned with your vision. What timeline do you envision for initial milestones? Kund Regards Robert D.
$2 250 USD en 7 jours
0,0
0,0

Hi there. 1. What CCU per server are you targeting, and do you want an authoritative backend via Nakama or a custom server for world state and battles? 2. For v1, should Battle Fury, shield limits, and anti trading blocks be enforced exactly, or tunable per league? This matches your pillars: multi city conquest, formations + counter triangle, rally camp, and fair play. I will ship a Core Loop alpha first, then iterate on events, QoL, and polish. I took over a Unity strategy project with a persistent map and clan rallies where desync and collusion were hurting retention. We had to keep fights server side and still feel fast on mobile. I fixed it with server authoritative sim, event logs, and a rule engine for shields and trading abuse, plus tight UI. Fixed price: 9500 USD for 6 weeks, daily repo pushes and weekly TestFlight and Android internal builds, and I can deliver confidently. Hope to discuss more on chat. Best, Yurii H.
$2 250 USD en 7 jours
0,0
0,0

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