What is the cost of creating a visual novel roughly?

KKpotato

Cultured Pervert
Compressor
Game Developer
Nov 16, 2021
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The cost? Your happiness.

Jokes aside. It depends on how you approach it and what kind of quality you want to be in your game. I use HS(Honey Select) for my game. Now, some people think that HS requires a low-end device, but that is entirely not the case if you are using the latest mods and the highest graphics. I use a high-end laptop of 1500$ for my case. You need like this much or more if you want to bring minimum quality to your project.
Learning how to make renders, storytelling, and having a good story and character design is also important. Remember, people won't invest in your game if there isn't something in your game that they like. This includes visuals, characters, and story.
 
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Gwedelino

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Sep 4, 2017
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Every game is different but I can show you as an example my situation. Takes note that this is for the 1st version of my game, which should include 12 characters / 8 backgrounds and 12 sex scenes. (Not counting variants and minors artworks)

- I'm doing all the writing
- I'm doing all the programming
- I'm doing all the graphic work related to UI/ UX.

All the other artworks is outsourced and
It will cost around 4000 $.
 
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woody554

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Jan 20, 2018
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I think people should look at starting porn game development like becoming a painter. you don't expect to make money off it, and if you do you're an idiot.

you do it because you LOVE to do it, not to earn a living. you work a real job to support your painting career, because you understand you're not gonna be that one in a million guy who gets hit with a lightning.

not because you wouldn't deserve the pay, but because that's just the world we live in. and no amount of can-do attitude or hard work is gonna change it.

if you get good, but more precisely if you have the staying power and ability to finish things when NO ONE CARES for years, there's a chance you can cumulate a trickle of income, even enough to live on it. but it'll take years and your skill and talent is not gonna be a deciding factor to whether you make it or not. luck is. it's a lottery, and 999/1000 loses.

sure you MIGHT win the lottery and start raking in 50K a month, but unless you're a complete idiot you understand it's not gonna happen to YOU. the chance is stupid small. it's not gonna happen.

I'd never ever hire anyone BEFORE I had income to support that, I'd just do everything myself. at least it wouldn't cost me thousands to find out I'm not in the 1% who can survive their first game. then again, it's easy for me to say when I can already do everything myself.
 

scott_c

New Member
Oct 7, 2017
6
1
there's a pyramid to balance consisting of time, quality abd cost. Only one gets to be prioritized. If you want to prioritize time, meaning to release it quickly, you'll have to sacrifice quality or spend a lot of money to get it done quicly. If you want to prioritize quality, you'll either have to develop it longer or pay more for better development or artwork. If you want to prioritize cost, meaning you don't want to spend any money on it, expect your quality to be crappy or the fact you'll have to spend a lot of time working and polishing it.
 

Cryswar

The Profound Dorkness
Game Developer
May 31, 2019
905
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It depends heavily on what you're doing and how, but since I do a *lot* of 2d art commissions, maybe some useful info here. I will assume that you do all of the writing and coding yourself, to save costs.

As with any kind of estimate, these are tailored to the rough quality and return-of-investment I personally expect. If you want fancier stuff (animation, big-name artists like Crescentia, etc) the cost can easily double or triple, or you can get super shitty art for half the price.

High-quality character sprites with multiple outfits, expressions, etc. are generally going to run $100-200 apiece, more if you want a big name, less if you're willing to compromise on quality or use (frankly, abuse) newer artists that undercharge.

CGs vary based on many factors, both lewd and normal, but you're probably looking at $80-100+ as a baseline estimate for a CG of a single character with few/no variations and a simple BG. If you need really high quality, detailed background, or lots of variations, it can skyrocket into 2-5x that range very quickly.

Background art varies from maybe $50-150 assuming you don't need any characters in it, anything below 50 is probably going to be ass but you can get pretty dang good quality in the 70-100 range.

Music is typically gonna be $100-150 per 30 seconds if you want commercial video game quality, but if you look hard you can find some pretty good stuff in the $30-50 for 2-4 min range. As always, you're almost guaranteed to sacrifice quality/versatility for that price, but you can find some real diamonds too.

A high-quality renpy UI commission apparently costs around 50-100, I haven't done that yet myself but I am looking into it.

You can't really put a price on working 8-12 hours a day for months or years, though the opportunity cost of not spending those hours working at a local grocery store is pretty rough, much less a 'real' job that pays 30+ an hour. Even assuming you're working for around US minimum wage (10-15 an hour iirc?) is around $1000-2000 a month of wasted potential income, $5000+ if compared to a full-time job

You can cut out some of those costs by working in daz3d or similar, though then you have to learn how to do them yourself, get a rig/card/etc that can handle them, and consider the replacement and energy costs of hardware that will burn out much faster doing a million renders... etc.

To put it bluntly, I would not expect to even break even. Especially with factors like the US recession, global financial crisis, and the unfortunate reality of how few people are willing to pay for porn, or wait a year or two to see if you're legit before supporting.

Let me put it this way: if I remember Graphtreon numbers right, I think there are a grand total of about 300 H-game patreons that make more than minimum wage, worldwide, BEFORE accounting for any development costs or wages. Only like 8%? even break 500 a month base income, which again doesn't account for their costs.

I'm a pretty small fish, sitting around 440 a month currently, which is A. about 40% of the US poverty line or 12% of middle class income, and B. I spend all of it on commissions, so I'm actually making about $20 a month (which goes to bills) working 50+ hour weeks.

Fortunately, I have a lot of fun working on this and didn't expect to make bank. Hopefully, I can eventually get to a more stable position, but I absolutely would not recommend going into this expecting a quick buck.

As much as people complain about 'milkers,' a couple of devs that got lucky are completely unrelated to the experience of 98% of devs. Even for relatively-successful devs, 3-4k a month on patreon MIGHT barely break into middle-class income if they don't have to spend too much of it on the game. And the biggest-name ones are usually a team, so that 80k+ a month that Summertime Saga is making is gonna be split between 8? people with unknown proportions.

If you don't explode and start making 1k+ a month in the first month, it's probably going to be a 2+ year journey to get anywhere near meaningful income.
 
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Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,025
2,086
It depends heavily on what you're doing and how, but since I do a *lot* of 2d art commissions, maybe some useful info here. I will assume that you do all of the writing and coding yourself, to save costs.

As with any kind of estimate, these are tailored to the rough quality and return-of-investment I personally expect. If you want fancier stuff (animation, big-name artists like Crescentia, etc) the cost can easily double or triple, or you can get super shitty art for half the price.

High-quality character sprites with multiple outfits, expressions, etc. are generally going to run $100-200 apiece, more if you want a big name, less if you're willing to compromise on quality or use (frankly, abuse) newer artists that undercharge.

CGs vary based on many factors, both lewd and normal, but you're probably looking at $80-100+ as a baseline estimate for any good one regardless of material. If you need really high quality or lots of variations, it can skyrocket into 2-3x that range very quickly.

Background art varies from maybe $50-150 assuming you want good-but-not-professional quality, anything below 50 is probably going to be ass but you can get pretty dang good quality in the 70-100 range.

Music is typically gonna be $100-150 per 30 seconds if you want commercial video game quality, but if you look hard you can find some pretty good stuff in the $30-50 for 2-4 min range. As always, you're almost guaranteed to sacrifice quality/versatility for that price, but you can find some real diamonds too.

A high-quality renpy UI commission apparently costs around 50-100, I haven't done that yet myself but I am looking into it.

You can't really put a price on working 8-12 hours a day for months or years, though the opportunity cost of not spending those hours working at a local grocery store is pretty rough, much less a 'real' job that pays 30+ an hour.

You can cut out some of those costs by working in daz3d or similar, though then you have to learn how to do them yourself, get a rig/card/etc that can handle them, consider the replacement and energy costs of hardware that will burn out much faster doing a million renders... etc.

To put it bluntly, I would not expect to even break even. Especially with factors like the US recession, global financial crisis, and the unfortunate reality of how few people are willing to pay for porn, or wait a year or two to see if you're legit before supporting.

Let me put it this way: if I remember Graphtreon numbers right, I think there are a grand total of about 300 H-game patreons that make more than minimum wage, worldwide, BEFORE accounting for any development costs or wages. Only like 8%? even break 500 a month base income, which again doesn't account for their costs.

I'm a pretty small fish, sitting around 440 a month currently, which is A. about 40% of the US poverty line or 12% of middle class income, and B. I spend all of it on commissions, so I'm actually making about $20 a month (which goes to bills) working 50+ hour weeks.

Fortunately, I have a lot of fun working on this and didn't expect to make bank. Hopefully, I can eventually get to a more stable position, but I absolutely would not recommend going into this expecting a quick buck.

As much as people complain about 'milkers,' a couple of devs that got lucky are completely unrelated to the experience of 98% of devs. Even for relatively-successful devs, 3-4k a month on patreon MIGHT barely break into middle-class income if they don't have to spend too much of it on the game. And the biggest-name ones are usually a team, so that 80k+ a month that Summertime Saga is making is gonna be split between 8? people with unknown proportions.

If you don't explode and start making 1k+ a month in the first month, it's probably going to be a 2+ year journey to get anywhere near meaningful income.
Quite spot on post regarding prices.

OP should keep in mind that the 80$-100$ price range for CGS mean "single character without background or with a very simple one." if you want high quality work.

Some extra fees are often added if you plan to have a commercial use of those artworks.
 
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Cryswar

The Profound Dorkness
Game Developer
May 31, 2019
905
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Quite spot on post regarding prices.

OP should keep in mind that the 80$-100$ price range for CGS mean "single character without background or with a very simple one." if you want high quality work.

Some extra fees are often added if you plan to have a commercial use of those artworks.
Absolutely, I forgot to specify that. Multiple characters, fancy backgrounds, those can drive the prices up to 3-5 times pretty quick.

Commercial is such a weird mixed bag - I've had a number of artists charge little/nothing, and some that straight double their prices or refuse to do commercial at all. Some just stop responding at all when you mention commercial. Even on fiverr it can be difficult to tell without asking.

I have personally been fortunate enough to find a good group of artists, musicians, etc. that don't charge extra for commercial, but have tried some in the past that do and generally found they weren't worth the base price, much less the additional fee.
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,025
2,086
Absolutely, I forgot to specify that. Multiple characters, fancy backgrounds, those can drive the prices up to 3-5 times pretty quick.

Commercial is such a weird mixed bag - I've had a number of artists charge little/nothing, and some that straight double their prices or refuse to do commercial at all. Some just stop responding at all when you mention commercial. Even on fiverr it can be difficult to tell without asking.

I have personally been fortunate enough to find a good group of artists, musicians, etc. that don't charge extra for commercial, but have tried some in the past that do and generally found they weren't worth the base price, much less the additional fee.
Yeah commercial fees are often a killer considering how art is (rightly) expensive.

I'm paying around 200 / 250 $ each artwork for my game (considering most oh them are 2 characters pictures). If you double that amount, then I can't keep up the pace.

I think the very definition of a "commercial use" is also kind of shady since it can depend of the artist point of view.

- Is it when you re-sell the said art ?
- Is it when you indirectly earn money through it (example : Patreon) ?

There is no unique answer.
 
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OsamiWorks

Member
May 24, 2020
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Yeah commercial fees are often a killer considering how art is (rightly) expensive.

I'm paying around 200 / 250 $ each artwork for my game (considering most oh them are 2 characters pictures). If you double that amount, then I can't keep up the pace.

I think the very definition of a "commercial use" is also kind of shady since it can depend of the artist point of view.

- Is it when you re-sell the said art ?
- Is it when you indirectly earn money through it (example : Patreon) ?

There is no unique answer.
Commercial use is pretty clear cut and has nothing to do with the artist, it's using a product in any activity that results in financial gain. When an artists gives permission for it, they are basically relinquishing rights and profits you have generated off of their work.

What youre taliking about specifically is you being shady since it sounds like you're relying on the artist not pursuing legal action. It includes both of those things you mentioned. You need to have a contract showing both parties understand the agreement and terms of use, or at the very least have record of written permission from the artist allowing you to use their art for commercial purposes.
 
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Sep 18, 2018
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Hi guys, thank you for your answers, as I didn't think I would get any :D I will read each and every one of them, take notes and reply to them asap.
 

Bavor

Member
Aug 11, 2020
183
1,142
The cost varies depending on how you are making the game. My advice is to only do it if you enjoy it and if you actually make money off of it, that's great. If not, you did something you enjoyed and picked up a new skill or several.
 
Jun 11, 2023
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Well, it depends.
What kind of art are you using? Will it be 2d or 3d?
And are you comissionning the entire thing, or are you open to do some of it yourself?
Is your game going to be voice acted?
Is it going to contain gameplay mechanics?

The components of a visual novel are:
1. The programming.
2. The characters
3. The background art.

Optionally, you can also have:
4. Music
5. Sound effects
6. Voice acting.
7. User interface.

Generally, the more efforts you put in a VN, the more you will get attention for it. That being said, a VN is fundamentally a game, and just as with any other games, you can get any result between losing your entire investment and getting a wild number of people interested in your game and making huge bank.

I can't answer when it comes to the cost of each of the things, I would need to know more about your project before I can give you a reliable estimate.

As for whether the adult game market is on the decline, we don't really have global data on it. However, I have the intuition that there was a huge bubble where people invested a lot in projects via patreon, and once a couple of big projects failed (Breeding season to name one), people got disillusionned, so I think we're reaching a point where people won't wildly invest in anything that comes around, but if your game is solid enough, you should be able to make some money, either via patreon or via direct sales on itch.io and steam.

Is it worth it to even try? Well, I'm a game dev, so I feel like my answer would be biaised. So instead, I'm just going to ask you this: Is this something you want to be doing? Are you passionate about making games?


I'm going to stop there. Please answer my questions, and I can offer you further help.
Yes I'm passionate about making games can you plz help me
 

Ambir

Adult games developer
Game Developer
Aug 7, 2020
846
1,165
Yes I'm passionate about making games can you plz help me
Sure. Feel free to shoot me a private message and I'll be happy to discuss things with you. I'm currently otherwise occupied, so I am most likely not involving myself in the development of a new video game unless I find a super motivated artist that really would like to partner with me.

I'll answer as many of the questions as you have that I can, and I'll do my best to support you to the extent of my abilities.
 
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