A game built from blocks that look like they escaped from 1995 has now sold over 325 million copies. That’s more than any video game in history. More than Grand Theft Auto. More than Tetris. More than whatever flashy shooter dropped last month with its billion-pound marketing budget.
Minecraft came out in 2011 and somehow keeps outselling things that cost ten times more to make. The graphics haven’t improved much. The premise remains identical: punch trees, build stuff, don’t get blown up by green things that hiss.
So why do 193 million people still play it every month?
The answer comes down to something the gaming industry has quietly abandoned: actual value for money. One purchase, no strings attached, entertainment that lasts years instead of weeks. In an era where “free” games routinely cost families hundreds of pounds annually, that £20 price tag looks increasingly radical.
The Hidden Cost of “Free” Games

Free-to-play sounds brilliant until you check your bank statement.
The PC gaming industry pulled in $24.4 billion from microtransactions in 2024 alone. That’s not game sales — that’s the extra stuff. Skins, battle passes, loot boxes, premium currencies with names designed to obscure how much real money you’re handing over. Microtransactions now account for 58% of all PC gaming revenue, which tells you everything about where the industry’s priorities sit.
Kids feel this pressure most directly. A 2024 survey across Europe found children spending an average of €31 per month on in-game purchases. That converts to roughly £26 monthly, or £312 annually, on top of whatever the game itself cost.
Pocket money that once went toward sweets and magazines now flows straight into Roblox and Fortnite. Both games technically cost nothing to download. Both games have monetisation systems sophisticated enough to make casino designers take notes.
FIFA — now rebranded as EA Sports FC after the licensing split — generated over 10 million+ users in its first week of sales. A decent chunk of that came from Ultimate Team, where players buy packs containing random digital footballers. You might get Mbappé. You’ll probably get someone from the Belgian second division. The randomness is the point. It keeps people buying.
| Game | Base Cost | Average Annual In-Game Spend | Total Year 1 |
|---|---|---|---|
| Fortnite | Free | £150-300 | £150-300 |
| FIFA/FC | £60-70 | £100-500 | £160-570 |
| Roblox | Free | £150-250 | £150-250 |
| Minecraft | £20 | £0 | £20 |
That bottom row isn’t a typo. Minecraft genuinely costs twenty quid and then stops asking for money.
Why Minecraft’s Value Proposition Stands Alone
The business model is almost quaint by modern standards. You pay once. You own the game. Updates arrive free. New content gets added because the developers want to, not because they need to sell you a season pass.
Minecraft has received fourteen years of free updates since launch. New biomes, new creatures, new mechanics, new blocks. The game you buy today contains vastly more content than the 2011 original, yet costs roughly the same adjusted for inflation.
The modding community adds another dimension entirely. Over 75,000 free mods exist across platforms like Modrinth and CurseForge. Want dragons you can tame and fly? Free mod. Complete visual overhaul with realistic lighting? Free mod. Entirely new game modes that transform the experience into something unrecognisable? Also free.
Compare this to the standard industry approach where visual upgrades cost £5-10 and expansion content runs £15-40 per release. Minecraft players get equivalent additions without spending another penny.
The engagement numbers reflect this value. Average playtime hit 11.2 hours monthly per active user in early 2025, up from 9.6 hours the previous year. People aren’t just buying Minecraft — they’re actually playing it, consistently, for years after purchase.
Run the maths on entertainment value and the figures get slightly absurd. Cinema tickets cost around £12 for two hours of sitting in the dark. That’s £6 per hour of entertainment. Minecraft at £20, played for 400 hours over three years, works out to 5p per hour. The cinema would need to charge 7p per ticket to compete.
| Year | Total Investment | Hours Played (Est.) | Cost Per Hour |
|---|---|---|---|
| 1 | £20 | 130 | 15p |
| 2 | £20 | 260 | 8p |
| 3 | £20 | 390 | 5p |
| 5 | £20 | 650 | 3p |
No subscription fees. No battle passes expiring at the end of each season. No artificial urgency pushing you toward your wallet.
Free Mods vs Paid DLC
Most games treat additional content as a revenue stream. Minecraft treats it as a community project.
The DLC market generated $5.3 billion on PC in 2024, accounting for 14% of total revenue. Games like Diablo 4, Elden Ring, and World of Warcraft drive those numbers with expansion packs priced between £15 and £40 each.
Minecraft’s equivalent content comes from modders who create because they enjoy creating. The official Marketplace does exist and has generated $560 million over the past year, but the vast majority of modifications remain completely free through community platforms.
MCPEDL hosts thousands of tested Bedrock add-ons with community ratings helping you avoid the duds. Modrinth catalogues over 75,000 creations. CurseForge maintains comprehensive libraries for Java Edition players.
What do these free mods actually include? New creatures and enemies that expand the game’s ecosystem. Complete gameplay overhauls transforming Minecraft into survival horror or factory simulation. Shader packs that make the blocky world genuinely beautiful. Automation tools for players who want to build elaborate machines. Quality-of-life improvements fixing minor annoyances the base game never addressed.
| Mod Type | What It Adds | Equivalent Paid Value |
|---|---|---|
| Dragon Mounts 2 | Tameable dragons, flight mechanics | £10-15 DLC |
| Shader packs | Complete visual overhaul | £5-10 upgrade |
| Full modpacks | Entire new game experiences | £30-50 expansion |
A family could play Minecraft for a decade, trying different mod configurations each year, and never repeat an experience. Try doing that with a game charging £30 per expansion pack.
Running Your Own Server
Multiplayer Minecraft happens on servers. Public ones exist everywhere, free to join, populated by strangers. For families wanting more control, private servers offer a safer alternative.
The appeal is straightforward. Only people you invite can join. No random strangers appearing in your world. No inappropriate chat or griefing from anonymous players. Parents can monitor what happens. Siblings separated by university or work can share a world without coordinating schedules.
Hosting costs less than most people assume. A basic server supporting 5-10 players runs £4-8 monthly through budget providers. Medium setups handling 20-30 players cost £12-20. Larger community servers with 50+ players need £25-40 or more, but that’s overkill for family use.
| Server Size | Players | Monthly Cost | Annual Cost |
|---|---|---|---|
| Small | 5-10 | £4-8 | £48-96 |
| Medium | 15-25 | £12-20 | £144-240 |
| Large | 50+ | £25-40+ | £300-480+ |
Technical requirements matter more than marketing claims suggest. Minecraft relies heavily on single-core CPU performance — hosts running Ryzen 9 or Intel i9 processors deliver noticeably smoother gameplay. RAM requirements vary dramatically based on mods. Vanilla worlds run fine on 2GB, but heavy modpacks can demand 6-10GB or more.
Finding reliable hosting means ignoring advertisements and checking what actual players recommend. A top modded Minecraft server host 2025 comparison based on community feedback typically proves more useful than whatever provider spent most on Google ads.
Free hosting exists through services like Aternos and FalixNodes. The tradeoff involves performance limitations, reliability issues, and restricted features. Fine for testing whether your family enjoys multiplayer. Less ideal for long-term worlds you’ve invested dozens of hours building.
Mojang’s official Realms service costs £6.50 monthly for 10 players. It’s more expensive than third-party options but simpler to configure, which matters for parents who’d rather not learn server administration.
The Real Cost Comparison

Abstract percentages matter less than actual pounds spent. Here’s what a five-year gaming budget looks like under different approaches.
Scenario A: Fortnite and Roblox household
Both games cost nothing to download. Both games feature constant prompts to purchase cosmetics, currency, and passes. Conservative estimates put annual spending at £200-400 per child. Multiply by two children over five years and the total hits £2,000-4,000.
No game purchases. Four thousand pounds spent anyway.
Scenario B: Minecraft household
Game costs £20-40 depending on whether you buy one account or two. Mods cost nothing. Optional server hosting for three years adds £150-300 if you want private multiplayer.
Total: £170-340.
The difference — somewhere between £1,660 and £3,660 — pays for a family holiday. Or a year of swimming lessons. Or sits in a savings account doing something more useful than unlocking virtual dance moves.
Gaming isn’t disappearing from childhood. Over 37 million people in the UK play video games, representing more than 55% of the population. Among children aged 12-15, a remarkable 83% have played online games including Minecraft.
The question for budget-conscious families isn’t whether kids will game. It’s which games represent genuine value versus perpetual expense.
Getting Started Properly
Maximising Minecraft’s value requires a few informed decisions upfront.
- Choosing your edition matters. Java Edition offers the best modding support but only runs on PC. Bedrock Edition works across consoles, mobile devices, and Windows, making it better for cross-platform play. Bundle deals combining both editions surface regularly and represent the best value if you own multiple devices.
- Free content should come first. Start with vanilla Minecraft and spend a few weeks learning the basics. Then gradually explore resource packs for visual changes, behaviour packs for gameplay tweaks, and eventually full modpacks that transform the experience entirely. Jumping straight into complex mods overwhelms new players.
- Multiplayer options scale to your needs. Realms offers simplicity at a premium price. Third-party hosting provides more control and features for less money. Public servers cost nothing but sacrifice privacy and safety. Match the option to your family’s technical comfort and privacy requirements.
- The Marketplace temptation exists. Despite everything above, Minecraft does sell cosmetic content through its official store. Setting expectations upfront prevents arguments later. Prioritise free community content. Treat any Marketplace purchase as a special occasion rather than routine spending. The free alternatives genuinely compete in quality.
The Boring Truth About Value
Gaming companies discovered that ongoing payments generate more revenue than one-time purchases. The entire industry restructured around this insight. Season passes, battle passes, loot boxes, premium currencies, daily login bonuses designed to build habits — all engineered to keep wallets open indefinitely.
Minecraft proves the old model still works. One payment, years of entertainment, continuous updates, infinite free modifications. The 325 million copies sold suggest players appreciate the approach even if shareholders might prefer something more extractive.
For families watching entertainment budgets, the arithmetic speaks clearly. Twenty pounds invested in Minecraft delivers better value than hundreds chased through free-to-play monetisation systems. The smartest gaming purchase isn’t the newest release or the most hyped launch. Sometimes it’s the blocky sandbox that’s quietly entertained hundreds of millions of players for over a decade.
The graphics remain proudly outdated. The value remains unmatched.
References
- SQ Magazine: Minecraft sales figures (325 million copies), monthly active users (193 million), average playtime statistics (11.2 hours monthly), Marketplace earnings ($560 million)
- Insider Gaming: PC gaming microtransaction revenue ($24.4 billion, 58% of total), DLC revenue figures ($5.3 billion)
- Statista/GOV UK: UK gaming population (37.7 million), European children in-game spending survey (€31 monthly average)
- Host Havoc: UK children gaming statistics (83% of ages 12-15)
- Market Data Forecast: FIFA 23 UK launch revenue (£100 million first week)
- Cherry Servers: Minecraft server hosting cost ranges ($6-50 monthly)
- GameTeam: Server size pricing breakdown
- HostAdvice: Budget Minecraft hosting features ($2-10 monthly)
- NoobFeed: Server hardware requirements (CPU and RAM specifications)
- WiseHosting: Free hosting service limitations (Aternos, FalixNodes)
- Business Insider India, PR Newswire: Children’s pocket money spending shift to gaming

