Complete Developer Guide

How to Develop a Game Like Fall Guys

Covers what Fall Guys is, its verified market data, the technical features required, how it monetises, the development process, full tech stack, team structure, and cost by build tier. All claims are source-cited.

Fall Guys — jellybean characters competing on obstacle courses
What is Fall Guys?

Platform battle royale. 60 players. One winner.

Fall Guys (originally Fall Guys: Ultimate Knockout) is a free-to-play platform battle royale developed by Mediatonic and published by Epic Games. Up to 60 players per session compete through randomly selected obstacle courses and elimination rounds until one player remains. The format was modelled on TV game shows, specifically Takeshi's Castle and Total Wipeout. It launched on PS4 and PC on 4 August 2020. Epic Games acquired Tonic Games Group (Mediatonic's parent) in March 2021. The game moved to free-to-play on 21 June 2022, simultaneously launching on Xbox and Nintendo Switch and delisting from Steam. (Source: Epic Games press releases, 2021–2022.)

UnityEngine
60Players/session
Aug 2020Launch date
6+Platforms
F2PSince Jun 2022
76Round types
Verified market data

Fall Guys — Key Statistics

Four figures from public, citable sources. The stats section below excludes figures that cannot be independently verified.

172,213 Peak concurrent Steam players (Aug 2020) SteamDB / Tracker.gg
$185M Revenue in first month on PC (paid at $19.99) Webtribunal / TheGamer
8.2M PC players in first month of paid launch Mediatonic / industry trackers
20M Players in first 48 hrs of F2P launch (Jun 2022) Official @FallGuysGame tweet

Retention context: Average daily Steam players fell 97.6% from ~124,000 (Aug 2020) to ~3,000 (Jun 2023). By 2025, peak daily concurrent is below 1,000. The F2P transition created a spike, not sustained growth. Retention requires ongoing live-ops investment — new rounds, seasonal events, and IP partnerships — not just lower acquisition barriers. (Source: LEVVVEL player count analysis.)

Technical requirements

Core Features — What Must Be Built

Seven systems that are architecturally required for this game type. Each card states what the feature does and what breaks if it is omitted or under-scoped.

Server-Authoritative Physics

All player movement and collision is computed on the dedicated game server. Clients predict local movement but the server adjudicates every state.

Without it: clients disagree on collision outcomes; speed-hacks and position exploits become trivially easy.

Dynamic Round Selection

A matchmaking service picks rounds at runtime based on current player count and the elimination stage reached. Round selection cannot be hard-coded.

Without it: the game breaks when player count drops mid-session or a round is designed for a player count that no longer applies.

Real-Time Elimination Events

Elimination state changes broadcast to all connected clients simultaneously. Acceptable latency threshold: under 100ms. Round transitions trigger automatically on elimination count.

Without it: players see inconsistent lobby states; some clients show a round as ongoing while others show it ended.

Cosmetic Inventory & Economy

Per-account persistent item storage, virtual currency accounting, seasonal reward unlock logic, and a transactional in-game store. PlayFab covers all of this without custom database work.

Without it: no monetisation layer exists. This is where all F2P revenue flows through.

Redis-Backed Leaderboards

Per-round and all-time rankings require sub-5ms read latency under concurrent load. Redis provides this. Relational databases cannot sustain this latency profile at scale.

Without it: leaderboard reads under peak load cause database contention and visible UI lag across all connected clients.

Party & Social Layer

Persistent squad formation across rounds, friend invites, and cross-platform presence management. Epic Online Services handles this natively on EOS-based builds.

Without it: groups of friends cannot reliably play together, which is the primary social use case for this genre.

Adaptive Third-Person Camera

Field-of-view and zoom respond dynamically to local player density and obstacle proximity. A fixed camera creates spatial awareness gaps in high-density group moments.

Without it: players frequently lose track of their character in crowd scenarios, a documented source of negative reviews in this genre.
Business model

Revenue Model — Five Income Streams

Fall Guys launched as a $19.99 paid title and generated $185M in its first month. It moved to free-to-play in June 2022. All five revenue streams below operate in parallel and are cosmetics-only — no pay-to-win mechanic exists in the game.

StreamMechanismKnown Data Point
01
Battle Pass
Two tracks — free and premium — unlock cosmetics tied to play progression over a fixed season. Players who buy early are incentivised to play regularly to recover value.~$9.99/season (950 Show Bucks)
02
Cosmetic Shop
Skins, emotes, name plates, and patterns sold individually via Show Bucks. Items are time-limited in the storefront, creating purchase urgency without gameplay pressure.Primary daily revenue driver
03
Premium Currency
Show Bucks are sold in bundles that do not align with item prices (e.g. 1,000 Show Bucks for a 950 Show Buck item). Leftover balances drive additional purchases.Standard F2P purchase-friction mechanic
04
IP Collaborations
Limited-edition cosmetics licensed from external brands (Sonic, Godzilla, film and sports franchises). Partners co-promote the collaboration, buying player acquisition for Fall Guys at zero marginal cost.Drives both direct revenue & new-user acquisition
05
Seasonal Events
Time-limited rounds and exclusive cosmetics tied to real-world calendar events. The primary reactivation mechanism for lapsed players. DAU data shows the steepest spikes correlate with event launches, not season starts.Peak DAU spikes tied to event windows
Build process

Five-Stage Development Process

Each phase has defined deliverables and exit criteria. The most expensive mistake in this genre is compressing Phase 3 to hit a deadline — retrofitting a server-authoritative network layer onto an existing codebase is effectively a full rewrite.

1. Conceptualisation & GDS

Produce a game design spec before any engine work. Define player count per session, round types, elimination rules, progression structure, and monetisation model. Player count is the single variable with the largest downstream impact — changing it from 30 to 60 after networking is built requires rebuilding the server topology and re-tuning every physics interaction.

2. Level & Character Design

Build grey-box obstacle courses in-engine to verify physics feel before committing to art. Character hitbox dimensions must be finalised here — they feed directly into server-side collision detection. If hitboxes change after networking is implemented, collision tuning must restart from zero. Art style locks in this phase.

3. Core Development & Networking

Build the server-authoritative game loop first — before any gameplay features sit on top of it. Implement the game server, multiplayer sync layer, physics integration, and matchmaking service in this order. Unity's Netcode for GameObjects and Unreal's native replication system both support this pattern correctly at 60-player scale.

4. Testing & Platform Certification

QA covers functional testing, cross-device compatibility, and stress testing at 2× expected peak concurrency. PlayStation, Xbox, and Nintendo certification each add 4–8 weeks and require specific technical compliance beyond standard QA. Anti-cheat integration runs as a parallel workstream from this phase — not a post-launch task.

5. Deployment & Live Operations

Soft-launch in one region before full rollout to surface server scaling issues and matchmaking edge cases under real conditions. Post-launch engineering is a recurring cost, not a one-time effort: seasonal content, server capacity adjustments, and matchmaking tuning are ongoing. Matchmaking quality degrades when active players drop below the minimum needed to fill lobbies within acceptable wait times.

Engineering — verified

Technology Stack

Each card below states whether the technology is confirmed (documented in developer interviews or official statements) or recommended (best-practice for an equivalent new build). Fall Guys' full internal stack is not publicly disclosed — confirmed items only.

Confirmed Game Engine

Unity + Custom PhysX Controller

Mediatonic built a custom character controller on Unity's PhysX integration. The wobbly movement feel is intentional and required significant tuning — it is not a standard Unity character controller.

UnityUnreal (alternative)
Confirmed Multiplayer

Epic Online Services (post-2022)

After the Epic acquisition, Fall Guys migrated to EOS for cross-platform identity, matchmaking, and session management. Pre-acquisition: AWS. AWS GameLift remains the strongest independent alternative — it handles auto-scaling game server fleets natively.

EOSAWS GameLiftPhoton
Confirmed Economy

Microsoft PlayFab

Fall Guys uses PlayFab for account management, player stats, in-game economy, and the virtual currency store. PlayFab handles entitlements, virtual currency ledgers, and player inventory without custom database schemas.

PlayFabGameSparks
Recommended Session State

Redis + PostgreSQL

Active session state and per-round leaderboard reads require sub-5ms latency. Redis provides this. PostgreSQL or MySQL handles persistent player data that does not require sub-millisecond access. Using a relational database for leaderboards causes visible UI lag under concurrent load.

RedisPostgreSQLMySQL
Recommended Backend

Node.js or Go

Node.js and Go are standard for real-time game server logic because of their non-blocking I/O throughput. Matchmaking and account services can use Python or Java without performance penalty. Kafka or RabbitMQ decouples game server event streams from analytics pipelines.

Node.jsGoKafkaRabbitMQ
Confirmed Anti-Cheat

EasyAntiCheat

Fall Guys uses EasyAntiCheat on PC (now an Epic Games product). BattlEye is the main alternative. Console platforms enforce their own integrity — no client-side anti-cheat is implemented on console builds. Anti-cheat requires its own QA workstream from Phase 3 onward.

EasyAntiCheatBattlEye
Build approach

Development Approaches — Compared

Three structural models for building a multiplayer platformer. Each has distinct trade-offs across IP control, cost, timeline, and post-launch flexibility.

In-House Team
Highest fixed cost · Slowest ramp-up

Full IP ownership and roadmap control with no third-party dependencies.

No contractual limitations on scope changes or technology choices post-launch.

Multiplayer networking engineers are a narrow, competitive talent market with high salaries.

Team must be built before production begins — adds 3–6 months to the start date.

Risk: fixed overhead continues if the title underperforms post-launch.

Contracted Studio
Fixed scope cost · Fastest ramp-up

Predictable cost against a defined scope. Studio brings an existing team and toolchain.

Production starts within weeks of contract signing, not months.

IP ownership, source code delivery, revision rights, and post-launch obligations must be explicit in the contract or they default to studio-favourable positions.

Out-of-scope changes are charged as change requests, which can exceed original estimates.

Risk: verify multiplayer-specific experience before signing — most studios are app development vendors, not game studios.

Mixed Model
Moderate cost · Requires internal lead

Studio handles engine and networking (highest-complexity work); freelancers handle art and audio (non-critical-path work at lower rates).

Reduces total cost compared to a full contracted studio by 20–35% on a typical project.

Requires an internal technical lead to evaluate deliverables and maintain integration quality across workstreams.

Coordination overhead increases with the number of independent contributors.

Risk: without a capable internal lead, the mixed model degrades into unmanageable scope fragmentation.

Budget

Cost Breakdown

Basic/POC — validates core mechanics, small player cap, limited round types. Advanced — production-ready, public release, live-ops capable. Networking and anti-cheat account for 20–30% of Advanced-tier engineering cost.

Feature AreaBasic / POCAdvanced
UI/UX & Game DesignCustom visual theme, standard UI component set, single art pass.Animated UI system, design tokens, high-fidelity visual effects, particle systems, accessibility compliance.
Core GameplayLogin, lobby, basic round mechanics, real-time scoring. One to two round types.Multiple round types, dynamic elimination logic, seasonal event framework, scalable session management.
Multiplayer NetworkingBasic server-authoritative loop. Player cap: 8–16 per session.Full server-authoritative physics, lag compensation, rollback netcode. Player cap: 60+ per session. Cross-platform play.
Backend & InfrastructureMonolithic backend, relational database, moderate concurrent load.Microservices, auto-scaling cloud (AWS GameLift or EOS), real-time pipeline, multi-region load balancing.
Economy & IntegrationsPayment gateway, push notifications, basic analytics.PlayFab economy layer, anti-cheat integration, AI analytics pipeline, real-time notifications.
Post-Launch Support3–6 months: critical bug fixes only.12+ months: priority support, seasonal content, matchmaking tuning, security monitoring, live-ops tooling.
Estimated Cost$10,000 – $30,000$50,000 – $150,000+
Project planning

Team & Timeline

A physics prototype with basic networking takes 4–8 weeks. Full production targeting public release takes 9–18 months with 8–15 people. The networking phase and QA/stress-testing are consistently the two longest phases.

Required Roles

Lead Network Engineer

Server-authoritative loop, lag compensation, rollback netcode

Gameplay Engineers ×2–3

Physics, character controller, UI, round logic, elimination detection

Backend Engineer ×1–2

Game server, matchmaking, APIs, database, PlayFab integration

3D Artists ×2–3

Character models, obstacle assets, environment, VFX, animation

Level Designer

Obstacle course layout, difficulty curve, physics interaction tuning

UI/UX Designer

HUD, menus, cosmetic store, onboarding, platform UI compliance

QA Engineers ×1–2

Functional testing, device matrix, stress testing, cert compliance

Project Manager

Sprint planning, milestone gates, risk management

Phase Timeline

Concept & GDS2–4 weeks
Single-player prototype4–8 weeks
Core multiplayer build8–16 weeks
Level design & art (parallel)10–20 weeks
QA & stress testing6–10 weeks
Platform certification4–8 weeks
Soft launch & monitoring2–4 weeks
Total9–18 months

Level design and art run in parallel with core development. Timeline assumes 8–12 people. Smaller teams extend each phase proportionally.

Clients We Have Worked With

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Due diligence

Evaluating a Development Partner

Most app development studios cannot build a 60-player server-authoritative multiplayer platformer. Four criteria that distinguish genuinely capable studios from general vendors.

Multiplayer Game Portfolio

Ask for shipped multiplayer games — not mobile apps or web platforms. The disciplines are different.

Networking-Specific Evidence

Ask specifically about server-authoritative architecture, lag compensation, and rollback netcode. These are not backend development skills.

Post-Launch Scope in Contract

QA, platform certification, and live-ops support must be explicitly scoped and costed before signing.

Live Title Retention Data

A shipped game with players through a second content season is proof of capability. A prototype is not.

FAQ

Frequently Asked Questions

Each answer below contains only verifiable claims. Sources are cited inline.

A proof-of-concept with simplified physics and 8–16 players: $10,000–$30,000. A production build with 60-player real-time multiplayer, cosmetic system, and cross-platform support: $50,000–$150,000. AAA-scale productions with custom engine work, full live-ops infrastructure, and multi-platform certification: $500,000+.

The multiplayer networking and anti-cheat layers account for 20–30% of total engineering cost at the production tier. This is the most consistently underestimated line item in early-stage budgets.

Up to 60 players per session. A dedicated game server manages all physics state and broadcasts authoritative positions to each client. Client-side prediction is applied to the local player's own movement to mask network latency. Supporting 60 simultaneous physics-simulated players requires one capable server per active session — server compute cost scales directly with concurrent sessions, not total registered users.

Source: Fall Guys store page descriptions; multiple developer interviews confirming 60-player architecture.

A single-map physics prototype with basic networking: 4–8 weeks with 2–3 engineers. A full production build for public release — multiplayer networking, QA, platform certification, and soft-launch — typically takes 9–18 months with 8–15 people. Load testing at 2× expected peak concurrency adds 4–6 weeks by itself. Platform certification on PlayStation, Xbox, or Nintendo each adds 4–8 weeks independently.

Short term: yes. 20 million players joined in the first 48 hours of the June 2022 F2P launch. (Source: official @FallGuysGame and @EpicGames tweets, June 25, 2022.)

Long term: no. Average daily Steam players fell 97.6% from ~124,000 in August 2020 to ~3,000 in June 2023. By 2025, peak daily concurrent on Steam was below 1,000. (Source: LEVVVEL player count analysis; Tracker.gg Steam data.) The F2P transition removed the acquisition barrier but did not create engagement. Sustained engagement requires ongoing live-ops investment in new content, events, and IP collaborations.

Fall Guys uses Unity. For a new build, Unity remains the stronger default: larger pool of multiplayer engineers, more mature mobile export pipeline, and Netcode for GameObjects is specifically designed for the server-authoritative model required at 60-player scale.

Unreal Engine's native replication system is technically equivalent. Choose Unreal only if the studio already has deep Unreal expertise — switching engine mid-project is not a viable option regardless of direction. Godot 4 lacks production-verified track record at 60-player concurrent scale.

  • Game engine: Unity with custom character controller on PhysX (confirmed — developer interviews)
  • Anti-cheat: EasyAntiCheat on PC (confirmed — Epic Games product documentation)
  • Player economy & accounts: Microsoft PlayFab (confirmed — Microsoft case study)
  • Cross-platform services: Epic Online Services post-June 2022 (confirmed — Epic press release)
  • Server infrastructure pre-2022: AWS (confirmed — Mediatonic interviews)

Session state layer, internal event streaming, and backend service framework are not publicly confirmed. Recommended equivalent for a new build: Redis for leaderboards and session state, PostgreSQL for persistent player data, Kafka for event streaming.

Sources: Mediatonic developer interviews; Epic Games public statements; Microsoft PlayFab case study; GDC talks on game backend architecture.