3D gameMultiplayer party knockout gameOriginal by Kitka Games, Scopely

Stumble Guys turns the idea of elimination on obstacle courses in a crowded lobby into a fast, funny package built for mobile. Characters stumbling between spinning hammers, sliding floors and falling platforms produce chaotic, hilarious moments. Over a few rounds the field shrinks until a single winner remains in the final. Short matches and a cosmetics collection spread quickly among kids and teens.

A similar game needs fun and predictable physics, many short maps, a light network layer that carries a crowded lobby on mobile, and bot backfill. Map content is the game's fuel, so a level editor that quickly assembles obstacles from modular pieces is extremely valuable. A cosmetics store, emotes, an event calendar and party-up-with-friends systems complete the picture.

First playable version (MVP)€76,500 – €107,50016–22 weeks · excl. VAT
Full scope€170,000 – €246,50025–34 weeks · 7-person team
Recommended techUnity URP (C#), simplified physics and mobile-optimized character animationsPhoton Fusion or Photon PUN + PlayFab/Nakama (inventory, matchmaking) + Firebase Remote Config
How to Make a Game Like Stumble Guys
How to Make a Game Like Stumble Guys

Why Stumble Guys works: the core loop

Join the lobby → reach the front on the obstacle course → get knocked out or advance between rounds → win the final round → unlock rewards and cosmetics
Systems you need to build a game like Stumble Guys
Why Stumble Guys works: the core loop

Systems you need to build a game like Stumble Guys

Character physics and stumbling

Staggering on collision, ragdoll-style falls and quick recovery; funny but controllable feel.

Modular map editor

Fast new course creation from spinning obstacles, pushers, slippery floors and trap pieces.

Round and elimination manager

Race, survival and team rounds, with tuning of how many players are eliminated each round.

Lightweight mobile netcode

Position sync in a crowded lobby, obstacles running on a shared clock and resilience to disconnects.

Bot backfill

Bots that fill lobbies when players are scarce and make realistic mistakes; this protects the new player experience.

Cosmetics and emotes

Character costumes, animations, a seasonal pass and time-limited collections.

What goes into the first version, what comes later

First version (soft launch)

  • A few race and survival maps
  • Medium-sized lobbies with bot backfill
  • Core physics and elimination round structure
  • Partying up with friends
  • Cosmetics store and rewarded ads

Later updates

  • Player-made maps (user editor)
  • Team modes and special event rounds
  • Season pass and collaboration cosmetics
  • Ranked league and PC/console versions

The hard parts of this genre

Physics and network consistency

Making physics-based collisions look consistent over the network is hard; players instantly notice “nobody pushed me” moments.

Content cadence

Players get bored of the same maps quickly; regular new maps and events are essential.

Responsibility to young players

A large part of the audience may be children, so chat, purchases and data collection need extra protection and compliance (for example COPPA and GDPR-K).

Team, timeline and budget

The estimate is based on the genre’s core systems, content volume, multiplayer and live-ops needs plus QA and project management: about 653 person-days for the full scope and 294 person-days for the first version. Cutting scope (fewer levels, one map, fewer characters) lowers the budget directly. Store accounts, servers, audio licences and user-acquisition budget are separate items. We send a fixed written price within 24 hours after the game design document.

Monetisation

Revenue in party games is cosmetics-driven: costumes, emotes, a seasonal pass and time-limited collection bundles. On mobile, rewarded ads (extra rewards, daily gifts) work well. Not selling gameplay power and offering clear spending controls for young players builds both trust and regulatory compliance.

Estimate your game budget and get a fixed quote

Let us scope it together and send a fixed written quote within 24 hours. NDA on request; you own the source code.

Content volume
Multiplayer
LiveOps / events
Platform
First version (MVP)–
Full scope–

Calculated instantly from your choices, excl. VAT. A fixed written quote follows a free scoping call within 24 hours.

Your details are used only to prepare your quote and are never shared. Privacy

Choosing a game development company for a game like Stumble Guys

Most people searching “make a game like stumble guys” are really looking for a reliable game development company. When comparing quotes, check four things:

  • Can you play their released 3D games on your own phone?
  • Are the source code, art files and store accounts transferred to you by contract?
  • Do they build a playable prototype first and show a demo every two weeks?
  • Are multiplayer servers, anti-cheat and scaling costs written into the quote?

Copyright and originality

Game mechanics on their own are generally not protected, but names, logos, characters, art, audio and level designs are. That is why we build a game “like Stumble Guys” with your own name, art and world. This is not legal advice; we recommend a trademark search before launch.

Frequently asked questions

How long does it take to make a game like Stumble Guys?

An MVP with a few maps, bot support and a cosmetics store can be built by an experienced team in somewhere between a few months and a year. If a map editor is built up front, later content is produced much faster.

Are there copyright issues?

The idea of obstacle-course elimination is generally free to use, but the name, character designs, map layouts, UI and sounds cannot be copied. This is general information, not legal advice.

How do lobbies fill when player numbers are low?

Bot backfill is a must in this genre. Well-designed bots shorten wait times and give new players a chance to win, which increases retention.

What should I look for in a studio that builds party games?

Look at their mobile multiplayer and physics sync experience, their approach to level editors and their ability to run an event calendar.

Costs of similar games

← All 530 game development costs