Mediatonic is “Finalizing Development” On Fall Guys’ Xbox and Switch Versions, Cross-Play Now Available

Fall Guys' Nintendo Switch and Xbox versions are in the final stages of development, although no release date has been specified as of yet.

Developer Mediatonic’s Fall Guys has received a ton of acclaim from legions of players across the globe, thanks to its community-driven gameplay mechanics and updates. Released in 2020 for PC and PlayStation consoles, Fall Guys has been long time coming for Xbox consoles and Switch as well.

In a recent blog update, the developer has revealed that Fall Guys‘ Xbox and Nintendo Switch versions are in the final stages of development. Mediatonic hasn’t revealed a release window just yet, so fans should keep expectations in check accordingly. In addition to this, Fall Guys now features cross-platform support across PC and PlayStation with its latest mid-season update.

“We know that news regarding Fall Guys on Nintendo Switch and Xbox is highly anticipated,” Mediatonic says. “We’re finalising development, and though it isn’t within this update, it’s still coming! Until then, we’re super excited to enable this cross-platform functionality for our existing platforms as a first step.”

A new game mode called Sweet Thieves is also being added to the game, wherein a team of Thieves has to steal all the candy in a level while the Guardians have to catch them in the act and put them in jail. Players can even resort to walking in this mode, which should help with being sneaky. Much like every other update, this one also comes with a bevy of performance improvements and fixes. You can check out the full patch notes below.

Patch Notes: 

  • [Customs] Fixed some instances where a lobby would fail to load on second playthrough, forcing players to make new lobbies
  • [Jump Showdown] Fixed players being able to stand on the central pillar and evade the spinning bars
  • [Squads] Fixed an issue on race Rounds where the Round would end early after a timer is displayed
  • [Squads] Fixed Jump Showdown time-outs on Squads eliminating victorious players
  • [Eliminations] Fixed some instances where players would be wrongfully eliminated on elimination levels, such as being eliminated Jump Showdown in spite of not colliding with the bar
  • [Fall Mountain] Big Yeetus buff
  • [Short Circuit] Fixed some instances where players would not qualify upon crossing the second lap
  • [Sum Fruit] Fixed players getting stuck between the ramp and the tiles
  • [Stompin Ground] Fixed the Rhinos charging at players unexpectedly with no visual indication beforehand
  • [Jump Showdown] Improvements to other players visually teleporting when jumping over the bar
  • [Emote] Adjusted the Piano emote so that it does not cut off abruptly in-game
  • [Fall Mountain] Fixed players ragdolling when interacting with a stationary turnstile
  • [Lost Temple] Players will no longer be slowed down or halted by walking over the bottom ledges of open doors
  • [Full Tilt] Fixed some See-Saws tilting more than others on the level
  • [Roll On] Fixed some players falling through the platform floors into the slime
  • [FPS] General improvements to FPS which should decrease instances of framerate drops
  • [Obstacles] Fixed rotating bar not matching direction of arrows on levels such as Big Fans
  • [Slimescraper] Fixed bases of Punchers appearing low-quality
  • [Crown] Winners will now be correctly awarded in the event of a tie during the Crown Grab on levels such as Fall Mountain and Lost Temple
  • [Costumes] Fixed visual issues on costumes including but not limited to Deep Diver, Fish Tank, Barbarian, Burly Barbarian, Jester, Fool, Lady Margot, Aloy, Snow Queen, Ice Maiden, and team colour issues on costumes such as Ghost, Jin,
    and Aloy
  • [Achievements] Fixed issues with unlocking Stumble Chums and Big Bully
  • [Gameplay] Improvements to carrying objects – when a grab is broken, characters will not ‘ping’ out of place
  • [Gameplay] Improvements to ‘bean tornadoes’ in which many close-together players moving at once cause unpredictable collisions
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