According to Wccftech, former Mediatonic developers who worked on the hit competitive multiplayer title Fall Guys have formed a new studio called Panic Stations. The studio announced its formation through a video on its official X account featuring cartoon pigeons, with game designer Joe Walsh providing voiceover stating, “Games should be funnier and they should be stupider. Here at Panic Stations, we’re going to fix that.” Co-founder Paul Croft told GamesIndustry.Biz that the team is focusing on the online co-op space, aiming to “build games that bring immediate joy to players and bring people closer together,” though their debut title is reportedly “not about pigeons” according to the studio’s website. This move comes as the industry sees significant success in cooperative titles like Lethal Company and Peak.
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The Fall Guys Pedigree Advantage
The team’s background at Mediatonic provides Panic Stations with a crucial advantage that most new studios lack: proven experience in creating viral multiplayer phenomena. Fall Guys wasn’t just successful—it became a cultural moment during the pandemic, demonstrating the team’s understanding of what makes social gaming work. Their expertise in game design principles that encourage both competition and comedy gives them unique insight into creating engaging multiplayer experiences. This isn’t a team learning on the job; they’re applying hard-won knowledge from one of the most unexpected breakouts in recent gaming history.
Strategic Timing in the Co-Op Renaissance
Paul Croft’s observation about cooperative gaming’s momentum is more than just optimism—it reflects a fundamental shift in player preferences. The success of titles like Lethal Company, which achieved massive popularity through emergent comedy and social dynamics, demonstrates that players are increasingly seeking shared experiences rather than solitary gameplay. This trend aligns with broader social patterns post-pandemic, where digital spaces have become primary venues for friendship and connection. The timing for a studio focused specifically on co-op experiences couldn’t be better, as the market shows appetite for games that prioritize social interaction over individual achievement.
The Creative Philosophy Behind “Funnier and Stupider”
Joe Walsh’s declaration that games should be “funnier and stupider” represents more than just marketing copy—it’s a deliberate design philosophy that challenges conventional wisdom in game development. Most studios prioritize polish, complexity, and technical achievement, but Panic Stations appears to be betting that accessibility and humor create more memorable experiences. This approach, evident even in their announcement using voice-over from Joe Walsh rather than corporate messaging, suggests they understand that personality and charm can be more valuable than technical specs. The risk, of course, is that “stupid” might be misinterpreted or executed poorly, but their Fall Guys track record suggests they understand the delicate balance between chaotic fun and engaging gameplay.
Navigating a Crowded but Hungry Market
The co-op space may be experiencing a renaissance, but it’s also becoming increasingly competitive. Established franchises like Among Us continue to dominate, while new entrants must compete for attention in a market where player time is fragmented across numerous live-service games. Panic Stations’ challenge will be to create experiences that feel fresh while leveraging what made Fall Guys successful: immediate accessibility, strong visual identity, and gameplay that’s enjoyable whether you’re winning or losing. Their decision to avoid the pigeon theme for their debut title, despite featuring them prominently in their announcement, shows strategic awareness about not being pigeonholed (pun intended) too early in their studio’s development.
Realistic Challenges and Future Prospects
While the pedigree and timing are promising, Panic Stations faces the same challenges that confront any new studio: funding sustainability, team scaling, and the pressure to deliver on high expectations. The shadow of Fall Guys will loom large over their first release, creating both advantage and burden. The most promising aspect may be their clear philosophical focus—they’re not trying to be everything to everyone, but rather targeting a specific type of social gaming experience. If they can capture the magic that made Fall Guys a phenomenon while innovating within the co-op space, they have the potential to become a significant player in the social gaming landscape for years to come.
