No Fair Play cover
No Fair Play screenshot
Genre: Sport, Indie

No Fair Play

Superpowers Update (v0.6)

New superpowers :



This update improves the booster system by adding new skills that can be combined :

  • The blue booster allows you to move faster by teleporting.
  • You can now knock out your opponent with the ball with the red booster or in "Hate mode"..
  • With the green booster you can control the direction of the ball (Curveball).
  • The yellow booster also allows you to teleport but at a lower cost.

This update should make the boosters more useful, and the parkour mode easier.



Improvements :


The ball control system and the kick assist have been improved to give you more opportunities to make a shot.
The bot are easier in easy mode (less tackle).

Bugs fix :


The game should now detect your screen resolution at first launch.
It was possible to on the truck in the first parkour map which stuck your character (Thanks to Salvo).
Several other minor bugs have been fixed.

As always, each new implementation introduces bugs. Feel free to report.

What's next :



  • A new parkour map based on the Factory map.
  • Phonk Music !

Gameplay Improvements (v0.52)

Some players are lost when it comes to gameplay. So I'm trying a new approach to make things a little more accessible. From now on you don't have to touch the ball to switch to ball control mode. You just have to be close enough.

Some players don't like it when the character goes "backwards" either. I'm not sure if I understood the complaint but now the ball must be in front of the player for the ball control to be active. Also the system is deactivated if there is an obstacle in order to make parkour easier.

I also improved the shooting system with a prediction system. The failure rate has been decreased while increasing the probability to make a shot.

The visual effects have been modified for a more cartoonish look. It's less beautiful but it improves the game performance.

For the next update I plan to improve the booster system.

Update 0.5 : Parkour Game Mode

The first map of the new parkour mode is available. It's based on the "Training Day" map. The factory map would certainly have been more interesting but the surface is irregular and I was afraid it would be too difficult to start with.

The new parkour mode is more solo oriented but you can have visitors. It's up to you to play it cooperatively to make the best time or competitively to get more points. Players who join late are not penalized if they lose.

It's still experimental, but it should be playable without too many bugs.

Bugs :


- It was no longer possible to see the input changes in the configuration menu. Thanks to @woemwoem for report.
- I have improved the lobby system, some new bugs may appear, let me know !

Optimization and future game mode overview

While working on the parkour game mode, I found some performance solutions especially with the first map.
Note : This "optimization update" may introduce new bugs, please tell me on discord or as a comment below this update note.

Light and shadow performance optimization :



  • +25% fps with Low settings
  • +100% fps with High settings (Shadow resolution have been decreased)
  • +100% fps when the settings menu is open

Improved sounds :



  • Sound logic have been improved with crowds.
  • Some minor bugs were found, such as footsteps that did not match when transitioning between different materials.
  • Add new sounds (for the future game mode)

Improved gameplay :



  • Now is you click during pass or kick animation the ball will take a "mid-height angle", (it will make the next parkour game mode easier).
  • Improved parkour system to be more flexible.
  • Improved pass and kick assist logic (fewer fails).
  • Improved ball networking code

What next ?


A small video of the more parkour focused gameplay ...

Critical Bugs (Update v0.46)

New update to remove a critical bugs with the lobby. There was a glitch that allowed players to enter a game that had just been started without being able to participate in the game. But back to the lobby, they took the place of the previous players ...

The tutorial was stuck due to an error while working on the next parkour game mode. It's fixed now.

Once again, thanks to those who report these bugs, I work alone and it's not easy to test multiplayer features.
Happy New Year, and Merry Christmas to all of you !

Hotfix 0.45

- Joining a game in progress too early caused a critical bug.
- Translations of the tutorial weren't available due to a packaging error.

Bugs and More (Update 0.44)

The last update introduced a lot of new bugs and I'm really sorry about that.
Thanks to "Boonk", "Fissh", "wsuy", "개인디코" and "bacon" who sent me a detailed report, I was able to reproduce these issues.

Localization :


Added Korean language for the tutorial, thanks to "Fissh".

Critical bugs :



  • Players could join a lobby even if the capacity was exceeded. Now they will be automatically kicked.
  • A bot appeared when a player was kicked because he joined an already full session.
  • The ingame menu didn't load if you joined a game already in progress which made impossible to leave the game.
  • Private servers weren't hidden from the list of servers.

Other Bugs :



  • Tooltips in the host menu were no longer displayed since the VR update.
  • The IK leg system was blocked after a goal.

Game Performance :



  • Slightly improved the performance of the "Training Day" map by reducing the number of lights.
  • Reducing the number of polygons of the main character
  • Improved player and bot spawn speed
  • Now the game is launched with minimum graphics setting by default.

What next ?


As I said before, I'm working on a new game mode based on the parkour system, that can be played solo (or not) here is a small pic :

Unfortunately this kind of new features increased the game code complexity with new possible bugs.

Note : I heard it's the winter sale tomorrow ;)

Training tutorial and Localization (Update 0.41)

Tutorial :


I finally decided to add a tutorial to the game. Some players find the game too difficult, it's true that there have been a lot of additions that make the game more complex.
The tutorial should allow new players to get familiar with the controls smoothly, but also giving you more time to select the good settings for the game.

Localized tutorial :


I learned 7 languages in 1 week to make the tutorial even more accessible ... It's obviously a lie, I used a translator, so there are probably many mistakes but it should be understandable (I hope).
You can always switch back to english in options or ask for a correction on Discord or Steam.
The game should also detect the OS language and select the correct one in the first launch (not for those who have already launched the game).

Achievements :


Finishing the tutorial unlocks the very first achievement, and there is a bonus achievement for the brave ones.

Others :


Removed particles effects if "special effect" is on low settings.

What next ?


I'm going to work on a new game mode based on parkour that can be done solo (without bots) or with other players as I said before.
A sort of challenging gameplay with achievements to unlock.
This should increase the playing time and compensate for the lack of players.


Note : New implementations mean new bugs, don't be afraid to contact me on Steam or Discord.

Parkour Big Update (0.4)



Patch notes :



New parkour system with 20 animations :


You are now able to climb and vault over any obstacle. Just press space near obstacle and let the game do the job.
Note : It's a new gameplay mechanism that could introduce new bugs let me know on discord or steam, a video helps a lot.

New map, Factory :


First map with obstacles, 4 times bigger than the previous ones. Not too complex for now, you can see it as a test map for the new parkour system.
Other maps, and more important, new game modes could be introduced later. I'm still thinking of a new game mode where parkour is the core of the gameplay.

3D foot placement :


A logic for foot placement on non-flat surfaces compatible with the ball control system.

Improved HUD visibility :


- The ball is now visible even behind objects or characters.
- Add a direction arrow when the ball is not in front of the camera.
- The status display below the character can be obscured by a 3D object, so now it can adjust his vertical position.
- Bonus are now more visible (arrow)

New actions :


You can now lift the ball during a long kick or pass by holding the associated button longer.

Improved IA capabilities :


IA is also able to evolve in environnement with obstacle using pathfinding. It's far from perfect but it's really complex.

New sounds and VFX :


New sound logic and new SFX for metal, wood, dirt ...for impacts, footsteps ...

Gameplay Balance :


- Improved supercandy spawn rate.
- Improved long kick accuracy

Others :


- Improved netcode for 3D environement.
- Lower the first launch resolution for steam deck compatibilities.
- Randomize team option in lobby (popolingas request)

Bugs :


Lot of bugs found, but I simply forget to take a note like the bot tackle who didn't have friction ....

What comes next ? #2

I'm still working on the parkour system for the next update. I know it takes time but there are many things to add or improve. Here is a small video :