We've defeated the Early Access team and can finally hoist the long-awaited 'full release' trophy, Sunday Rivals hits 1.0 today! Check out this trailer and then I'm going to wax poetic about the game for a bit:
This release was all about tying up loose ends, but I did add one more fun thing on the way out: Taunting! Remember, showboating is all fun and games until the AI breaks one and shoves it in your face!
To make the game a little more familiar to new players coming from other sports games, I've made some changes to the default controls. Do us both a favor and check out the all-new 'How to Play' section before you hit the field to see the new layout (original one is now called 'classic'). And who knows, maybe you'll learn something new about the game too?
Lastly, music! Actual Sunday Rivals menu music!
Now before I dump a list of patch notes on you, I want to give a huge thank you to everyone who tried out the game in early access, yall stuck with it during that barebones first summer, playing your games in front of an empty stadium with only a promise that one day there'd be a real game in front of you. I hope you've enjoyed this 2.5 year long journey as much as I have and that this game continues to entertain you for years to come!
This definitely isn't an ending, I think this game has a bright future and I still have more in the tank to put into it. While I won't be working on Sunday Rivals 100% of the time anymore, it will continue to simmer and I will continue to stir.
So let's get out there and have some 1.0 fun! Maybe do a flip into the endzone on your way there? Your choice, I'm probably not your dad.
As always, thanks for playing!
GAMEPLAY
Updated default button mapping, made prior mapping available as 'classic'
Added controls for run and dive taunting while carrying the ball
Added a detailed rating and role description for controlled player while in pass/defensive preview mode
Holding down a receiver's pass button will toggle to their detail in preview modes
Adjusted position of player names and OVR in preview modes
Pass spiral tightness now directly correlates to the quality of the throw
Improved variability of fumbles during a game
Improved support blocker's positioning as they run in front of the ball carrier
Improved animation for protect power running
Adjusted AI logic to more frequently kick a field goal in closing seconds of a game if the result will lead to a tie or win
Adjusted AI logic to more appropriately use their timeouts on defense
AI timeouts called in 'Watch Mode' games are now visible in the UI
Updated RB blocking on 'Jailbreak' play
MUSIC
Added 5 music tracks to the frontend
Added 7 stadium music tracks
SEASON MODE
Added playbook selection option between Season Mode games
FRONTEND
Added a fully illustrated and updated How to Play section
Added option to set controller button display and layout directly in the How to Play section
Updated and reorganized settings menu with support for additional audio, control, and gameplay settings
Added interactive player 'role' description while adjusting a player's ratings
Updated scouting reports to use full range of data available to them
Added multiple tooltips to menu options
Added NUX for 'How to Play' section
Adjusted loading sequence to account for larger files at startup
Adjusted loading sequence for new players
Removed deprecated 'budget' slider
BUGS
Fixed a bug where the blocking UI would show up over the ball carrier in 2 player games
Fixed a bug where interceptions were excluded from the game summary and recap screens
Fixed a bug where QB-keeper style plays were incorrectly being counted twice for carries
Fixed a bug where QBs who ran out of bounds would be incorrectly counted twice for carries
Fixed a bug where the ball could pop out of a diving players hands if they collided with the bench
Sunday Rivals Launch Date & Price
Happy to finally announce that Sunday Rivals will leave Early Access and officially launch on May 16th, 2022 for only $20!
Easy to pickup, hard hitting, fully customizable arcade football is back!
Please help me spread the word and a special thank you to everyone who has jumped in during Early Access and helped me build this game and community, I hope you've enjoyed the ride as much as I have!
v.21.0 Fumble Update
Excited to launch the v.21.0 Fumble Update! Offenses beware, if you think you can just run out the clock in crunch time, better find some guys who can hold onto the rock! Don't take my word for it, see for yourself!
This update also brings along some important AI improvements on both sides of the ball, as well as adding new sliders to support pass disruptions and fumbles. As a result, your slider/difficulty settings will be reset, so make sure you adjust them to get the challenge you're looking for!
I've also removed the custom roster 'auto-patcher' added in v.17.0, last July. If you had custom rosters prior to v.17.0 and also haven't played the game since then, I recommend running the game first before installing this update to patch your rosters! Most players should not be affected by this change, it's more of a heads up for any lapsed players who might be checking back in after a long break!
Finally, v.21.0 marks 'feature complete' for Early Access, as we charge head first towards v1.0 release! Stay tuned over the upcoming weeks for an announcement regarding the release date and final price!
Full patch notes below and as always, thanks for playing!
GAMEPLAY
Players can now fumble the ball on plays from scrimmage
Replaced 'inside 20' punting stat with 'pins', awarded when the ball is downed inside the 5
Improved player pursuit angles when players are parallel to each other
Improved AI runner's break point on outside runs
Improved AI receiver's awareness when quarterback is scrambling
Improved AI running logic after a turnover
Passes can no longer be dislodged when a player is on the ground after a dive
Increased likelihood of tipped passes in all directions
Increased likelihood AI will choose to kick their extra point if it will win the game
DIFFICULTY
Added pass disruptions and fumble difficulty sliders
Updated and cleared custom difficulty save file
Updated all slider descriptions
Updated preset difficulties
Rebalanced difficulty values for 12 sliders
PRESENTATION
Added celebration cutscene for defensive fumble recoveries
Added celebration cutscene for pins
Added more randomization to player reactions and celebration animations
Cleaned up improper player and sideline reactions
Cleaned up rotation jitter for unengaged blockers
Cleaned up animation for ball carriers who are tackled while getting up from the ground
FRONTEND
After a Season Mode game, the frontend will return you back to the Season Mode menu
Removed auto patching for pre v.17 rosters and new players at startup
Updated help popup text for player ratings
UI
Created animated event text and added support for fumbles
Updated summary screen with support for team stat totals and additional stats
Brightened the line of scrimmage
BUGS
Fixed a bug where the description for 'Pacific' weather used info from 'Northwest'
v.20.4 Bug Patch
Quick patch to fix a critical bug that popped up in the most recent release:
BUGS
Fixed a critical bug where punts could land in a location that players would not be able to pick up the ball from, effectively soft-locking the game
v.20.3 Gameplay Update + Release Plans
Hey yall, the v.20.3 Gameplay Update is live featuring some changes on the defensive side of the ball, most notably the ability for a well timed hit on a receiver to jar the ball loose for an incomplete pass! Once it happens, you'll think twice about setting your receiver up for that hospital pass...
In addition to pass disruptions, I've made some overall changes to how and when defenders try to make plays on the ball, as well as tightening up their ability to keep plays in front of them and make quick tackles. This is all pretty fresh, so feedback is appreciated!
There's also a bunch of new animations, reactions, and a few important bug fixes, so you'll want to read the full patch notes below. But odds are if you're still reading this, you probably want to hear about these release plans, so without further ado, here's me, talking about release plans!
[previewyoutube="rjQyIF9WENY;full"]
Questions? Concerns? Let me know what you think and I'll try and update as much as I can as we get closer to wrapping up Early Access. It's been a crazy ride and I appreciate all of you for sticking with me!
GAMEPLAY
Added the ability for tacklers to jar the ball loose immediately after a catch for a deflection
Lower rated pass defenders will position themselves for making immediate tackles rather than make a play on the ball
High tackle rated safeties and linebackers will choose to disrupt passes with hits more than deflections
Improved skilled safety's positioning and containment on slants and outs
Improved AI tacklers ability to discern 'useless' directional changes
AI will occasionally lunge for tackles when in range
Increased defender's speed during deflection attempts
Improved AI defender's route towards receiver while a catch is being made
Improved AI pass coverage positioning when players toggle in and out of passing modes
Decreased the knockback distance of weaker hits
Decreased camera shake on late hits
ANIMATION
Players react at the end of plays
Added multiple post-play reactions
Added a new touchdown celebration
Added two new tackle animations and polished existing ones
Added a new hit animation and polished all existing ones
Broken tackles play appropriate hit animations now
UI
Updated rating titles and descriptions on the edit player screen to better explain what each value does per position
BUGS
Fixed a bug where punts that were not immediately downed would be counted as an incomplete pass and give the ball back to the offense
Fixed a bug where pressing the Escape button would not correctly close the gameplay sliders menu while the game is paused
Fixed a bug where finger tape position was inverted in game
v.20.2 Face Update
Hey yall, happy to show off the Face Update, which is a funny name but honestly I'm not sure what else to call this one!
This update adds a handful of new player customization options, including 2 additional heads, 5 facial hair options, new hair colors, and finger tape! In addition, you'll be able to pop up your player's helmet while working on them to see those mean mugs in all their glory.
This update isn't just pretty faces, in fact things are gonna get real dirty soon with the addition of late hits! Lay off some steam by laying out an unwitting opponent who forgot to keep his head on a swivel after the whistle.
There's a few extras packed in here too, including new ball bounces on punts and tipped passes, better throws on bubble screens, and some bug fixes. Check out the complete patch notes below:
ART
Added 2 head options, updated the original one
Added 4 facial hair options
Added 3 hair color options, updated existing colors
Added single bar facemask option
Added finger tape to player's glove options
Added option to pop up player's helmet in customization menus
Some sitting sideline players will pop up their helmet while sitting on the bench
Players will pop up their helmet during touchdown celebrations
Goalpost flags hide correctly
Improved fidelity of jersey numbers
GAMEPLAY
Added late hits
Improved ball bounce trajectory on errant passes
More predictable ball deflections on overthrown and tipped passes
Low quality passes have higher chance of being tipped forward and picked off
High skilled punters will be able to land punts with backspin near the endzone
Added collision to stadium walls, uprights, and bench areas
Increased tendency for AI kick returners to take touchbacks in critical game situations
Increased tendency for AI punt returners to allow ball to bounce into endzone
Blockers will continue running towards their assignment even if their target is not moving
Players stay still until the ball is kicked on kickoffs
Decreased gunner's starting speed on kickoffs
Widened path for outside QB runs
Agile QB's will stay in pocket longer before deciding to scramble
Defenders will take better pursuit angles on QB scrambles
AI will call less 2pt conversions when only up by 6
AI will call less QB/WR runs on 3rd and 4th down
UI
Player model can be rotated using the trigger buttons in customization menus
Replaced outdated blocking assignments on some outside run play art
Disabled lights in some frontend menu screens
SRFL
Updated names and customizations on multiple teams
BUGS
Fixed a bug where a text field could be edited even after it loses focus or visibility
Fixed a bug where players experience unexpected navigation behavior when using the numpad for text customization
Fixed a bug where a measurement resulting in a turnover on downs would incorrectly display as a first down
Fixed a bug where scouting descriptions for high-rated edge rushers were incomplete
v.20.1 Chain Gang Update
Hope everyone is enjoying the weather, this week I put together a gameplay patch that addresses a long standing issue in Sunday Rivals: Where to place the ball after a big tackle. As you know, the hits in Sunday Rivals can be on the massive side and as a result, it's not always clear where a tackle began and where it actually ended.
Enter the chain gang! You may have noticed these guys on the sidelines in the last update. Going forward they play a crucial role in determining whether or not that big run you just broke off will be a first down or 4th & inches!
While ball spotting has been improved everywhere on the field, you'll notice it most in the endzone, where past plays that probably should have been touchdowns will finally get you the 6 you deserve! See it for yourself:
[previewyoutube="5OI1obzNrBQ;full"]
There's even more packed into this patch, so check out the full release notes below!
GAMEPLAY
Improved forward momentum detection when spotting ball after tackles
Carries that cross the goal line while being tackled will now count as touchdowns/conversions
Added chain gang measurement cutscene on plays within 1 yard of the first down stick
Play preview art is now hidden in two player games
QB accuracy is decreased as rain and snow conditions worsen
Player speed is unilaterally decreased in heavy snow conditions
Receiver speed is slowed down out of catches, based on agility rating
ART
Updated the football model and shader
UI
Better clarified relationship between weather presets and slider values by updating the preset value to 'custom' whenever sliders are adjusted
Current information tab is remembered between plays on the playbook screen
Coach dialog can override information tab in critical situations on the playbook screen
Field hash arrow correctly positioned for away team on the playbook screen
Audio
Home team touchdown celebration music plays during extra point
Stadium music is muted heading into kickoffs
BUGS
Fixed a bug where the away uniform sock colors were incorrectly displayed in the uniform editor
Fixed a bug where the players uniform would incorrectly show snow in the uniform editor
Fixed a bug where the away team sock colors were incorrectly loaded in game
Fixed a bug where a punt returner would get stuck in the receive animation after switching over control on a long kick
v.20.0 Weather & Time of Day Update
Excited to launch the long-awaited weather and time of day update to Sunday Rivals!
[previewyoutube="IrH7Fv1FY1Q;full"]
Time of day runs continuously through the game, start a game in the early morning dew and finish in the heat of the afternoon. As the the setting sun dips below the horizon, the blinding stadium lights flood the field.
Dynamic weather systems bring rain showers that evolve into muddy down pours. Snow dusted grass transforms into a frozen, winter wonderland. Howling winds blow well-aimed kicks off the uprights and rolling fog strains field visibility. Mother nature at her finest!
To implement all these changes, I've made a host of adjustments to team customization screens, so you'll absolutely want to update your teams' weather, grass, and stadium settings before you start checking out the new weather!
Finally, this update brings with it a host of graphical improvements that may have an impact on lower end hardware (especially laptops). Please let me know if performance suffers after this update so I can get started on some solutions for those cases.
As always, there's a ton of bug fixes, gameplay tweaks, and overall improvements in this update, so check out the release notes below and thanks for playing!
ART
Added dynamic weather and time of day
Added rain and snow particle systems
Added impact particle systems
Updated field, sky, and stadium art
Added field degradation and footstep imprints
Increased total of custom field colors to 16
Added customizable grass quality
Updated stadium lighting, reflections, and support for night games
Updated scoreboard to support background animations
Added stadium and upright flags
Added chain gang to sidelines
Added collision to endzone pylons
Added field goal camera
Player uniforms show wear from heavy weather
GAMEPLAY
Kicks are now affected by wind direction and strength
Increased likelihood AI teams will kick field goals to win the game
Improved AI kicking aim
Ball bounces significantly less in thick snow
AI teams will use CPU set of slider values in watched games
Decreased odds of kicks being blocked
Increased time before a held down button is registered as a kick
SEASON MODE
Added weather forecasts and game start times to season schedule and pregame screens
Removed preseason hiring screen
Decreased frequency of ticker showing streaks over player stats
Sim engine uses all QB ratings to determine success of running plays now
SEASON MODE
Added weather forecasts and game start times to season schedule and pregame screens
Added start times and player of the game stat line to game results screen
Removed preseason hiring screen
Decreased frequency of ticker showing streaks over player stats
Sim engine uses all QB ratings to determine success of running plays now
UI
Updated and added new customization options for weather, stadium slogans, and grass quality
Added options to set time of day and weather conditions on game setup screen
Added wind meters to kicking interface and play call screen
Added long text support to multiple screens
Improved UI support for 21:9 screens
AUDIO
Added ambient weather sound effects
Added new sound effect for a kicked ball hitting an upright
Rebalanced audio mix
BUGS
Fixed a critical bug where pressing the 'sync league' button would fail and create junk data
Fixed a critical bug where players with blank first names could cause a series of cascading crashes in multiple areas of the game
Fixed a critical bug where pressing the 'sync league' button would silently crash the game
Fixed a bug where the defense would not pursue the ball carrier into their own endzone
Fixed a bug where incorrect data would be shown for the player of the week in the postseason
Watch Sunday Rivals Community Q&A #3!
Hey yall, just posted part 3 of my community Q&A series on youtube, you can watch it here:
[previewyoutube="2PvVETSaIQg;full"]
This video covers the possibility of console ports, fumbles, new game modes, future customizations, and a whole lot more. Stick around for a sneak peek at some of the visual improvements coming in the next major update and be sure to like, subscribe, and all that good stuff to help the game grow to a bigger audience!
I tend to post more frequently on places like twitter, youtube, and our discord server, so if you're looking to follow the game's development more closely, check out the links below:
Hey yall, wanted to drop a little gameplay patch before the end of the year!
In v.19.4 you'll see some UI improvements both in game and in the customization menus. Definitely double check your 'Offensive Playbook Use' strategy slider as well as the playbook descriptions for your custom teams to make sure you have the run/pass balance you were expecting!
There's a couple other goodies as well, so check out the full patch notes below and I wish everyone a great holiday season and a happy new year!
PLAYBOOKS
Offensive playcalling balance is visible now when selecting a playbook
CUSTOMIZATION
Re-worded 'Offensive Playbook Use' strategy slider to better communicate what the values actually affect in game
GAMEPLAY
Updated art and screen positioning for blocking UI
Improved how offscreen UI markers stick to the edge of the screen
Pass preview route colors now match the play art
Decreased odds of kicks being blocked
BUGS
Fixed a bug where 3rd and 4th down conversion stats were not counted correctly when the play resulted in a touchdown or turnover