
Goalies now have better reactions to all types of shots and will recover more effectively to rebounds based on where the puck lands
New short blocker and glove saves added for when the puck is closer to the body in both standing and butterfly stances. Existing goalie animations have also been polished for better look and performance.
Goalies can now butterfly push side to side to better position themselves when the puck is closer. This also improves their effectiveness in handling rebounds and recovering from them.

Switch to the goalie with LB+A (L1+X on PS controllers, R+Up Arrow on Keyboard). You will remain as the goalie until you press the combo again.
Left+Right Pad save, blocker & glove
Left+Right pad to drop into Butterfly - release to stand back up

Remember: Use backwards skating and puck flipping to your advantage!
There were many instances where the AI was mispositioned on defense, and this has been addressed. The AI will now spread out and position properly, creating different shot and play opportunities when entering the offensive zone. This feature is still in development, and we will monitor feedback to continue improving it.
Previous updates encouraged the AI on offense to take more lower-quality shots, reducing automatic scoring on nearly every shot. While we’ve seen improvement, we’ve made additional tweaks to their shooting patterns, playmaking, and behaviors when entering the offensive zone. This feature is still in development, and we will continue to monitor feedback to keep improving it.
The ultimate gatekeeper of Act 3 has received a small nerf. We understand they had an overwhelming set of tools to keep you from reaching the Golfers. With that said, Joan Ozark and Clementine McShaggy have had their abilities removed. But don't take anything for granted—you’re still one fart away from losing the game!
Due to popular demand, we've added our own humorous twist to the missing professional team logos and included them in the customizer for you to enjoy! Shoutout to our community member Lastlight for his original work creating the teams and players!
Magnet Vortex
Dance
Puck impacts and goalie saves impacts on different surfaces: boards, goal posts and Knights goalie blocker

Defensive Deflect
Divine Passes
Iron Helmet
Marauder
Rebound Magnet









Now, you'll have a 50% chance of facing the new Hockey FC team instead of the Referees. This is part of our ongoing campaign rework process. Stay tuned for more alternate bosses and elite teams in the future! Additionally, as previously mentioned, some existing teams will receive reworks.
We've increased the accuracy and reception of passes, which also improves pass interception accuracy on all difficulties.
We've made adjustments to players' positioning in defense, dangling, and individual movement. The AI will now provide a better sense of challenge, especially at higher difficulty levels. Players will need to be more accurate when pokechecking and bodychecking, as opponents are now more evasive when in control of the puck.

We've upgraded the goalie's AI to include a better recovery system, particularly after making the first save. Previously, goalies were too slow to recover, often resulting in goals scored in an open net with the goalie out of position. Additionally, goalies will now react more quickly and move deeper into their crease when facing shots above them.
When we refer to low-quality shots, it means that the AI will attempt more shots regardless of the angle or position in the offensive zone, instead of consistently scoring with perfect shots. This change aims to create a better balance in gameplay, allowing both teams to have opportunities to score and providing a more realistic experience. Players may feel frustrated if their goalie doesn't get a chance to make saves before letting in goals...OR NOT...OKAY?!?
Pokecheck now has a higher range on Expert difficulty. We've adjusted the puck behavior to ensure it stays closer to the players instead of flipping too high in the air. This change prevents interruptions in the flow of play and reduces the chances of an ineffective pokecheck, as the opposing player would instantly regain control.

Added a dynamic staggering system based on the bodychecking formula. When a player is bodychecked, the duration of their staggering state will vary based on the impact of the hit. For example, if a player with a low bodychecking stat bodychecks your player with a higher bodycheck stat at a slow speed, it may not cause a knockdown, and your staggering state will be shorter compared to a player with higher velocity and bodychecking stat.
While this change may be more noticeable to experienced players, it will also contribute to the introduction of the future shootout mode.
There are many more on the way as we felt that the current ones were too repetitive!
It's finally here! We sincerely thank you all for your patience (especially you keyboard players). While the UI is still a work in progress, it is now fully functional. Don't hesitate to report any issues on our Discord or Community Hub!





















