Maximum Football
Steam News 15 July 202510mo ago

Dev Blog: New Playcalling, Locomotion Updates, and Franchise Sneak Peek

Hey, Maximum Football fans! Luke here with a brand new look behind the curtain at what the team is working on in Maximum Football. It’s been about a month since we released Maximum Football on PlayStation 5 and we’ve se…

Update log

Full Maximum Football update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hey, Maximum Football fans! Luke here with a brand new look behind the curtain at what the team is working on in Maximum Football.

Extracted changes

0 fixes5 additions2 changes0 removals
  • Gameplay
  • Security
addedHey, Maximum Football fans! Luke here with a brand new look behind the curtain at what the team is working on in Maximum Football.
addedIt’s been about a month since we released Maximum Football on PlayStation 5 and we’ve seen new teams created, new MPL records set, and a ton of new faces join our community. Thanks so much for the support and feedback you’ve shown through this first month of 1.0 and welcome to our first Dev Blog following our launch. Let’s dive into what the team has been working on.
addedBrand New Offensive Playcalling SystemPreviously, the CPU playcalling system was condition-based and this would often lead to rigid and repetitive playcalling. Our new system introduces new logic for the CPU to make more intelligent playcalls. Here’s what will be added:
changedUpdated LocomotionWe’ve been steadily tuning player locomotion throughout the year, and there’s more on the way. Our goal is to make movement on the field feel smoother, more natural, and more responsive—whether you’re sprinting into the open field or cutting on a dime.
addedUpdated LocomotionFirst, we’ve added new animations that trigger at different movement speeds as well as implemented smoother, more natural transitions between speeds. You will notice a player’s limbs increasingly speed up and their gait stretch as they increase their speed.
addedUpdated Locomotion[dynamiclink href=" https://youtu.be/irTmni1o1D8 "]Secondly, we’ve added a smoother transition between idling and moving in various directions. You can see this most clearly in screen plays. Before this update, the receiver would pause momentarily after the catch before beginning his movement. After the update, the receiver can immediately begin moving upfield.

It’s been about a month since we released Maximum Football on PlayStation 5 and we’ve seen new teams created, new MPL records set, and a ton of new faces join our community. Thanks so much for the support and feedback you’ve shown through this first month of 1.0 and welcome to our first Dev Blog following our launch. Let’s dive into what the team has been working on.

What We’re Working On

Brand New Offensive Playcalling System

We are making CPU playcalling more dynamic by improving how the AI evaluates and selects plays.

Previously, the CPU playcalling system was condition-based and this would often lead to rigid and repetitive playcalling. Our new system introduces new logic for the CPU to make more intelligent playcalls. Here’s what will be added:

  • Feature-Based Scoring: Each play is evaluated using a combination of pre-defined metrics such as expected yards yield, execution complexity and more.

  • Context-Aware Play Selection: Plays are dynamically selected based on the current game situation, making the CPU smarter with calls at the end-of-half and end-of-game.

  • Strategic Flexibility: The system adapts dynamically to different game situations.

  • Better Play Selection: AI-drive scoring ensures optimal play choice under different scenarios.

Updated Locomotion

We’ve been steadily tuning player locomotion throughout the year, and there’s more on the way. Our goal is to make movement on the field feel smoother, more natural, and more responsive—whether you’re sprinting into the open field or cutting on a dime.

First, we’ve added new animations that trigger at different movement speeds as well as implemented smoother, more natural transitions between speeds. You will notice a player’s limbs increasingly speed up and their gait stretch as they increase their speed.

[dynamiclink href="https://youtu.be/irTmni1o1D8"]Secondly, we’ve added a smoother transition between idling and moving in various directions. You can see this most clearly in screen plays. Before this update, the receiver would pause momentarily after the catch before beginning his movement. After the update, the receiver can immediately begin moving upfield.

Blocking has been a big focus for us leading up to 1.0, and we’ve already rolled out several improvements that helped shore up the run game and special teams. But we know there’s more work to do—especially when it comes to protecting the quarterback.

The big focus of this update is making sure the offensive line “maintains the wall” in pass protection, establishing the pocket without leaving gaps that defenders can exploit. Prior to this update, you’d see lineman chasing their assignments even if they weren’t a threat to the quarterback. Now, lineman will be much more focused on assessing and taking care of threats in front of them.

The offensive line also has more awareness around where the quarterback is moving. They will prioritize pushing defenders away from where the quarterback is in the pocket.

Looking Ahead

Franchise Mode

Work on Franchise Mode is well underway as we prepare to launch it later this year. We know that everyone is excited for this next step in building their ultimate football universe, and we are excited to bring you the full details of it ahead of launch. But we know you are fiending for information now, so here’s a sneak peek at a couple of features that will be available.

  • Expanded Coaching: Each team's coaching will consist of a head coach, offensive coordinator, and defensive coordinator with each coach bringing their own stats and ratings to the team to help

Source

Steam News / 15 July 2025

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