Update log
Full Maximum Football update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Performance
What’s up, Maximum Football fans!
We are excited to publish our first major update to Maximum Football since launching into 1.0 last month. This update includes a number of bug fixes, gameplay improvements, and feature updates designed to address some of the main points of feedback we’ve been hearing from the community since 1.0 launch.
In our most recent Dev Blog, we shared that a new CPU playcalling system was in the works. During testing over the past week, we identified several areas that need further refinement. To ensure it meets our standards and delivers the best experience, we’ve decided to move the release of this feature to the August update.
Here’s what’s included in the update.
New Locomotion
We’ve continued our work on refining player movement to make gameplay feel smoother, more responsive, and more lifelike. This update includes several key changes to how players move on the field:
Speed-Based Animations: Players now transition more naturally between movement speeds. As a player accelerates, their running animations update to match—limbs move faster, and strides lengthen to reflect the pace.
Improved Transitions: We’ve smoothed out the transitions between idle and movement, especially when changing directions. This is most noticeable on screen plays and short routes—where previously, receivers would hesitate after catching the ball. Now, they’ll fluidly transition into their next movement, getting upfield more quickly and realistically.
These updates are part of our ongoing effort to make every movement—from a quick cut to a breakaway run—feel as clean and satisfying as possible.
Updated Pass Blocking
Blocking has been a key area of focus leading into 1.0, and while earlier updates improved run blocking and special teams performance, this update zeroes in on pass protection.
Pocket Formation Improvements: Offensive linemen are now better at forming and maintaining the pocket. Rather than chasing defenders out of position, they focus on threats directly in front of them—helping to seal off interior gaps and reinforce the wall around the quarterback.
- QB-Aware Blocking LogicLinemen now have improved awareness of the quarterback’s movement. They’ll work to steer pass rushers away from the QB’s current position, helping reduce pressure from blindside or broken-pocket scenarios.
These changes are designed to create a more realistic and reliable pass protection experience—and give your quarterback the time they need to make the right throw.
Fake Snap
You can now use a fake snap to keep the defense guessing.
Tap RB (Xbox) / R1 (PlayStation) at the line of scrimmage to perform a hard count.
Use it to try and draw the defense offsides or disrupt their timing before the snap.
Mix this into your pre-snap routine to gain an edge against aggressive defenders.
Full Patch Notes
Here’s what else is included in this month’s update: Gameplay changes
Reworked basic locomotion for smoother, more natural transitions
Added the ability to use fake snaps
Reworked pass blocking behavior and improvements for run blocking
Temporarily disabled AI dive tackles, we are very curious what you as the community think about this change, we are looking for feedback on the feel of the game now
Added an indicator for the ball in case a fumble happens
Added better onboarding for new players via drills
Onside kick power is now reduced
Non-targeted receivers now switch to jog when they realize the pass is not thrown to them
New catch and kick catch animations added
Added more tackle and broken tackle animations
Added new celebration animations for AI
Improvements made for head tracking (DL, LB, DB, Catching, Post play)
Dynasty | Adjusted recruit contact while on low prestige.
Source
