Maximum Football
Steam News 29 July 20259mo ago

New Locomotion, Blocking, and Fake Snaps - July Title Update

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…

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Full Maximum Football update

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

Extracted changes

0 fixes8 additions12 changes1 removal
  • Gameplay
  • Performance
changedWe 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.
addedIn 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.
changedNew LocomotionWe’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:
changedNew LocomotionSpeed-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.
changedNew LocomotionImproved 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.
changedNew LocomotionThese 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.

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

Steam News / 29 July 2025

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