Update log
Full Rise and Fall update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey everyone!
Extracted changes
- Performance
- Maps
- UI and audio
- Gameplay
- Store
- Balance
Update 2026 is out and available for all players!
This covers everything in the previous Test branch updates,
But I'll summarize them here:
Updates:
General:
-Entire engine moved to new render pipeline (URP from HDRP) allowing us to better scale.
-Better performance and optimization across the board.
-Groundwork laid for launch on consoles (but still a ways out).
Maps:
-Fully 3D environments, with brand new lighting, props, trees, foliage, water, set dressing and visuals.
Meadow
-Fully 3D environment with props and set dressing, along with unique environmental visuals and effects.
-Unique grass interactions with ball.
Volcano
-Fully 3D environment with props and set dressing, along with unique environmental visuals and effects.
-Unique thunderstorm and volcano effects and sounds, along with unique interactions.
Desert
-Fully 3D environment with props and set dressing, along with unique environmental visuals and effects.
-Unique sandstorm effects and sound, along with unique interactions.
Snow
-Fully 3D environment with props and set dressing, along with unique environmental visuals and effects.
-Unique snow effects and sound, along with unique interactions.
Free Roam
-Fleshed out and more polished, along with dozens of new assets.
-Tutorial path has been given further guidance with torches and fences
-Springs, fans, dash panels and more have been improved and given better visuals and feedbacks.
//The goal of Free Roam is to build a sandbox where we can play around with the great movement, and build out fun platformer-style levels and challenges.
Various
UI
-Free Roam has been added to the main menu as an option.
It'll send you into the map solo for now, with support eventually for more players.
-Various fixes on controller where navigation could get stuck
Ball
-New interactions with different surfaces (grass, snow, dirt, and sand!)
-Will eventually get different physics tuning and behaviors as we flesh these out.
Music
-Added 20 new tracks that play while in free roam.
Features In Progress
Stage Remixer (and More Unique Stage Conditions)
-Mix up your matches with stage hazards that move and change throughout the match.
-Options for random and set times (or at last 3rd of game, on last goal needed, the option is yours!)
-Universal to all maps (with options for region-specifics!)
Character Customization
-Bringing this feature back, as well as offering 6 more character variants (one for each region)
-Customize your character model, skin, club and headpiece
Cloud Saves
-In early testing, basic framework built.
Buffs/Debuffs During Matches
-Buff/debuff system built and is being tested and experimented with. These can be applied at runtime in all sorts of different ways.
Think - getting exhausted after being hit a certain amount of times (stamina system), gaining momentum after holding the ball in an opponent's zone for a period of time, weather effects (heat, cold, frozen, burning, with characters from different regions having an affinity against certain effects)
Tournament Mode
-Tools are being built, framework is getting set up.
-In order for tournaments to feel like tournaments, we need to add more character variety and build more teams into the game (from different regions).
Season Mode
-Build a team and progress through the season, winning games, making the playoffs, and winning the championship.
Single Player Adventure
-A platformer-based single player mode that expands from what we built in the tutorial level.
-Progress through an actual campaign of challenges and levels that teach you and test your knowledge of the controls and the environment.
Account Progression
-A leveling system where you gain XP and unlock cosmetics and new ways to play as you
Source
