Sunday Rivals
Sunday Rivals Has Officially Launched on Steam - Adds Taunting, Gameplay Improvements, Music & More
After developing and listening to community feedback in Steam Early Access for almost 2 1/2 years, 26k has officially launched its full release for Sunday Rivals on Steam for $19.99. The official launch also features the addition of taunting, gameplay improvements, menu music and more.
“Sunday Rivals is a fresh take on the hard-hitting, action-packed football games of the past. On the field, the gameplay is tuned to be snappy and fun, rewarding quick thinking and creative players with dazzling open field jukes and bone-crushing hits. Simplified rules, familiar controls, and a streamlined playbook make it easy for players of all skill levels to immediately jump in and have fun, while quick, addictive game sessions will keep you coming back for more.”
The game is also verified to work with the Steam Deck. Check out the launch trailer below along with the latest patch notes.
- Updated default button mapping, made prior mapping available as ‘classic’
- Added controls for run and dive taunting while carrying the ball
- Added a detailed rating and role description for controlled player while in pass/defensive preview mode
- Holding down a receiver’s pass button will toggle to their detail in preview modes
- Adjusted position of player names and OVR in preview modes
- Pass spiral tightness now directly correlates to the quality of the throw
- Improved variability of fumbles during a game
- Improved support blocker’s positioning as they run in front of the ball carrier
- Improved animation for protect power running
- Adjusted AI logic to more frequently kick a field goal in closing seconds of a game if the result will lead to a tie or win
- Adjusted AI logic to more appropriately use their timeouts on defense
- AI timeouts called in ‘Watch Mode’ games are now visible in the UI
- Updated RB blocking on ‘Jailbreak’ play
- Added 5 music tracks to the frontend
- Added 7 stadium music tracks
- Added playbook selection option between Season Mode games
- Added a fully illustrated and updated How to Play section
- Added option to set controller button display and layout directly in the How to Play section
- Updated and reorganized settings menu with support for additional audio, control, and gameplay settings
- Added interactive player ‘role’ description while adjusting a player’s ratings
- Updated scouting reports to use full range of data available to them
- Added multiple tooltips to menu options
- Added NUX for ‘How to Play’ section
- Adjusted loading sequence to account for larger files at startup
- Adjusted loading sequence for new players
- Removed deprecated ‘budget’ slider
- Fixed a bug where the blocking UI would show up over the ball carrier in 2 player games
- Fixed a bug where interceptions were excluded from the game summary and recap screens
- Fixed a bug where QB-keeper style plays were incorrectly being counted twice for carries
- Fixed a bug where QBs who ran out of bounds would be incorrectly counted twice for carries
- Fixed a bug where the ball could pop out of a diving players hands if they collided with the bench

Today I put up the 5th update to the game, v.12.0, focused entirely on improving visuals and presentation. I've added a full crowd, new lighting and atmosphere, and started renovating the overall look of the stadium with endzone text, working scoreboards, and improved bench and sidelines.
I've also started building out a fun player celebration system, leaning in a bit to some of my retro inspirations for making this game:
In the previous update, I added a new game mode unique to Sunday Rivals called HeadHunter, which allows the player to compete in a 4 game tournament that utilizes a fantasy football type scoring system and tracks stats and records across the games. So far, players have been really digging this new mode, putting up some incredible scores!
Going forward, I'm planning to focus back again improving gameplay and increasing the overall AI competition level through a mixture of difficulty settings and customizable gameplay sliders. More to come on that front!
Thanks for reading, let me know if you have any questions about the game!
I hit you up on twitter - looking for apple or ps/xbox support in the future so I can play! It really looks awesome, so good on you - are you doing this alone? it's very impressive.
Thanks, yup working on this by my lonesome!
I'm focused on the Steam release right now, when Early Access is complete I'll start evaluating other platforms since there's definitely a demand for it so far. I have no idea when that will be, so if you're interested now Steam is the best (and cheapest) place to grab a hold of it!
Tecmo super bowl only had a season and it is still widely played today.
I'm focused on the Steam release right now, when Early Access is complete I'll start evaluating other platforms since there's definitely a demand for it so far. I have no idea when that will be, so if you're interested now Steam is the best (and cheapest) place to grab a hold of it!
cool, I look forward to it - I only have a mac's in this house so I'll have to wait. Are you a game developer or started this as a side project?
I'm making a game in dreams on ps4 but some aspect are so much harder than others I'm finding - what platform do you use to create in - is it unreal?
This is true!
FWIW, there will definitely be a season mode with customizable teams, rosters, records, etc. I totally understand the desire for franchise, but to do it right it's basically like building another game on top of an existing football game. Right now I'm just focused on making that first football game as good as it can be :)
I'm making a game in dreams on ps4 but some aspect are so much harder than others I'm finding - what platform do you use to create in - is it unreal?
Both actually. Full time gamedev and then for fun, um, more game dev...
Rivals is made in Unity! And ya, there's definitely a learning curve to any engine/tool before you get to the point where you're able to make the thing you're thinking about without feeling like you're mainly fighting the tools. I always recommend that people start super simple, don't try and make your dream game the first time round and be accepting of failure, early and often. You'd be surprised how much more you'll learn making a knockoff Pong that people can actually play and give you feedback on. That's really not too far off from my approach to releasing this game as early as I did!
The mechanic is setup so maxing out the bar (bar turns red) is actually 'over-powering' the kick, which cuts the power significantly. You want to hit just under the 'max' line to get actual maximum power (bar stays white). Is that what you're experiencing?
Sorry if that's confusing, I'm sure there's more work to be done on communicating that system better!
Sorry if that's confusing, I'm sure there's more work to be done on communicating that system better!
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FWIW, there will definitely be a season mode with customizable teams, rosters, records, etc. I totally understand the desire for franchise, but to do it right it's basically like building another game on top of an existing football game. Right now I'm just focused on making that first football game as good as it can be :)
Even as simple as schedule making ability would suffice for a franchise experience, IMO, until the appropriate time to implement such a feature.
Too many people nowadays focus on tattoos, shoe colors, etc etc etc. It's about having great/fun/smooth gameplay and fundamentally sound X's and O's.
You're stadium atmosphere is already ahead of anything Madden has done, ever. Basic and clean.
Looking forward for more updates.
Update v.12.2 is available today, here's a full rundown of what's included:
https://store.steampowered.com/newshub/app/1297790/view/2959388481797984162
The big ticket items are 3 experimental player skill settings to try out, a revamped defensive playbook, defensive play previews, improved character collisions (no more phantom missed tackles), and a bunch of gameplay improvements to try and make the AI more competitive.
The next update will feature fully customizable gameplay sliders, along with better balanced versions of the new skill settings. Really excited to see how folks respond to the experimental ones, 'expert' can be incredibly challenging!
The next update will feature fully customizable gameplay sliders, along with better balanced versions of the new skill settings. Really excited to see how folks respond to the experimental ones, 'expert' can be incredibly challenging!
The thing I worry about is the tension between making the skill of the gamer matter, and the game having the players play true to their ratings. In sports games, I always want the ratings of the player to be the primary driver of what happens on the field. Some games, of course, do this better than others. That's why (for me) Front Page Sports Football Pro and NFL 2K5 were the best gaming experiences for me - they didn't go the Madden route of aiming to attract and feature the skill of the gamer over the ratings of the players (like having the gamer use a "catch" button, rather than going off the "catch" ratings of the player, for one example). Can you speak to your thoughts on this topic, and how Sunday Rivals handles this? Thanks!
-- but it is also, in part, why I tout "coach mode" in football games for a more realistic and equal/fair approach if one is truly going for simulation and more authentic representation of player ratings -- but I realize not everyone wants to play their games as a strategy simulation, as I do...
So I think you have to allow a certain amount of forgiveness for player controlled modes/games -- but I hear you. A person either has to accept it is going to be more arcade (indeed that can be quite fun too!) - or as I suggested, have lots of ability to tweak various settings to attempt to account for their individual circumstances, I think, is really the only way.
-- Ik it's a great dilemma with many games with this mode, and I am sorry for the rambling GlennN (I know you are looking for developer response), just these are things that immediately came to mind upon reading.
Ya for sure! Rivals is heavily ratings driven, there's very few scenarios currently where I'm bending those values to create any sort of specific imbalance for gameplay reasons. A lot of the ratings intertwine, so for instance a receiver with great hands might be in the right place at the right time, but a low skill QB might deliver him a hard to catch ball.
I think so far that's worked pretty well, but it definitely makes the game fairly difficult for new players who start out playing as a bad team and get whooped by the AI until they play as a good one. The goal with the skill modes is to allow new and seasoned players to tailor the gameplay to their ability level. I'm trying to find a good balance of gameplay that is fun to newcomers but still engaging to veterans in their 100th game.
Sliders, which I'm working on right now, will let players really dial in a custom skill level to tune their gameplay experience. Like the preset skill modes, those values directly scale the impact of player ratings and the effects they have on the gameplay. To be clear tho, Sunday Rivals is inherently not a sim, so there's probably not going to be a combination of values that plays out into consistent 7-6 tactical victories.
-- but it is also, in part, why I tout "coach mode" in football games for a more realistic and equal/fair approach if one is truly going for simulation and more authentic representation of player ratings -- but I realize not everyone wants to play their games as a strategy simulation, as I do...
So I think you have to allow a certain amount of forgiveness for player controlled modes/games -- but I hear you. A person either has to accept it is going to be more arcade (indeed that can be quite fun too!) - or as I suggested, have lots of ability to tweak various settings to attempt to account for their individual circumstances, I think, is really the only way.
-- Ik it's a great dilemma with many games with this mode, and I am sorry for the rambling GlennN (I know you are looking for developer response), just these are things that immediately came to mind upon reading.
Oh, I totally agree, Redwolf. I don't expect the skill of the gamer to not matter at all, I just want there to feel a real difference when you are using a low accuracy QB as opposed to a high accuracy one. Or a low rated WR in hands or route running, etc. As long as I can feel a difference, then I can get immersed in my universe. But I totally agree with your point - there will certainly be a difference in what happens on the field varying by the skill of the gamer no matter what a developer does. Though I was asking 26k directly, I really do appreciate your input on this! A game will be at its best when the developer can consider all sides.
I think so far that's worked pretty well, but it definitely makes the game fairly difficult for new players who start out playing as a bad team and get whooped by the AI until they play as a good one. The goal with the skill modes is to allow new and seasoned players to tailor the gameplay to their ability level. I'm trying to find a good balance of gameplay that is fun to newcomers but still engaging to veterans in their 100th game.
Sliders, which I'm working on right now, will let players really dial in a custom skill level to tune their gameplay experience. Like the preset skill modes, those values directly scale the impact of player ratings and the effects they have on the gameplay. To be clear tho, Sunday Rivals is inherently not a sim, so there's probably not going to be a combination of values that plays out into consistent 7-6 tactical victories.
Great answer, 26k! I think sliders could certainly be used to help in this area. But, I remember, with Front Page Sports, if the game was too hard, you had to get better players (or a better team). I love that concept. Looking forward to seeing where this game goes!!
Full details available here:
https://store.steampowered.com/newshub/app/1297790/view/2961640916981641068
Along with the new skill level, HeadHunter records have been reset and separated out into all 4 skill levels, which should make for some interesting record books!
Another piece of good news, I'm starting work now on custom rosters! Still in the early stages, but I'm really excited about opening up this part of the game to players.
Full details available here:
https://store.steampowered.com/newshub/app/1297790/view/2961640916981641068
Along with the new skill level, HeadHunter records have been reset and separated out into all 4 skill levels, which should make for some interesting record books!
Another piece of good news, I'm starting work now on custom rosters! Still in the early stages, but I'm really excited about opening up this part of the game to players.
Looks great, but I think if it to be really successfully, it needs to have a franchise mode. I think a lot of us, play football games that gives us that. I think that's why apf2k8 wasn't as popular and 2k5 is still popular.
Ya for sure, it's definitely not ruled out. I think the biggest thing for me is making a mode that feels unique to Sunday Rivals, the same way HeadHunter is (for the most part). Longevity has always been a priority for this game, so if I can find something that fits that bill, I'll pursue it!
Either way, order of operations is ultimately custom rosters > season mode > franchise mode and I'm still on step 1 :D
https://www.youtube.com/watch?v=Kvq3Zqiz44o
Still a lot to do, but it's starting to come together. Most of the team and player portions are complete, I'm working now on overall league customization. The video shows some empty sections too, which will come in later updates!
Apologies if this has been asked before, but is there any chance we might see team logos in the game?
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Apologies if this has been asked before, but is there any chance we might see team logos in the game?
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Thanks!
I'm still a bit on the fence with logos for a variety of reasons, but not completely ruling them out. If it happens, it would probably be a post-launch feature I add into the game!
I'm focused on the Steam release right now, when Early Access is complete I'll start evaluating other platforms since there's definitely a demand for it so far. I have no idea when that will be, so if you're interested now Steam is the best (and cheapest) place to grab a hold of it!
If i could like that reply more than once i would
It ever hits a console im on it man
Meantime Im lurkin and watchin.
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This is one of two long awaited features, so I'm really excited that it's finally available in the game. Read all about it here:
https://store.steampowered.com/news/app/1297790/view/2952638079943341692
Trailer here:
https://youtu.be/aEJ9YEV5AV0
Some screenshots:
No it doesn't, I'm still on the fence about whether or not it's going to happen and it would probably be after the game is out of Early Access if so.
The game wasn't built with that kind of mode in mind (it's an arcade football game, didn't imagine people wanted it) so there would be a fair amount of work to get that functionality.
keep up the good work
What started out as a simple plan to improve a few older animations, turned into a full scale update with a completely rebuilt catching system, a bunch of new contextual catch animations, and a series of major improvements to the overall passing game!
A couple highlights worth mentioning are, catches now take into account ball location, direction, and player height for both offense and defensive players. This creates some great moments where a DB will jump to intercept a pass, flub the catch and have it fly off their hands and get snagged by the receiver, something that couldn't happen in previous versions of the game!
I've also decreased the overall speed of the game so it's a bit less hectic and made some tweaks that allow for more run after catch opportunities.
Full update notes are here:
https://store.steampowered.com/news/app/1297790/view/3065233854055387601
If you get a chance to play it, let me know what you think!
Ya, potentially! There's a bit of work to make that happen but it's come up enough that I know people would want to see it. Maybe after Early Access is complete...
https://www.youtube.com/watch?v=Nn0qjqZGJnU
Pregame matchups for your team show per-position ratings breakdown and stat leaders at each spot
Every stat in the game is tracked and fully sortable per-team or in top-10 league leader lists
League wide rankings (perfect for custom college leagues) go along with regular standings
Play or sim every game on the schedule. It sims every snap, takes a minute or so to run through an entire week
Still a lot of work left to do, but future updates will integrate directly into the mode so it will continue to improve and grow as I get closer to releasing v1.0. Love to hear your thoughts on how it's going if you get a chance to play!
Excellent work and i will be lurking, if any future version adds a cpu/cpu mode along with franchise features this will be a must buy.
I still cannot believe that the "BEST" I can do in 2021 for an American Football Franchise Sim is Madden 07 PS/2.
Best of luck to you, I truly hope that game catches on and advances!
Excellent work and i will be lurking, if any future version adds a cpu/cpu mode along with franchise features this will be a must buy.
I still cannot believe that the "BEST" I can do in 2021 for an American Football Franchise Sim is Madden 07 PS/2.
Best of luck to you, I truly hope that game catches on and advances!
Thanks! I'm releasing a major update in the next few weeks that will add, among other things, both cpu vs cpu and coach vs cpu as gameplay options. It's probably not anywhere near the depth you're talking about since this is still an arcade game at heart, but I'm hoping it helps bridge the experience for folks like yourself.
More info to come!
More info to come!
Thanks for the quick reply. I watched a couple of gameplay videos and really dig the style. I would love to find a game that found a nice blend of franchise/GM and gameplay/visuals.
I am so tired of Madden's "presentation and MUT" first philosophy that I simply refuse to buy their products this generation.
If the game ever comes with even a modicum of franchise features such as multiple seasons, stats history, draft/FA (completely OK with a lack of financials as I know that is a beast to code) with what looks like already exceptionally fun gameplay I will definitely buy.
Heck, I may buy this just to support your work!
In any event, I truly wish you all the success, the more options out there for the growing legion of players that have been disenfranchised from EA the better.
Hey yall, v.19.0 Playbook Update just launched today, which significantly expands playbooks, play styles, and (probably most important for the people here) adds AI vs AI games with full Coaching Mode / Spectator options!
Read all about it here:
https://store.steampowered.com/news/app/1297790/view/3149700446286294484
Or check out this video to see it in action:
https://www.youtube.com/watch?v=tXE72NgEW-Y
Check it out in action:
https://www.youtube.com/watch?v=IrH7Fv1FY1Q
Full patch notes on Steam:
https://store.steampowered.com/app/1297790/Sunday_Rivals/
Fumbles were something I was hesitant to add for a long time, but realized that they would add just the right amount of chaos to the game to keep things exciting for the future!
How exciting? Give this video a watch!
Now that you're properly excited, I want to tell you about the future of this game! v.21.0 marks 'feature complete' for Early Access and officially begins closing towards the release launch of Sunday Rivals v1.0! Over the next couple of weeks I will announce both the launch date and price, so keep your eyes peeled for some good news soon!
In the mean time, scroll back through some of the early posts to see how far things have come. Can't wait to see what the future brings!
Thanks for playing!
Steam Store:
https://store.steampowered.com/app/1297790/Sunday_Rivals/
Check out the launch trailer!
I appreciate everyone here who has followed along with the development of the game and jumped into Early Access! You've helped me build Sunday Rivals into what I hope is an injection of fun for a genre that desperately needs some new blood and energy. Can't wait to see what the future holds!