What’s going on, Maximum Football crew!
Luke here from the Maximum Football team, kicking off a new regular check-in series where we break down what we’re working on—and what you can look forward to in Maximum Football.
These check-ins are a way for us to pull back the curtain and bring you deeper into our development process. Maximum Football is a game being shaped by its community, and we want to keep that collaboration going strong.
Last week, we launched our first major patch of Season 2. We’ve received ample feedback from you – thank you for sharing your suggestions.
We saw some reports of users who encountered a bug where they got duplicate versions of their MPL cards.
We identified the source of this issue and pushed a hotfix for this bug this week.
We made a lot of adjustments to blocking in our most recent patch, and we’ve seen from the community that this has been a big improvement over the way the game played pre-patch. However, we are still seeing lingering issues especially on special teams that we want to address in our next update. Blocked punts and blocked FGs are still happening at too high a rate for our liking, and we want to continue to make changes to improve the effectiveness of special teams.
Our hotfix last week addressed a number of clock issues that players were encountering following the patch. However, we are still monitoring a few player reports of lingering clock issues. If you see any weird behavior from the clock, please drop it in the comments or in our #Feedback channel on Discord.
We recently announced that Maximum Football is coming to PlayStation 5 this summer—and our team is hard at work preparing for that launch. That means polishing core gameplay and introducing features that will debut with the 1.0 release.
Rain and snow are on the horizon! As mentioned in a previous mailbag, cosmetic weather will be added for 1.0. This will be a visual-only update to start, with gameplay-affecting weather planned for later this year.




Football is about the Jimmies and the Joes, but it is also about the X’s and the O’s. And we are hard at work on a new playcalling system that is going to add a new layer of realism to CPU coaching. This system is going to help address several areas that we’ve heard community feedback on including:
We have this system currently working on our development build, but before we release it out to the public, we have a very simple philosophy -- “is this better than the system that we currently have.” Until we can answer that with a resounding yes, we are going to continue to polish it.
Customization is a pillar of Maximum Football. We want to give players the tools they need to make the teams they want to make. The next addition we are making to that end is the ability to customize the color of the turf and the seats in your stadium. From various natural grass colors to vibrant artificial turf, you will soon be able to express your style in brand new ways in Maximum Football.




In the past, we have done monthly mailbags, giving you all the opportunity to submit your questions for the development team to answer. Now, we want to answer your questions more regularly, so we will be adding a Q&A as a part of these Dev Blogs!
So, drop your questions in the comments below or in the #Monthly-Mailbag channel in our Discord, and we may choose to answer them in our next Dev Blog.
Last week’s patch focused on stabilizing key areas of gameplay and introduced a long-requested feature from the community. Here’s what’s in the latest patch:
You can check out the full patch notes here. We also released two subsequent hotfixes to address things like a spectate bug, an issue with pump fakes, and reincluding day/night selection.