Early Access 2 (EA2) Launch

Hi, Rugby fans! Welcome to the first major update in the Rugby 25 Early Access. Firstly, thanks for your support, patience, understanding, and, most of all, your generous feedback about the journey so far - it’s been really helpful. Together we are building a great game!

Below you will find the notes for this release - we look forward to discussing the game and hearing what you think.

  • Added Mauls

The initial maul mechanic has been added to the game, future updates will improve several of the animations around mauls to make them more visually fluid.

  • Improved Tackles

A significant number of new tackle animations have been integrated, as well as adjustments to the underlying calculations for selecting which tackles to play. The Dive Tackle control has been shifted to the Y button.

  • Added Club Teams

A number of Gallagher Premiership and URC teams featuring initial photogrammetry-based player visuals have been added. Over 100 players from the Ospreys, Dragons, Cardiff, Edinburgh, Connacht, Bath, and Northampton Saints are now playable.

  • Added Stadiums

The officially licensed Allianz Stadium in Sydney has been added to the list of available stadiums, in addition to stadiums for Northampton, Parma, and Toulon.

  • Improved Passing

The targeting of passes has been improved, with adjustments to the calculation for target selection and pass quality.

  • Rebalanced rucks

The ruck system has been adjusted, improving the speeds of rucks and making them more of a contest, along with an alert for when a steal is available.

  • Tuned Player Movement

Initial work on balancing player run and sprint speeds has been done, the attributes and build of the player will have more impact on the speed they can run and the amount of boost that using the sprint button makes

  • Improved UI

Several UI screens have been given a visual polish, notably the pre-match settings. A few in-game elements, such as the player markers have also been polished.

  • Improved Stability

A number of reported stability issues have been resolved, with work continuing to ensure all of those reported are found. Please continue to send them through.

4 Likes

Agree with above, the passing from left and right shoulder keys, very unresponsive, have not seen any offloads, (maybe a special button?) passing is delayed, impossible to get off a short inmediate pass. I am also finding all kinds of morphing. On easy finding difficult to do any kind of offensive moves. The ruck clear outs look very nice, just don’t know exactly what I am doing, if strategy can be added to the rucking animation, would be fun, hopefully , it will be a risk /reward system and not just luck with calculations underneath the hood… Game wants to go in the right direction but feels extremely clunky at the moment.

2 Likes

Think it’s time for RossSymons or the producer for this game tell us what the plan for this game is in detail and if we playing the latest version of the game that their are playing. It doesn’t make sense for us to get updates that makes this game just worst, all honestly the most fun I had in this game was when ea just started but game becames less playable with each update.

Picture we getting here yeah we listening to your feedback but we will just make the game worst with each update and call it improvements when there isn’t. Not giving me much hope. It’s like many said before rather have good gameplay than looking at good player models with a game that’s unplayable. RossSymons honestly you guys really think this update took the game forward because can’t see how you play this and says yeah that’s great loving the state the game is going in now when you can’t even score points now

5 Likes

Maybe this game is better when it’s player vs player because this game against the CPU is rough. How does no one pick up the issues with the passing then say it’s improved? It’s not like it’s occurring every now and then, it’s every single time.

1 Like

Whilst rucks and tackling have gotten somewhat better, the passing SUCKS. It really needs:

  • Offloads
  • no floaty/ loop passes
  • cut down number of intercept passes

At this point, the game has gone back to being unplayable. Especially because on every possession I end up getting marched back downfield until my scrumhalf throws the ball out the back of the end field.

The mauls seemed visually ok, but couldnt work out what to do.

Also, whenever the scrum tries to pick and go, he does this wierd floaty step forward in the ruck, one step back, waits, then goes… only to get tackled.

1 Like

despite all these flaws, the game still progresses. This game has a difficult and simulation side that I like. I have about 50 hours of play and you have to play it often to start knowing how to play the game. The game especially needs readjustments in terms of passing and being able to kick a little more easily. I find the new tackle animations superb. The animations and graphics are really beautiful. the feeling of racing with the player is very pleasant. This game still has a few months of development ahead of it so I’m very confident. Watch tiebreak when it was released in early access and today. Many people today are unanimous in finding it superior to Top spin 2k25. Don’t give up, developers. You are on the right path. Now we need the next big update.
Review the passes as a priority.
Fix the glitches that still remain, teleportations etc…
resolve animation problems during contact phases (tackle)
continue to improve the kicking game. (be able to free yourself a little more easily).
Good work, above all keep up your work!!!

3 Likes

Ive played 1 game and its stil the same. Have no space to attack ones the player received the ball he runs straight into the defense the depth between the attack line and defense line is not right. The passing is stil loop passes not straight passes and if u get to pass the ball the player recieving the ball standing stil not running the support lines. Please fix that. Then rugby is about building momentum getting the ball out the rucks quick catching the oponent of guard the gamespeed in rucks is to slow need to get ball out quickly players need to run there correct positions. Stil alot of glitches where game gets stuck

@JNT_BA & @MattW First of all thanks for EA2. Most of what has been said above is on point and I don’t want to repeat that. The game feels totally unplayable at the moment, is it not possible to drop a quick/hot fix patch?? (Not sure what you call it) to just fix the issue where you cannot get any time to either pass/kick to at least get to a second or third pass, I started a few games, and then eventually quit before the game even reaches half time, it is really frustrating trying to play the game at the moment.

Secondly, and this is maybe in your planning already, but the d-pad isn’t being used at the moment. Can or will you be using them for basic tactics?

For example:
Up = Set Line Depth (Tap up to go through the choices of Close / Normal / Deep)
Down = Set Line Width (Same as above Narrow / Normal / Wide)
Left = Set the attacking side to left (Players move to the left side and form certain formations depending on your Line depth and width)
Right = Set the attacking side to the right (Same as mentioned for the left, this just happens now for the right side)

Then you can also use L2 + Dpad Right to put Fly half or Fullback in the pocket to clear a kick. (Sorry PS controller, not sure what its called on Xbox controller)

Same for setting pods or player formations with the L2 + D-pad - If this can be implemented sooner rather than later I believe it can help a lot with player positioning etc.

Again, the game visually looks great, but gameplay needs urgent attention, and EA needs to be fixed asap so that we can at least get to play it to identify other issues.

6 Likes

I like the L2 + D-Pad idea, perhaps L2 + Dpad down for pocket though.

4 Likes

Certainly we hear everyone in regards to passing - the improvements referenced were regarding the underlying code for passing; while the issues being identified are on the input/gameplay mechanic side, the pass indicators being inconsistent is among those, but also delay in getting passes off.

The wider issue of how well you can set up attacking rugby, support runs, etc is absolutely on the agenda. It’s very high up there for this coming month so we should get progress on that through this month’s interim updates. We’re attacking that issue from a number of angles, be that trying to reduce how 1v1 some tackles end up, reducing the range of tackles, improving positioning, etc. There’s lots of things we can and are doing on this.

I can’t give a schedule for the interim patches as they are code driven in terms of timing, other than that it won’t be today, earlier in the week next week would be my current estimate - you’ll all know by now how much JNT enjoys the E word :slight_smile:

Secondly, and this is maybe in your planning already, but the d-pad isn’t being used at the moment. Can or will you be using them for basic tactics?

Yes, d-pad will be the home for tactics. Being able to drop someone back for kicks is one of the higher priorities, whether we bring that on it’s own or wait a bit more to bring it in with more depth isn’t something we’ve made a call on yet, but for sure on the agenda.

14 Likes

Thanks for the reply and I am looking forward to the upcoming interim patches then.

3 Likes

Also I have a few questions to ask and I would like to have answers.
Will new camera views be added? or a zoom system for the 2 camera views already present.
When will the management part of the game be added? (replacements etc…)
will there be statistics for the players?
And finally will there be new stadiums added by the end of early access.
Thanks in advance!!!

1 Like

Hi Ross & Team,

First of all, thanks for the latest patch, can tell by the size that a lot or work has obviously gone in.

Would usually try and give some constructive feedback but unfortunately the game is now completely broken for me because of the passing.

Mimicking what’s been said above, it’s now impossible to get a pass off in open play, you just get tackled straight away. The only time I got a pass off was by passing to my deepest receiver from a ruck, and then hitting pass again because the tackler wasn’t as close, and even when I got the pass off it just went like 10 metres straight forward to opposition.

I think you absolutely need to prioritise a hot fix for this asap. I can’t really test the rest of the updates because of the passing issue unfortunately

3 Likes

Good day,

Firstly, thank you for the first major patch.

Many of the above feedback above is correct that there is some things that feel worse but should be (Hopefully) easy to fix.

Tackling: The tackling radius feels HUGE, and I believe this is what causes most of the problems we encounter with running gaps, being unable to pass to a team mate even though you press it far from being tackled and especially when trying to break through.

I believe the tackling radius also affects the kicking as it seems that a player kicks and then the ball goes back to the player that is being tackled.

I also believe that it affects the fend off and bumps as the tackle happens too soon that when you use the button to bump or fend off or shoulder charge the tackle already happens.

Why was the stick removed for tackling? The Y button feels like it is clashing at rucks as when controlling a player they tend to do a tackle dive and feels like you can’t contest the ruck at times. (Same issue the button had when it used to be for the fullback)

Passing: Passing is back at the stage of passing to the opposition.

Too many loop passes cause the ball to be intercepted a lot and just chucking the ball away.

Rucks: I do like that it is more clear how to steal the ball now (The conditions to steal the ball) because now I know how to do it in future but was getting a bit too easy to pull it off.

The Ai at times (at most times) do not engage in the ruck when you do not, some times I don’t want to engage in the ruck as I want to have more players for defense and especially when I see they have 3 already at the ruck, don’t want to fight a lost cause by engaging in the ruck when I know I can’t win it.

I am still having issues that the scrumhalf/halfback is not always the main guy at the ruck. Perhaps a dedicated button to force him to go to the ruck (A - Xbox / X - Playstation)?

As mentioned above from other posts to have some more defence style in the ruck to make it more possible for a box kick.

Mauls: I like how it looks visually but also encounter the same issue as mentioned above from a different post that says you have to bind everybody to use the ball.
I want to decide when I play it and not when everybody is binded. The ref also says use it when there is clear movement or when everybody is binded.

I love that it is in the game.

Line-outs: The lineouts are okay but I still don’t get the concept on how to steal them as the Ai steals it, not everytime but they do get it right.

The Maul button needs to be added to the line-out layout as the B/O button is still showing grey.

To add more difficulty is hard as it is a line out and usually is pretty straight forward however I believe there can be more stuff added, for instance to perhaps use the D-Pad to add fake jumpers (halfway up) to “dummy” the opponent. (Just a random idea for visuals)

Perhaps to also toggle the maul button so that I can press it twice to cancel the maul so that it pops to the SH/HB but visually on screen so that I don’t get confused on what I wanted to do.

Kicking: I still believe the kicking is good but needs less time to wind up unless the tackling radius is reduced so that I can do it quicker as I get tackled all the time when trying to perform the kick.

Rules/Infringements: There is still a lack of rules that need to be implemented. I did however have 2 cases where there was a penalty.

  • High tackle - Somehow the ref did blow the whistle for a high tackle but it made no difference to the game everybody stood up, stood still and then I was able to run but no-one tackled me but, I was not given a choice for a penalty kick to touch, to posts or scrum or tap and go.

  • I am not sure what the second penalty was for but this time it was me that caused the penalty but the Ai could kick out (at least it was their lineout) so the code is just hiding there some where just needs to be implemented.

Competitive Play: I just want the custom tournaments to be made bigger as restricting it to 8 teams for now does not make sense as there is many more teams to choose from.

I want to make custom pool matches so that I can have my own “world cup” style format with 5 teams in a pool.

I also want make my own custom season with how many teams I want, like if it is season style that I can have 11 teams if I wanted or any number that I request.

New Teams: New teams is always fun to have but I would have thought that the original teams that were added would have gotten photogrammetry first before more teams were added, but in that case can’t the team just add the other countries even though they do not have photogrammetry.


Overall the game has sooooooooooo much potential and I am excited for what it can become.

The biggest challenge I believe will fix most of the issues is the tackling radius (if it even works like that) reduce that by like 60-75% and it should be better for other aspects of the game (Kicking, running gaps, passing)

I am getting more game crashes than previous updates but will try focussing better on what happens when that occurs to give better feedback.

Thank you again for the update.

2 Likes

Does 2 player work?

I have tried with 2 remotes but it didn’t want to work.

Also tried using Parsec so that a friend could join me but also did not work.

It’s a 50 50 on the mini games, you don’t want too much mini games as that takes away from the play time (in game time). Rucks need to be quick , get to breakdown get the ball out try to get a try.

They can perhaps add something to the goal kicking to make that more difficult.

What are the areas you are expecting the mini games? and how would you want that to be?

2 Likes

Agreed, please , no dumb down rugby. Rucks are huge part of Rugby, automation is horrible. Part of the the fun is determine when to send everyone into the ruck for a turnover or when to hold the line. I am normally fairly positive person , post go as far back as Rugby Challenge , and through the game developments Rugby Challenge Series and Rugby 2000 Rugby 2022 always kept it positive. At this point with these updates, it seems like we are getting trolled. Not good. it seems like 2 steps forward but then 2.5 steps back. The offloads or lack there off is shocking. I gave this game a thumbs up and positive review on steam. Because I have enjoyed Big Ants league games and thought this could head in the right direction. It has not. Not losing complete hope, but it really does seem like we are getting trolled at this point. The game is awful at this point. Hopefully they can pull a rabbit out of there hat .

1 Like

Feel a bit like Valhalla with the big novels of feedback here! Having to live vicariously through gameplay footage as usual (had a watch of Mad Dragon’s very thorough test of EA2 this morning), all of the gameplay points you guys are mentioning are VERY valid, and definitely need some polish - but as a Gallagher Premiership viewer week in, week out, there are some aesthetic things I feel duty bound to pass on to the art/UI teams.

  • Northampton/Bath: are the studio allowed to call Northampton’s stadium Franklin’s Gardens in-game?, and I properly feel for BA as the club launched a new logo just shy of three weeks ago! As for the stadium model - the big screen shown in the EA2 trailer is on the opposite end of the stand compared to where it is IRL. Player likenesses for the two Premiership clubs is good, with the relevant league branding where it should be, just need to make the player names a smidge bigger.

  • Side/broadcast cameras: a BIG bugbear of mine when it comes to authenticity as it stands. Not sure on the other grounds in EA as it stands but at Stade de France, Northampton (and most clubs), the TV cameras are located in the areas ABOVE THE TUNNEL. At the IRL grounds, the side with LED advertising boards is the side facing TV cameras. For example, if the Salford Community Stadium is featured (home of Sale Sharks), then the East stand will be the side featured most prominently.

  • Pitch/grass textures: some users have pointed this out in EA1, but with Saints widely regarded as having the best real grass surface in the league, this is the blueprint for what it should look like (a side by side image of how it is during a televised match vs in-game is attached). The way Northampton do it, is how most teams in the Prem, URC and Top 14 mark their pitches.

Longer Term Ideas
One thing BA need to be aware of, especially when tactics and other clubs/stadia are implemented, is the size of the pitch itself. From a pure Premiership standpoint, again as it’s the league I’m most familiar with - Exeter’s dead ball area is significantly larger than others, Leicester’s are amongst the smallest/narrowest, with others varying. It’s not one size fits all, club grounds are significantly smaller than a Test venue for example. And crucially, we’ve all said this ad nauseum: get Rugby 25 in the hands of those who play the game for real during this Early Access window.

Keep the faith everyone, it took six major EA updates for Tiebreak to go from its initial build to full retail release.

2 Likes

Please change the texture/ colour of the grass it makes the game look like a mobile game

3 Likes