Rugby 25 Megathread

@JNT_BA can you please confirm how much longer the game will be supported ?

Id suggest the majority of the fanbase think the game is miles away from being complete

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What format are you playing Rugby League Live 3 on, are you playing it on the Wii? Shame that game wasn’t released on other consoles.

@JNT_BA I hope you and the team will have a great break over the festive period. Do you know if we will still see major changes coming to R25 or not that much. I believe we have given you and the team loads of feedback on what the major issues are. We would just like confirmation if the game will still have major changes or only minor tweaks as we head into 2026.

I believe a second game might be close to be announced for Rugby 27. Although this might be great, we still need alot of things fixed in Rugby 25 in order to call it a complete Rugby Union title. Can you please confirm or give an indication that Rugby25 will still receive some updates to bring it closer to a complete Rugby Union game.

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Think gameplay needs an overhaul game is dull and boring play with a team rated 55 against tier 1 nation teams and beating them pretty easy on hardest only time a game was lost is when the game gets real buggy, so I would say all other stuff should be very low on the list as gameplay is still not even working really well, unfortunately this game is still a contender against r15 as worst rugby game of all time

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Hey guys, trying to create a custom player and I’m obviously trying to make him a freak to have fun but he gets gassed in 2 seconds. Is there something I need to do with stats? I know the games cooked but it’s just about burnt at this stage for me.

Thanks

Hi @JNT_BA 
 just want to let you know Ive been playing yesterday and actually enjoyed playing and so :folded_hands: 
 only thing is the AI just feels to easy on Hardest difficulty I would like if its more challenging and close games and also the AI kicking the ball out if they behind in the 80th end of the game instead of trying to go for the try and maybe get some points its annoying 


Also some nice side steps and set pieces will make the game more fun

Thanks @JNT_BA and Happy New year to you and the team

Cheers

1 Like

Apart from more penalties in the game, should be ways to bring the maul down and scrums some times you get away with it and sometimes you don’t just like in real life, the trick is try and cheat just Don’t get caught as someone once told me, wich brings me back to the scrum penalties sometimes it’s a reset sometimes it’s penalty for you sometimes against you, also would be great if they could bring in going into rucks off your feet like before sometimes you get away with it sometimes you don’t, something else came time mind when the maul is driving towards the line and crossing the line the maul should go down instead of the bend down touch your toes system that is in place currently, all of the penalties both AI AND PLAYER

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Could anyone here explain to me what the different categories across the top of the table mean please. Some are obvious like matches played and tries scored but I don’t know what some of the others are.

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Matches played

Pass

Tackle

Missed tackle

Tackle break (seems to only register “Fends” and not any other broken tackle)

Line Break

Kick

Kicking meters (sometimes only register a kicking meter if the ball actually goes over touch line)

Try assist

Handling error (not sure what this tracks as no one drops/knocks on really)

Penalty conceded

Tries

Conversion

Field goal

Penalty goal

Still no attacking running meters, try tackle break, or way to filter by points scored

Also - no one is yet to figure out what “AR means, not even BigAnt.

8 Likes

Thank you, this is so helpful

Hey guys,

I won’t talk here about the gameplay of Rugby 25. Like many others, I hope it will be greatly improved across many areas.

Here, I want to focus on the manager career mode. In Rugby 25, it’s okay, but a lot of things can be improved or are still missing, and it would be great to see them added in a future release. Might have forgotten to add a lot of things though.

The images are only illustrations, inspired by EA FC.

1 - Squad Hub

In my opinion, the Squad Hub can be significantly improved compared to Rugby 25. R25 already includes some of these elements, but this screen shows how it could be taken further by adding more depth, visibility, and interconnected systems.

Key elements shown here that would strengthen Career Mode:

  • Expanded Squad Hub: A true central management screen with multiple tabs (status, stats, attributes, financial), pushing Career Mode beyond simple team selection.
  • Player Ratings & Roles: Overall ratings, primary/secondary positions, and defined squad roles (e.g. Captain, Leader, Starter, Super Sub, Rotation, U20) add structure and hierarchy within the squad.
  • Age, Form & Morale Indicators: Clear visual feedback encourages rotation, man-management, and long-term planning rather than always playing the highest-rated XV.
  • Fitness / Condition Percentages: Makes workload management and squad depth more important across a season.
  • Nationality & International Context: Flags support international call-ups, availability issues, and player prestige.
  • Contracts & Salaries: Visible wages, contract lengths, loans and clauses add meaningful financial and renewal decisions.
  • Player-Level Financial Details: Reinforces Career Mode as a management experience, not just a match-based one.
  • Popularity / Fan Following: Star players bring commercial value, not only performance.
  • 3D Player Profiles: Improves immersion and long-term attachment to players across seasons.

2 - Tactical Depth & Coaching Vision

Rugby 25 lacks real tactical depth in gameplay. If gameplay becomes solid, the Career Mode needs to offer many more tactical possibilities to the coach.

This screen shows a strong direction for how tactics could evolve into a true coaching system, rather than a few preset behaviours:

  • Attacking Shapes: Different attacking structures (pods, width-based play, forward-heavy vs back-led attacks) that change how the team positions itself on the field.
  • Defensive Shapes: Customisable defensive systems (rush defence, drift defence, contest-heavy vs passive) with clear trade-offs.
  • Phase-by-Phase Logic: Tactical behaviour adapting depending on field position (own half, midfield, 22), match context, weather and momentum.
  • Player Skill Influence: Tactics working differently depending on player attributes (decision-making, passing, kicking, speed, physicality).
  • Position-Specific Roles: Players behaving differently within the same system depending on their role (playmaking 10, crash-ball centre, roaming 15, etc.).
  • Coach & Staff Impact: Tactical effectiveness influenced by coaching style, experience, and staff quality.
  • Tactical Identity / Vision: A clear tactical philosophy (e.g. French flair, power-based, territory-focused) shaping all phases of play.
  • In-Game Adjustments: Ability to adapt tactics during matches, not just before kick-off.
  • Risk vs Reward Systems: More ambitious tactics bring higher attacking potential but also defensive vulnerability.

3- Club Management, Staff, Facilities

In my opinion, club management and customisation are very limited in Rugby 25. There is no real club budget system: you mainly get a transfer budget to sign players, and even that is not very clear or visual, which makes financial management feel shallow.

This screen shows how Club Management could be significantly expanded, giving players access to — and control over — every key aspect of the club:

  • True Club Management Hub: A centralised place to manage all club-related systems instead of having simplified or disconnected features.
  • Jersey Management (Home / Away / Third): Visual kit selection and potential customisation to strengthen club identity and immersion.
  • Stadium Management: Capacity, surface, condition, and dimensions, with possibilities for upgrades, maintenance, or expansion.
  • Facilities Development: Training facilities, youth academy, and medical centre, directly impacting performance, injuries, and player development.
  • Staff Management: Hiring staff, assigning responsibilities, defining coaching styles, and managing scouts.
  • Marketing & Commercial Strategy: Sponsors, merchandising, ticket pricing, and social media/PR as active levers, not passive background systems.
  • Clear and Visual Financial Management:
    • a global club budget
    • budget allocation across departments
    • revenue streams and expenses
    • wage bill and salary cap presented in a readable and meaningful way, not just a single number for transfers.
  • Trophies & Club History: Tracking honours to build a long-term club identity.

4 - News, Calendar and Social Medias

News

The Central / News system can be significantly improved compared to Rugby 25. R25 already has a news feature, but it mostly works like a basic mailbox, with limited visuals and little immersion. This screen shows how it could be expanded into something much more engaging by adding elements like:

  • Central Hub with Timeline View: A clear calendar-based hub showing dates, upcoming events, and key milestones, making Career Mode progression easier to follow.
  • Visual News Feed: News presented as social-style cards with player images, club branding, and reactions, instead of plain text messages.
  • Transfer & Contract Announcements: High-profile signings and renewals shown visually, reinforcing the importance of major career moments.
  • Fan & Media Reactions: Likes, comments, and engagement counters give feedback on how fans and media respond to club decisions.
  • Club Identity & Branding: Logos, kits, and visuals tied to each news item strengthen immersion and club personality.
  • Pre-season & Event Invitations: Invitations (e.g. pre-season tournaments) displayed clearly as part of the narrative flow, not hidden in menus. Would also be good to have the possibility to choose against which team we want to play friendlies (both club and nation).
  • Managerial Decisions Integration: Actions like hiring staff or advancing key decisions shown directly in the central hub.
  • More “Living World” Feeling: News makes the career feel alive, reactive, and contextual rather than static.
  • More “Cutscenes: Crowd chatting before a game, players signing to a new club, others.
  • Unexpected events: It would be a great addition to Career Mode, helping create a real sense of unpredictability and consequence.

5- Training

Training in Rugby 25 feels underdeveloped. While it is possible to assign training sessions, it’s unclear whether they have any real impact on players, which reduces their importance and engagement.

This screen shows how training could be expanded into a meaningful and optional system, adding depth without forcing it on players who prefer to skip it:

  • Playable In-Game Training Drills: On-field drills (passing, positioning, kicking, decision-making, etc.) that directly influence player development.
  • Clear Impact on Player Progression: Training results should visibly affect attributes, form, sharpness, or confidence, with clear feedback.
  • Optional & Skippable Training: Players who prefer management-only gameplay can simulate sessions without penalty.
  • Position-Specific Drills: Different exercises for forwards and backs, tailored to real rugby roles.
  • Risk vs Reward System: More intense training improves progression but increases fatigue or injury risk.
  • Link with Facilities & Staff: Training effectiveness influenced by coaching quality and training facilities.
  • Integration with Season Planning: Training load tied to match schedule, recovery, and rotation.

6- Manager Market and National Team

The ability to coach all nations in Rugby 25 is an excellent feature — it’s one of the coolest aspects of Career Mode. However, the current system for becoming a national head coach feels unrealistic and poorly presented.

Right now:

  • The point-based system used to unlock national teams is unclear and not very intuitive visually.
  • Contract offers arrive in unnatural waves (for example South Africa, New Zealand, and Australia can all offering jobs in January; Six Nations teams all in March etc
), which breaks immersion.
  • Progression feels detached from what actually matters in a coach’s career.

This screen shows how the system could be reworked into a more realistic and immersive Manager Market, while keeping the good parts:

  • Philosophy-Based Recruitment: National teams should target coaches whose tactical vision and playing style match their identity.
  • Merit-Based Progression: Job opportunities based on competitions won, consistency of results, player development, and reputation — not a hidden point counter.
  • Staggered & Contextual Job Offers: Coaching vacancies appearing at realistic times (post-tournament, end of season, after poor results).
  • Direct Approaches Still Possible: Being contacted directly by a union is good and should remain, but it should feel earned and contextual.
  • Full Manager Market Overview: A visual hub showing:
    • current coaches (club & international)
    • their tactical identities
    • job security levels
    • likelihood of vacancies
  • Ability to Apply or Track Jobs: Watchlists, applications, and career planning instead of random offers.
  • Clear Career Narrative: A sense of progression from club success to international recognition.

7- Player Stats, Scouting & Recruitment

Player Scout & Stats

Player information and scouting in Rugby 25 are too limited. When recruiting a player, there is not enough data to make informed decisions, and many aspects feel hidden or underdeveloped.

These screens show how player stats and scouting could be expanded into a clearer and more meaningful system:

  • Deeper Player Statistics:
    Access to detailed match stats over time (form trends, consistency, strengths, weaknesses), not just a few headline numbers.
  • Role-Relevant Data:
    Different stats highlighted depending on position (e.g. decision-making for FH, tackle efficiency for forwards, kick success for backs).
  • Career & Match History:
    Past seasons, appearances, injuries, discipline, and competition level to better judge experience and reliability.
  • Scouting Uncertainty:
    Unknown attributes (marked as “?”) that become clearer as scouting improves, rather than everything being instantly visible.
  • Scout Quality Impact:
    Better scouts reveal more accurate attributes, market value, wage expectations, and mentality.
  • Clear Market Information:
    Estimated market value, wage range, contract status, and release clauses once properly scouted.
  • Comparison Tools:
    Ability to compare shortlisted players or compare a target directly with current squad members.
  • Contextual Insights:
    Information about how a player fits the club’s tactical vision, playing style, and squad needs.
  • Visual & Readable Layout:
    Clean, intuitive presentation that makes recruitment decisions feel deliberate and strategic.

8- Board & Objectives

Board & Objectives

Objectives in Rugby 25 are currently too generic and disconnected from real club management. Goals like “make 100 passes” or “50 tackles” feel artificial and don’t reflect how a club is actually evaluated.

This screen suggests how objectives could become meaningful, realistic, and strategic:

  • Results-Based Objectives
    League position, qualification for playoffs or cups, avoiding relegation, reaching specific rounds in competitions.
  • Financial Objectives
    Staying within the wage cap, generating profit, increasing ticket revenue, sponsorship targets, transfer balance.
  • Squad Development Goals
    Developing young players, increasing squad value, giving minutes to academy players.
  • Style & Identity Objectives
    Playing attacking rugby, improving defensive record, discipline targets, home vs away performance.
  • Short / Medium / Long-Term Structure
    Clear timelines with evolving expectations rather than isolated, one-off challenges.
  • Consequences & Rewards
    Objectives should affect:
    • job security
    • board confidence
    • budget growth
    • reputation and future job offers

9- Competition Statistics

Competition statistics deserve to be a fully developed category, not just a side menu. Rugby 25 has the basics, but this could be expanded into a proper analysis and immersion tool:

  • Full Competition Dashboards
    League-wide stats covering attack, defence, discipline, set pieces, kicking, and breakdown efficiency.
  • Team vs Team Comparisons
    Ability to compare clubs or nations across key metrics (possession, territory, ruck speed, points conceded, etc.).
  • Player Leaderboards by Role
    Separate rankings for forwards and backs, and for key roles (scrum-halves, fly-halves, front row, back row).
  • Advanced Metrics
    Line breaks created/conceded, defenders beaten, turnovers won, tackle success %, set-piece success %, penalties conceded.
  • Historical Records
    Season records, competition records, all-time leaders, and progression across multiple seasons.
  • Match Context Stats
    Home vs away performance, first half vs second half, close games vs big wins/losses.
  • Visualisation Tools
    Charts, trends, heatmaps, and form indicators to make stats readable and useful.
  • Scouting & Tactical Link
    Competition stats feeding directly into scouting, tactical planning, and opposition analysis.
26 Likes

@JNT_BA hire @Bapean for the art team, @Bapean your work and efforts look amazing!

3 Likes

This is great, the effort you put into this game is amazing. However, all of this would be hopeful for Rugby 27 or whenever the next game is. If we can get fun gameplay by the end of the real life season then I will be fine for now. Because, this game has so much potential with all the graphics and licenses. I played a game yesterday and got an extremely rare penalty. I tapped instead of kicking and when I scored the commentator was talking about how we turned down 3 points and still scored. Stuff like that is really good and if we can get the gameplay we want this year I would become addicted to this game.

P.S Big Ant, please look at the Rugby 22 gameplay! I dont know if you have access to the files but that games gameplay was so fun! I wish that game had a career mode and licenses.

Lovely! You never dissapoint! :heart: I think will be amazing if they can just get a bit inspired from E A and more from you regarding some cool feature that even E A “soccer” dont posses yet! It will make it like a dream to have such a depth ,being able to take a team from the grassroots and growing it to a powerhouse along multiple seasons experimenting different tactics and stategies ,finding and developing new talents 

ooohh boy !!!:melting_face:

But to be fair ,“soccer fc” is at that level now after almost 32 years of heritage and they have ,for sure ,many more resurces than BA but finger crossed they will surprise us with something nice! :crossed_fingers:

@Bapean my man you da real MVP ( even if you didn’t make montauban logo but I can pay for that ) great ideas that require 50 people working on the game while there is currently 1 guy doing 1h/ week atm

These would elevate the game tenfold

Happy new years!!! Is the team back at work yet? @JNT_BA

Hi guys, and happy new year to everyone.
Bapean, your post makes me dream, but unfortunately I have no hope of seeing it come true. :frowning:
In my opinion, here are some realistic additions (mostly from your list) that would already make career mode more interesting:

  • Better visibility of the impact of training sessions with a choice of intensity
  • More injuries and drops in form (related to training and matches) = need to adapt your lineup more often
  • Smoother navigation in team selection (scroll from bottom to top of the list, sort players by position)

  • Ability to save teams
  • More events affecting the club and players: Absences, poor form, training injuries, births, low morale, etc.
  • A more realistic recruitment system and real payroll management.

I hope you guys at BA will consider these ideas, those from Bapean, and or at least my modest ones. ^^

1 Like

I never train my squad or players in a coach career mode. It’s simply because I have no indication that the Ai oppositions teams are doing it themselves. Game is already not that challenging on hardest difficulty so unless I know the Ai is training its players , it’s a no go area for me with squad management.

Salut Ă  tous, bonne annĂ©e Ă  tous meilleurs vƓux 2026.

Quand est ce qu’est la prochaine mise Ă  jour prĂ©vue ? @JNT_BA