Rugby League 26 - Megathread

@Agentcheesee can’t say it was a massive success but it worked better than my previous attempts

You’re correct ahaha, went from no fends a game to being able to do three in a set. Cant believe that’s the timing

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Can anyone confirm if there was an update ?

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Would anyone be able to tell me where to find the ‘team settings’ to disable the alternate numbers please?

He posted up its on Xbox Series S

You’ll need to go into edit club & identity

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Has anyone on PC found a way to unlock the ability to edit locked players yet ?

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is pro team up on ps5 yet

No its still in testing.

Question. Are the Pro Team stats based off the default game stats or are they much different to reflect the card stats so each player plays more like the value of the cards not like how it plays now by default which is unrealistic.

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its sunday lads, nothing will happen until early tomorrow

Is anyone else still getting the “undergoing maintenance” message on pro team on ps5

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Everyone is. It’s broken and in testing for now.

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it’s more about their work not being uploaded or servers fixed because other companies are on weekend too

We shouldn’t have to fix their game for them. RLL2 didn’t have this issue.

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I think another thing that needs addressing is the set plays in the 20 meter zone, you want more runners at pace running lines at speed either side with the option for short or out the back passes from those shapes.

LEKAAAAAAAAAAAAAA!.. :heart_eyes:

The “update” HAS to be 20-30GB or more depending on platform because that 900MB update on Friday night…barely any noticable change.

What BA needs to do is, not copy but look into HOW big companies like EA and 2K develop their games. Not saying, to make as good as them but add big and small details like consistent updates (once a month or so) to keep the game fresh and in sync with real events etc. and obviously to fix issues and bugs that players come across.

Just noticed the metres gained is dodgy.

Hi Big Ant Team,

First off—huge congrats on the release of Rugby League 26. I’ve had some solid time with the game now and wanted to share what I feel are its key strengths and a list of adjustments/suggestions that could help take things even further. This post is a blend of praise and constructive feedback, aimed at helping polish the experience even more.


:white_check_mark: What’s Working Really Well

1. Contact System – Huge Improvement

  • The variation in tackles is excellent—dominant hits, drive tackles, loose ball impacts, and contact-based tries all add depth and excitement.
  • This is easily one of the best-feeling contact areas in any rugby game to date.
  • (Dev Note: Great job, Gameplay + Animation teams—this creates a noticeable leap in realism and immersion.)

2. Defensive Line Controls

  • Being able to dynamically adjust the defensive line mid-set is fantastic.
  • It’s responsive and adds a layer of real-time tactical control.
  • (Dev Note: Feels sharp and intuitive—great UX.)

3. Presentation & UI

  • The UI is world-class for a rugby game—possibly the best ever seen in the genre.
  • Menus, overlays, fonts, and flow all feel slick and modern.
  • (Dev Note: Hats off to the UI/UX team—it elevates the overall presentation.)

4. Player Models & Licensing

  • Player likenesses are very accurate and widespread—hard to spot any major omissions from NRL teams.
  • The models themselves are very well done.
  • (Dev Note: Great coverage—strong work from the Art and Licensing teams.)

5. Soundtrack

  • Fantastic soundtrack—really captures the energy and mood well.
  • I’d say it may even top the strong tracklist from Rugby 25.
  • (Dev Note: Audio team has absolutely nailed this again.)

:hammer_and_wrench: Issues, Bugs & Suggestions

A. Defensive AI on Line Breaks

  • When the AI makes a break, user-controlled defenders often run alongside the attacker without attempting a tackle.
  • You also can’t switch from the fullback in time, which leads to automatic easy metres.
  • Suggested Fix: Improve pursuit/tackle logic and allow quicker fullback switching during breaks.
  • Team: AI, Gameplay

B. Fullback Turning & Agility

  • Fullbacks feel sluggish and turn like trucks—IRL they’re agile and reactive.
  • Suggested Fix: Reduce turning radius, improve lateral movement to match 1-on-1 cover expectations.
  • Team: Gameplay

C. Winger Chase Mechanics

  • Crossfield wingers don’t chase line breaks like they do in real games.
  • These chases are some of the most exciting moments in NRL.
  • Suggested Fix: Add chase animations and logic for wide players once a break is detected.
  • Team: AI, Animation

D. Interchange Notifications

  • No indication when subs are made—important for playstyle/tactical changes.
  • Suggested Fix: Small popup or overlay showing which players have come on/off.
  • Team: UI/UX, Gameplay

E. Marker Behavior After PTB

  • Markers run off in pre-set directions straight after the play-the-ball.
  • This removes control and ruins pressure on dummy halves or one-off runners.
  • Suggested Fix: Smarter marker logic or give user control options for manual pressure.
  • Team: AI, Gameplay

F. Player Control Responsiveness

  • Movement still feels a bit “on rails” or like skating on ice.
  • Suggested Fix: Improve foot planting and responsiveness of inputs for more grounded movement.
  • Team: Gameplay, Physics

G. Kicking Target Feedback

  • Currently the kick target feels disconnected from the kicker.
  • Suggested Fix: Kick arc should start at the player’s feet and extend with power hold—clearer placement and accuracy.
  • Team: UI/UX, Gameplay

H. Post-Game Statistics

  • There’s no in-depth player or team stats shown after a match.
  • Suggested Additions:
    • Hit-ups, tackles, metres gained, line breaks.
    • Man of the Match + Dally M point tracking.
  • Team: Data Systems, UI

I. Set Plays Take Too Long to Form

  • The play designs are solid, but players take too long to get into position.
  • Sometimes ruins the timing of the move or creates messy overlaps.
  • Suggested Fix: Could consider anticipation logic, faster setup animation, or formation cues.
  • Team: Gameplay, Animation, AI

J. Rookie Face Pool

  • Rookie players generated in career mode all look very generic.
  • Suggestion: Use existing scanned faces across leagues (e.g., SL faces for NRL rookies) to mix it up. Auto-generation from scanned pools would improve immersion.
  • Team: Art, Systems

K. Dummy Half Skip Pass Bug

  • When darting sideways from dummy half and pressing the skip pass (e.g., B on Xbox), the ball often targets the inside runner you’ve just passed rather than the intended outside man.
  • Suggested Fix: Adjust pass targeting logic post-movement to match intended direction.
  • Team: Gameplay

Final Thoughts

Despite the small issues listed above, I’m loving the foundation Rugby League 26 has laid down. The atmosphere, contact system, and depth of play already make it a worthy addition to the series—and there’s massive potential here for ongoing updates to refine the gameplay further.

Happy to provide more feedback over time. Keep up the great work!

Cheers

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