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Changelog

Everything that changed in UltiMax, day by day: each day's biggest updates in one sentence, with pictures, then every change.

Monday, October 26

Day 18 · 8 updates

Clubs are here, matches end with a VICTORY or DEFEAT moment, and more room to build your players.

  • Every match now ends with a VICTORY or DEFEAT moment: your team celebrates with confetti or hangs its heads, plus COMEBACK, LAST POINT and SHUTOUT lines. Tap to move on.
  • Clubs: make or join a club of up to 20 players from the new CLUB tab in Friends, find clubs by name or language, show your club tag next to your team name, talk in your club's CHAT (tap PLAY? and wait in the chat until a clubmate joins), and invite any team by name, even when they're offline.
  • Club points: every win by a member earns points for their club (online wins count more), with a club LEADERBOARD and every club's page open to look at.
  • Phones: typing shows a bar at the top of the screen, above the keyboard, with what you type and the box's button (ADD FRIEND, SIGN IN, JOIN...).
  • Every friend, club and member in Friends now sits in its own box.
  • Stat caps now run ahead of your points, so you choose which stats to raise at every level. Level 30 still ends at 99.

Sunday, October 25

Day 17 · 11 updates

Stats up to 99, faster early levels, a cleaner My Team and Get Points Back.

  • Phones with a notch: the game fills the whole screen, with buttons kept clear of the notch.
  • Each level now gives exactly the stat points its caps let you spend, so points never pile up unspent. Level 30 still ends at 99.
  • A one-time update makes every player what a normal player of their level and build would be: builds picked from level 10, every point spent, nothing else on your team changes.
  • Online: block or report a player from Friends or the party lobby. Rude team and player names are refused.
  • Call for the disc: turn it on in SETTINGS > GAMEPLAY, then press E or tap CALL while a teammate has the disc and they look your way. New tutorial lesson: CALL FOR IT.
  • Settings open on a short list (Gameplay, Display, Controls, Sound), each part on its own page.
  • Every stat now has a cap that rises with the player's level, so overall climbs steadily and only level 30 reaches 99. Points above the new caps come back to spend as the caps rise.
  • Off-role stats cost the same as main stats (1 point), but stop at a cap that rises with the player's level. Extra points paid for off-role stats before come back.
  • My Team explains upgrading: a dot on MY TEAM when there are points to spend, SPEND POINTS on the level-up card, a clear points line, and a + on every stat that says why when it can't be used.
  • Hucks near the end of a thrower's reach miss long or short (often floated), so weaker arms complete fewer and the AI hucks a little less.
  • The player holding the disc stays planted when run into, and a layout into someone stops there (they stumble, and the diver can't catch).
  • Tutorial: your partner always catches a good throw, so a lesson can't fail by bad luck.
  • Level 30 ends exactly maxed: levels 21-30 give the points each player still needs, so a fully spent level-30 player is 99 with nothing left over.
  • Players moved down by the 99 update are now a few matches from their next level.
  • Phones: the main menu, PLAY cards, first-launch screens and LOCKER are bigger, with every button at least thumb-sized. More screens follow.
  • Settings is redesigned: clear sections and bigger switches. ENTER FULL SCREEN only shows where it works.
  • New setting: turn off the move icons over players' heads (in matches and replays).
  • Stats now go up to 99: a fully maxed player is 99 overall. Your players keep their overalls (high-level players move down a few levels to match the points they've had).
  • Levels come faster at first (about one a match early on) and slow down near the top.
  • My Team is cleaner: + buttons only when you have points, the build is chosen on MOVES, a 7v7 / 3v3 switch on the lineup, and simpler player rows.
  • UNDO takes back point buys, and Get Points Back (1000 coins) returns a player's points so you can rebuild them any way you like.
  • My Team's STATS page shows the six stats that matter, with per-game numbers.
  • Report a bug or request a feature from the link at the bottom of the website.

Saturday, October 24

Day 16 · 11 updates

Player levels, move trees and specialties, smoother online play, bricks with a pixel wipe and your own 3v3 picks.

  • Gamble defense (Ball Hawk, All In) now gets more blocks than Contain, counters hit harder, and Break Thrower and Quick Hucker are evenly matched.
  • Player levels 1-30: matches earn XP, levels give stat and trait points, builds unlock at level 10 and specializations at 15.
  • The MOVES page is redesigned: full-width trees, clear locked and unlocked moves, and a detail card for each move.
  • Level badges, an XP bar, a level-up card and a short guide at level 5.
  • Hucks look more natural: players run under the disc facing their run, glance back over the shoulder, and turn to it as it comes down.
  • New players: the first campaign team and the EASIER opponents are gentler until you've won 3 matches.
  • Builds are permanent: each player picks once (players you already have get one free pick).
  • Big Pull is removed, and its coins are back in your team's account.
  • Move trees: choose each player's build, then grow their moves through four trees (Throwing, Footwork, Layout, Defense).
  • Masters earn specialties, with green and red matchup arrows in Match Preview.
  • New moves: Quick over the tops, Quick Hucks, Jump Cut+, Bait, Layout Frequency, Mark, Close Out, Jump the Lane and All In.
  • Coaching presets show which specialties they suit, and the computer coach plays the matchups too.
  • Online is smoother for the joining player: no juddering player or disc, and dives, moves and catches match the host.
  • No more lag spike late in the stall count on phones.
  • Goal highlights show the whole celebration.
  • Bricks: a pixel wipe sets up the restart, and you tap to check the disc in.
  • New opponents after every match (PLAY AGAIN still gives a rematch).
  • Settings: turn the names over players' heads off.
  • 3v3: pick which 3 players take the field and who you play as.
  • Skying someone for a catch now makes a highlight.
  • Jump-catch goals land before the drop and celebration.
  • The disc stays under a diving player, fixed in their hands, until they stand up.
  • Beat a campaign team in a party with mostly your own players and it counts for your campaign.

Friday, October 23

Day 15 · 27 updates

Coaching, smarter defense, redone moves, and the campaign unlocks the game.

Gameplay

  • Online lobby: READY is at the top for guests, so it's never hidden.
  • Ratings now top out at 94 instead of 99 (players play exactly the same).
  • A caught disc stays in front of the diver and tucks under the body when it should.
  • Computer players use their throwing moves, with the move's icon over them.
  • The High Release backhand flies on a lower arc.
  • Layouts are back to their earlier look, and the disc never jumps.
  • The Deep Threat build is now called Playmaker.
  • High-level free agents cost much more.
  • A little more time after a score to get up and celebrate.
  • Dragging to turn your player in the LOCKER works again.
  • MASTER campaign: beat all five teams again, much stronger, for star belts with a trail.
  • Each build has its own stat limits and a signature perk when maxed.
  • Top-end upgrades cost more, and specialists beat even spreads.
  • Layouts are smoother, with the disc caught right out of the air.
  • Drag your player in the LOCKER to turn them round; flick to spin.
  • Highlights fit their play instead of a set length.
  • Bricks are walked or tossed in to the mark.
  • Stadiums look full on tall screens during the pull.
  • The changelog is easier to read.
  • Layouts carry their speed through the catch and slide to a stop.
  • Free agents are a little weaker and cost more; ones with moves are closer in price to ones without.
  • Match Preview offers three new opponents after every match: easier, even and harder.
  • Players earn XP more slowly.
  • Layout Ds knock the disc down more often instead of catching it.
  • Campaign: you're always matched up with the other team's superstar.
  • Moves redone: Layout, Layout D and Lockdown each feel different.
  • Defenders play real principles: the force, taking away deep, help and switches.
  • Ratings matter more: weaker teams turn the disc over more, and computer players can fumble (you never do).
  • New COACHING in My Team: choose how your team plays, or pick a preset.
  • Matches play the same on every device.

Looks

  • High layout catches stay in the air until the disc is caught.
  • Blocks look like blocks: a flash, then the disc tumbles down.
  • Three kinds of dive: a low skim, a normal layout and a high sky dive.
  • Players face where they run, and turn to the disc only when it matters.
  • Layout catches look like real catches, in matches and replays.
  • Replays show the stadium they were played in.
  • Headbands are now karate belts, earned in the campaign; arm sleeves and the armband are gone (refunded).
  • DOWNLOAD ALL's quick video is made faster.
  • Scorers hold the disc, drop it, then celebrate.

Getting started

  • 3v3 is the first mode on the PLAY page.
  • New front page with a gameplay clip and a big PLAY button, a loading screen with tips, an Install button, and NEW marks in the changelog.
  • Your home field is now picked in the LOCKER, and My Team's ? button sits by the title.
  • 7v7 opens when you beat the first campaign team.
  • Modes now open by beating campaign teams, for every profile; nothing you own is taken away.
  • Campaign coin bonuses are smaller.
  • Campaign teams wear karate belt headbands; beat a team to earn its belt.

Thursday, October 22

Day 14 · 34 updates

Campaign mode, four venues, highlight reels, Quick Release and a welcome for new players.

Throwers step out: a backhand (top) and a flick (bottom)
Finger spin after a goal
Braids and the new long hair

Getting started

  • A new PLAY page, led by the campaign, with a card for each mode.
  • New CAMPAIGN: beat five teams in a row, each led by a superstar; wins open new parts of the game.
  • Campaign rewards: coins, jersey patterns and a trophy on your team card.
  • Four venues: the Park, a Big stadium, the Beach and an Indoor dome.
  • New players get a welcome and pick their controls.
  • You start with 3v3; 7v7, the LOCKER and Highlights open as you play.
  • The tutorial comes in two parts: 3v3 basics and 7v7.
  • First-time guides show the key buttons on each screen, and a ? button shows them again.
  • Up-to-date menu tips, worded for your controls.

Throwing and catching

  • Hammers and blades are thrown like the real thing.
  • Throwers face where they're aiming.
  • Players look more side-on, with throws that swing out from behind the body.
  • Layouts swing the arms like a real dive.
  • Smoother pickups and goal celebrations.
  • The stall count shows as ticks on the grass around the thrower.
  • Throwers step out with their throws, like real players.
  • New backhand and flick animations, released low from the stomach.
  • The disc has a new look: a rim in the team's colour and sparks on a catch.
  • The disc hides behind a player who carries it facing away.
  • Catches facing away from you look right.
  • Fixed players' heads flickering when they face away.
  • Players stop looking around frantically.

Matches

  • The offense keeps its shape better: cleaner clears, quicker cuts and a ready dump.
  • Pulls are less exact, and out-of-bounds pulls are handled like the real rules.
  • 3v3 points start with a throw instead of a pull.
  • Less text on screen during matches.
  • Match Preview: pick from three opponents, easier, even or harder.
  • A pixel-art coin flip.
  • Far fewer blocks right off the thrower's hand on open throws.
  • Smoother matches, especially on phones.
  • Better computer throwers read the field faster.
  • Players walking the disc up walk round anyone in the way.
  • Defenders learn your favourite cuts, and each team defends in its own style.
  • Marks no longer dive at throws; layout Ds come from downfield.

LOCKER

  • New move: Quick Release (replaces Laser Huck): throw faster right after a catch.
  • Moves show as small icons over your player.
  • New celebration: Finger spin.
  • A new hair style: Braids.
  • Long hair looks much better.
  • Your player stands still in the LOCKER preview while you customise.

Online, highlights and the website

  • Highlights is one scrolling list, with a scroll bar.
  • DOWNLOAD ALL saves all your favourite clips as one video.
  • DOWNLOAD ALL works on iPads.
  • MAKE A REEL builds a highlight reel from your best plays, ready to save as a video.
  • PLAY ONLINE: one button to make or join a party.
  • Goal celebrations show in online matches.
  • Scouting a friend's team shows their own jerseys.
  • MAKE A PARTY opens your lobby straight away.
  • Fixed a party lobby hint showing one letter per line.
  • Highlights has two pages: LAST 30 and FAVOURITES.
  • New Phone setup page: add UltiMax to your home screen.

Wednesday, October 21

Day 13 · 15 updates

The LOCKER, finer-pixel players, and discs that stay live after a tip.

The new LOCKER
Players redrawn with finer pixels (up close)

Gameplay

  • Movement has balance: steady players react quicker, sprinters carry momentum.
  • Computer players clearing the stack stay out of cutters' way.
  • Pass totals in the stats add up after a tipped pass.
  • Loose discs land, roll and skip like real ones.
  • Blocks knock the disc the way you'd expect.
  • Tipped discs stay live: anyone can catch them before they land.

Players

  • Catches look natural, with no double catches.
  • New catching animations: two hands, one hand at full stretch, or a scoop.
  • A new pick-up animation.
  • Shorter noses in side view, and skipping a goal clears the celebration.
  • Players are redrawn with finer pixels and every animation redone.
  • A new layout animation.

Field and highlights

  • A fresh field: crisper lines, brick marks and corner cones.
  • Calmer grass so players and the disc stand out.
  • Online games save highlights too.

LOCKER

  • A new colour picker; every LOCKER colour is free.
  • New GEAR: hats, sunglasses, wristbands and gloves.
  • New celebration: The worm.
  • My Team's LOOK tab opens the LOCKER on that player.
  • New LOCKER: change your players' looks, your team kit and goal celebrations.
  • Team jerseys with colours, shorts, patterns and numbers; clashing opponents switch kits.
  • Goal celebrations, some free and some for coins.
  • The LOCKER preview keeps your player in view.

Online

  • A new party lobby with everyone's own player, READY ticks and one settings panel.
  • Quick emotes in the lobby, and a 3-2-1 START countdown.
  • Online throwing practice with friends.

Friends and phones

  • Give a friend's team your own nickname (only you see it).
  • Phones: aiming near the screen edge no longer flashes the view.
  • Phones: HAMMER is now OVER THE TOP, with hammers or blades by dragging.
  • Phones: aiming near the edge no longer scrolls or zooms the page.

Your team

  • Lockdown: your teammates help more while you mark.
  • Layout and Layout D change how throwers treat you.
  • New move descriptions and previews in My Team.
  • Spin move fools a close defender.
  • Laser Huck: long flat throws fly faster, and a deep cutter goes early.
  • Computer overheads are easier to read, and High Release throwers set up a pocket cutter.
  • LOCK up to 3 free agents to sign later.
  • RESET TEAM is gone from My Team, so you can't wipe your team by accident.
  • An easier-to-read throw line.

Tuesday, October 20

Day 12 · 9 updates

No more computer stall-outs, fewer hammers, smarter defenders and reworked moves.

Reworked Jump cut on the MOVES tab, with TRY IT

Offense

  • The computer almost never gets stalled out.
  • Far fewer hammers and blades from the computer.
  • Throwing ratings shape what the computer tries and how well.

Cutting and diving

  • Downfield cutters make bigger cuts.
  • Dives reach a little farther, and receivers lay out for long hucks.

Throwing

  • Throws are less accurate, especially hucks, so Throw Accuracy matters more.
  • Less skilled throwers wind up a little slower.

AI AIM

  • The AI AIM spot moves smoothly and shows the throw sooner.

Defense

  • Defenders lay out for under cuts much more often.
  • The Defense rating makes defenders smarter, not just closer.

Your team

  • TRY IT on the MOVES tab: practise any move for free.
  • Moves reworked: no random firing or wear-out, just a short recharge.
  • New move: High Release (replaces Floaty), a short throw lofted over the mark.
  • Jump cut and Spin move now do different things, each with its own animation.

Practice

  • ADD DEFENDER in Throwing Practice to practise breaks around a mark.

Behind the scenes

  • New tools for the game's admins (nothing changes for players).

Monday, October 19

Day 11 · 10 updates

Instant replays and highlights, moves replace traits, and XP raises your stats.

The new home screen, with HIGHLIGHTS
Players earn XP to spend on their stats

Menus

  • AI AIM is on by default.
  • A cleaner home screen: PLAY, MY TEAM and HIGHLIGHTS.

Movement

  • Players speed up and slow down more gradually, so momentum matters.
  • Turning back is quick again.

Your team

  • All moves are in: Jump cut, Spin move, Floaty and Laser Huck.
  • Opponents and some free agents have moves too.
  • Moves replace traits: buy, level up and equip them in My Team.
  • Players who had traits get matching moves free.
  • Try a move in a short drill before you buy.
  • Every stat is worth upgrading now.
  • Players earn XP in every match.
  • Stat upgrades cost XP instead of coins; coins go to free agents.

Throwing

  • Hammers and blades are harder to pull off.

Rules

  • No more point-block Callahans.

Replays

  • Replays wait for the end of the point.
  • Instant replay after goals and big plays (skippable, or off in SETTINGS).
  • HIGHLIGHTS: watch your saved plays again and star favourites.
  • Highlights keeps only the cool plays, tagged with why.

Offense

  • Better 3v3 opponents play smarter and safer.
  • Receivers and throwers use open space, with more curved throws.
  • Standing in the passing lane no longer shuts the computer down.
  • Teammates no longer cut to the same space.
  • 3v3 cutting works like the real thing.
  • Teammates come back for your short throws.
  • Receivers catch lead passes in stride.

Sunday, October 18

Day 10 · 2 updates

Online, everyone plays as one of their own players.

Your own players, together against the computer (today’s lobby)

Online (beta)

  • Online you play as one of your own players, picked in the lobby.
  • Co-op against the computer: the host picks the opponent, and everyone earns its coins.

Saturday, October 17

Day 9 · 4 updates

Parties bring up to 8 friends into one online match.

A party of seven, split across two teams (today’s lobby)

Matches

  • AI AIM in SETTINGS shows where a computer thrower is looking.
  • The disc sits in a diver's hands on a layout catch.

Sound

  • The game goes quiet while you're in another window or tab.

Online (beta)

  • PARTY: make a party for up to 8 people and share the code.
  • Everyone in a party plays their own player, on either team or together.
  • The party lobby shows who's ready; the host sets up the match.
  • Invite friends, join late, reconnect after a drop, and REMATCH.
  • Fixed a guest's player snapping to midfield online.
  • Online throws fly the same on both screens.

Friday, October 16

Day 8 · 17 updates

Online play with friends, unique starting teams and a calmer camera.

3v3 with the whole field in view
The calmer 7v7 camera
A friend's invite on the main menu

Opponents

  • The Bandits play to 3.

Your team

  • Every new team is different: its own players, names and looks.
  • RESET TEAM gives you a new random team and keeps your unlocks.

Online (beta)

  • Stay signed in to several accounts on one device.
  • Friend invites show in FRIENDS with ACCEPT and DECLINE.
  • CHALLENGE a friend online or SCRIMMAGE their team.
  • Play online with a friend: against each other or together vs the computer.
  • Invite a friend or share a join code, then meet in a lobby.
  • Online wins go in your record against that friend.
  • Connecting says what's happening, and blocked networks go through a relay.
  • FRIENDS and online play share one page.
  • A dot shows who's free, in a match or offline.
  • Invites pop up on any screen with a countdown.

Controls

  • Buttons feel better to press, with clicks and a shake when locked.
  • TRACKPAD controls for laptops.

Sound

  • The disc is quieter in the air.

Camera

  • 3v3 shows the whole field.
  • Pulls show the whole field.
  • A calmer 7v7 camera.
  • Aiming toward the screen edge widens the view.

Phones

  • Matches are saved as you play, so a reload picks up where you left off.
  • Much less memory on phones, so iPhones reload far less.
  • Locked buttons on phones no longer cover their names.

Website

  • Screenshots for Oct 15 and 16 on the changelog.

Thursday, October 15

Day 7 · 16 updates

Unlocks, a friends list, player archetypes and a phone-friendly game.

Archetypes on My Team, with upgrades still locked
Scouting a friend's team
The new friends list

Unlocks

  • Modes, opponents and My Team features open as you play: about half an hour from the tutorial to everything.
  • Locked buttons say what opens them, and match results show what you just unlocked.
  • Existing teams keep everything they've already earned.

Phones and tablets

  • Thumb-sized buttons and readable text, with touch-and-hold help.
  • You can always move after a point: a finger lifted during a pause no longer stays stuck.
  • Swiping down on the game no longer refreshes the page.
  • Phones stay in landscape, and the game pauses when held upright.
  • Touch ways to do the actions that used to need a keyboard.
  • Smoother matches on phones.
  • A closer camera on phones; on every screen it leans toward the disc and leads downfield.

Friends and accounts

  • A friends list: sign in, find friends by team name, send requests and challenge their teams.
  • Team names are unique: renaming your team anywhere checks other players' teams, and a clash found later asks you for a new name.
  • FORGOT PASSWORD? emails you a link to set a new one, and you can delete your account (and its cloud save) from ACCOUNT.
  • From FRIENDS, TEAM opens a friend's team: their lineup, each player's build, ratings and traits.

Player builds

  • Five archetypes: Pure Handler, Hybrid, Deep Threat, Defensive Specialist and Speedster.
  • Opponents and free agents are built from archetypes, and your starting team is reshaped into them.
  • Players you already have follow an archetype too, at the same OVR.
  • Archetype icons and labels on screen.
  • The AI plays to each player's build.

Modes and rewards

  • PLAY MATCH lets you pick the mode: 7v7, 3v3 or Endless.
  • Coins by format: 7v7 pays the most, then 3v3, then Endless.
  • 3v3 is first to 3.
  • Resuming a 3v3 match brings it back as 3v3.
  • Leaving a match keeps its stats.

Look and menus

  • A clipboard look for the menus and match screen.
  • Every screen fits phones, tablets and small windows.
  • The main menu keeps its layout while you pick a mode.
  • The score bar keeps its target in the middle.
  • Skippable waits and tips for new players.
  • AUTO OFFENSE CALL skips the offense card.
  • Tutorial text follows your control settings.

AI and feel

  • Throw timing depends on the team and the handler's movement.
  • 3v3: the player who isn't throwing or the dump always cuts.
  • 3v3: quicker deep cuts, and the dump is picked by position.
  • Jumps look as high as before but reach less.
  • A softer disc sound in flight.

Website

  • This changelog page.
  • What's new can show the changes day by day or update by update.

Wednesday, October 14

Day 6 · 6 updates

Biggest daySound, an announcer, 3v3 and Endless, a daily bonus and box scores.

The daily login bonus on the main menu
My Team, now with a Stats tab
A match at the end of the day

New modes and rewards

  • 3v3 mode: a smaller field, three-player lines and a seven-count.
  • Endless mode: no final score, with coins for every point depending on the opponent.
  • Daily login bonus on the main menu, with a streak.
  • Coins for goals, assists and Ds by the player you control.
  • Resume a match you left, straight from the main menu.

Sound

  • An announcer with recorded voices and rebuilt sound effects.
  • Crowd cheers, and a new SOUND section in Settings.
  • Fixed sound being silent on the website.

Stats and players

  • Advanced player stats: a box score page after matches and career totals in My Team.
  • New trait: Pull Specialist.

Controls and feel

  • Control settings on every device, with presets and custom keys.
  • Better catching and a redone layout.
  • Dives drawn with the player's own pixel sprite.
  • A slightly slower disc.
  • Throws curve to the open side, and break throws bend around the mark.
  • No accidental throws right after a catch.

AI and rules

  • Vertical stack: cutters who finish a cut cycle back in at the front.
  • Horizontal stack: diagonal cuts and lane cycling.
  • Out-of-bounds pulls rest a moment, then come to the middle.
  • Practice: out-of-bounds discs are brought back to a spot you can reach.

Website

  • The website was restyled to match the game.

Tuesday, October 13

Day 5 · 18 updates

LaunchUltiMax launches on the web, with accounts, phones and progression.

The new main menu, with Tutorial and Settings
Named opponents, padlocks and coin rewards
The Tutorial

Progression

  • Coins, upgrades and free agents; player traits like Hammer Ace, Cannon and Layout Legend.
  • A ladder of opponents to unlock, up to The Fooligans.
  • Opponents become new teams after every match: new names, kits and strategies at the same rating.
  • Drag-and-drop defensive matchups.
  • Your starting team begins at 67 OVR, and match length depends on the opponent.

Online

  • The web version: play in the browser at this site.
  • Optional accounts with cloud saves.
  • The UltiMax app icon, link preview image and loading splash.
  • Anonymous visitor statistics for the site.

Phones and tablets

  • Touch controls: the throw type, pump fakes and layouts are picked for you.
  • Fullscreen that works on Android, iPhone and iPad, and adding the game to your home screen.
  • Typing your name and signing in with the phone's keyboard.
  • Move during end-zone walk-outs; tap a second finger to cancel a throw.
  • Fills wide phone screens, with a bigger PAUSE button.

Polish

  • Floatier catching passes in the tutorial.
  • Match Preview fits on the screen, with padlocks on locked opponents.

Saturday, October 10

Day 4 · 4 updates

New nameThe game becomes UltiMax, and the AI learns the force, breaks and stacks.

Match Preview, now under the UltiMax name
A match at the end of the day

Offense

  • Horizontal stack, and calling your offense before the pull.
  • Handler roles and a stack setter.
  • The force, break throws, jab cuts and throw-and-go.
  • Smoother throws, and new player stats.

Defense

  • Person-to-person defense on autopilot for your player.
  • Defenders react to what they can see and play tighter coverage.

Other

  • Renamed from MAXIMATE to UltiMax.
  • Restart and throwing fixes.

Friday, October 9

Day 3 · 11 updates

Your teamPlayer ratings and My Team arrive, and the menus get their look.

The restyled main menu
The first My Team screen
Player initials and a PAUSE button

Your team

  • Saved player ratings and the My Team screen.
  • A bench, roster management and stat tooltips.
  • A Match Preview against rated opponents.

Gameplay

  • The field and players are 15% faster.
  • Offense lines up in a centered vertical stack, with coordinated cuts in the right directions.
  • Passing takes players' ratings into account; the AI no longer stalls on offense.
  • Throwing ratings matter, and pulls float.
  • Hammers and blades blend smoothly into the release.

Interface

  • A pause menu and PAUSE button during matches.
  • Player initials over every player.
  • Restyled menus.

Thursday, October 8

Day 2 · 13 updates

StadiumA real stadium, a main menu, overhead throws and throwing practice.

The first main menu (then called MAXIMATE)
The new stadium, with stands and benches
Throwing practice

Throwing

  • Overhead throws: hammers and blades, with matching disc angles in flight.
  • Polished throwing animations and disc flight.
  • Aiming guides: dashed lines that show a throw's height and curve.

Modes and menus

  • The main menu.
  • Throwing practice mode.
  • Running pulls, without stall counts.

Look and AI

  • New stadium visuals: stands, benches and a clean field.
  • Better AI positioning and throwing; clearer turnovers.
  • Fixed walk-ups and pull positions.
  • Maximizing the window goes fullscreen.

Wednesday, October 7

Day 1 · 1 update

First buildThe very first build: seven-on-seven ultimate on a pixel field.

Where it all started: colored end zones, a scoreboard and a stall count
  • Two teams of seven, a disc, end zones and scoring.
  • Throwing, catching and a stall count.
  • A scoreboard showing who is on offense.