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Rise & Fall News

Demo Is Now Live! - Dev Update 66

Hey everyone!

Our pricing adjustment has been made, and our free demo is now live!

We have some new features almost ready that will go out to both versions of the game.

A new version of the ArenaSettings menu is finished and will come out some time this week, with us eventually adding more features to tweak your match settings the way you like.

The experimental new environment maps have been working successfully across our settings, so the next steps are to fill those environments in with more geometry (this has been held back by a shader bug).

Once the geometry is in place, we'll start experimenting with stage hazards (we think a global toggle may be a good way to introduce this) and then eventually some more creative sizes of stages.

Some of the ArenaSettings work we've done is also to help create some more long-term ways to change up how you play. Our plans are to introduce some tournament brackets first, as well as introduce more players you can play as and different teams to fight.

That'll help us get ready for a more of an adventure-style mode where you could complete missions on the way to a final goal.

You'll see these milestones in an updated roadmap in the next few weeks.

KNOWN ISSUES:
-Outside geometry in new maps failing to load
//We've figured out the problem. It was a shader feature compatibility problem between our older version of Unity and the Unity version they were built in. Since our tries at working around the missing feature didn't fix the problem, we'll be updating our Unity version in the next week or so.
//This Unity update was already in the queue for a long time, and this gives us a good reason to make the update. We'll still need to iron out any issues the newer version causes, but it'll also allow us to add in features we've had to hold off on.

-Game crashing when more than 5 players load into a match
//We think we've found the cause and will hopefully get a fix out this week.
//We also have the potential to allow as many as 16 players to a match, but we'll probably roll those out slowly to make sure it still plays smoothly. It definitely gets chaotic and sometimes hard to follow, so some QOL is also on the way to make seeing your player in a crowd even easier (the first was the different hair and glows on similar characters!)

As always to follow along on development, give feedback, or hang out and meet other players, join us in our Discord.

-Dave

Pricing Change! (No Longer F2P!) - Dev Update 65

Hey everyone!

We wanted to give players a heads up about a change to our prices.

For anyone who already owns the game (including just having it in your library), this won't affect you!

We're changing the game from Free to Play, to $2.

The game will have a free demo, that has all the features the game had up until the 2025 March Update.

Anyone who adds Rise and Fall to their library before we change gets to keep their game, completely free.

So basically, no players are losing anything, but going ahead, new players who want to play the full game can pay $2 and own it all.

Why'd We Make This Change?

Lots of reasons.
-We don't have the manpower to offer enough cosmetics to do a true F2P model (at this point in time).
-We started with this model in 2019, back before Battle Passes and F2P fatigue set in.
-We released the game completely free in 2020, not knowing if we'd continue working on it or what our plans would be.
-A small dev team have been working on this for over 5 years now. Up until now, the game has been 100% free, and we've paid for everything out of pocket and used our own free time to continue development.
-We see the awesome reactions players give us when we take the game to showcases, and want to continue to grow the studio slowly, and in a healthy way.
-We feel good about the quality and the amount of content you get today for the price we're asking.
-This allows some money to come back to us, that we can re-invest into the game!
-We may increase the prices as we release more content and feel we're still offering good value for the price we ask for.
-Given our game is local co-op first, we feel this model makes more sense than most free to play games (where the bulk of the game is online and PvP).
-We wanted to start at a price point on the lower end first, then raise if needed, rather than the other way around.
-We still want the game to be affordable, feel like great quality, and a 'no-brainer' purchase.
-Feedback from players at showcases were extremely positive about this being a paid game vs completely free.

And a whole lot more!

Here's a visual breakdown:



As the chart says, the main separator between the demo and the full version will be content.

Maps, modes, character customization, those are all things saved for the full version.

But we want there to be a way for people to try the game out for free, and get a feel for what the game feels like.

The demo version includes everything in the game up until March 2025.

And core features like movement, abilities etc will always also go into the demo version.

The same goes for 2v2 Quickplay, Sandbox Tuning and Balancing, and any Quality of Life updates the game may get.

We've been thinking on this for a few years now, and we feel comfortable we've found a middle ground.

-There's still a free slice of the game players can try for no cost.
-Purchasing the game with what's currently in it is a fair price (aka no charging more for a promise of content, just for what's already there!).
-Game can generate it's own income to help finance finishing the game and keep the studio and developers healthy.
-We're providing enough context on our thought process and our intents, and doing it at a time where we've recently shipped some new great features, that a portion of players get completely free.
-While we've been okay working on this game out of pocket and part time, it will be nice to offset some of that cost with money coming in from the game.


We're always interested in hearing what players think. Don't be afraid to stop by in the Discord and let us know your thoughts on the March Update and the new pricing.

Goalies Fixes Inbound! (Update #373)

FIXES:
-Goalie aims ball at allies at opposed to constantly spamming trying to score back and forth
-Goalie Settings carry over on returning home from a match

-Fixed a bug where once a player had over 24 hours of play, the Stats page would be missing the digit from the 'day'.

-Fixed instances where player's feet would stop moving if they were hit by another player and reacting with a 'hurt' animation.

-Fixed text in Overtime to correctly display an infinity symbol for time.
//Overtime continues until a goal is scored

-Fix for 4v4 Goalies in Large Map not working correctly.
//Their navmesh was missing references, needed re-baking

Update #372

Smol patch here.

-Fixed the 'Restart' button in the Pause Menu from not being clickable after playing multiple matches
-Fixed Block Goalies from being different speeds from one another
-Fixed Block Goalies from moving too far outside their goal area, making them more useful

//Later update
-Fixed an issue with selecting your character in CharacterSettings.


//Even later update
-Fixed issue with MusicPlayer, works correctly now.

April 2025 Update is Now Live!

Hey everyone!

The April 2025 update is now live to all players!

Full Patch notes (and probably a video walkthrough) coming soon!

More fixes and improves will come in the next week or so.

OVERVIEW:
-3 New Map 'Themes' to play on, to give a little variety (more coming soon!--These are just tests for bigger plans we have for maps!)
-Improved quality of life across the board
-More settings to tune your games
-Adjust tracks in settings
-Even more music variety
-Clearer UI head arrows
-Slightly re-vamped controls
-Menus have been given a polish pass across the board.
-Goalies and Block Goalies return
-More character variety
-Up to 8 player support
-Rumble baby, rumble!
-Statistics page for tracking your playtime
-Fullscreen and windowed options
-Music and sound effects sliders to play how you want!
-Bunkers take damage as you score goals
-Improved ball clarity and trail
-Improved Loading screen
-Slightly improved CPU AI (but only the first stage of a bigger plan!)
-Improved performance across the board
-


//

If you're wanting to go back to the last build for any reason,

We've enabled a branch called 'Legacy_2023' that will let you play the old one!


KNOWN ISSUES:

-Game will sometimes crash when more than 5 players play a match at a time.
-Goalies are being a little bit of ball hogs and trying to do everything themselves, often shooting back and forth a lot.
-Toggles for CPU Goalies and Block Goalies aren't always remembering their selection when returning home after a match
//The solution for this (for now) is to toggle those toggles on and off, and things will work correctly.

Thanks for playing!

-Dave