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Rivals Hover League News

Dev-Diary #2 — Behind the Scenes: How KRAFTON Became Our Key Partner

[p]Hello everyone ![/p][p][/p][p]For this Dev-Diary, EFGames CEO Joaquín thought it might be fun to share some behind-the-scenes stories—like how he first connected with KRAFTON and how our partnership came to be. So we’ve put together a special post, written in the style of a “letter from the CEO” 😊[/p][p][/p][p]===============================[/p][p][/p][p]Today, I want to talk a bit about something that’s been a huge part of this project behind the scenes, how we ended up partnering with KRAFTON, and what this has meant for us as a dev team. [/p][p][/p][p]Honestly, when we first started building RHL, we didn’t fully understand the scale of the game we were making. It wasn’t until we showcased it at our first Gamescom in 2022 and the positive feedback we received that we realized just how big, complex, and ambitious the game was, and the impact it could have if we did it right. That’s when we understood we needed a strong partner to walk this journey with us. [/p][p][/p][p]Making a game is so much more than just building it: servers, QA, build systems, legal, localization, platform support, community management, marketing... Trying to handle all of that alone would have pushed actual development aside. [/p][p][/p][p]After attending many fairs, GDCs, Gamescoms, and more, we had several publishers express interest until Krafton appeared and showed genuine enthusiasm. For a giant like Krafton, known worldwide for PUBG, to be interested in a small company like us was both an incredible boost of confidence and a huge responsibility. We couldn’t afford to fail. [/p][p][/p][p]Among all interested publishers, what convinced us most about Krafton was their clear commitment to our vision and the understanding they showed of what we wanted to create, not just the genre or the visuals, but the feel we pursued with the game. Why we care so much about the driving feeling, why we’re obsessed with polishing every aspect of the driving and shooting physics. [/p][p][/p][p]A dinner at Gamescom 2023 confirmed the strong connection between Krafton’s and EF Games’ teams, paving the way for the investment and publishing agreement that would take another year to finalize. Of course, contracts are never quick or simple, but throughout the process, one thing was consistent: follow-through. Everything we discussed early on has been honored, and that trust has only grown. [/p][p][/p][p]Now that we work together daily, it’s clear this partnership goes beyond publishing, it’s about building something the right way. [/p][p][/p][p]The biggest impact? We’ve been able to focus, really focus. We had the space to do what we truly want: improve the game, one mechanic, one detail at a time. There’s still a lot ahead, and we’re learning every week. Looking back, partnering with KRAFTON was the right move. Of course, this partnership means we must be mindful of deadlines and quality benchmarks, which adds pressure but also pushes us to deliver our best. It’s been a balancing act, maintaining our creative freedom while aligning with KRAFTON’s expectations, but so far, it’s been an inspiring challenge. [/p][p][/p][p]We’re excited to bring you a demo in July that truly reflects the hard work of both teams. We hope it gives you a taste of what we’re building and sparks your enthusiasm as much as it has ours. [/p][p][/p][p]Thanks for sticking with us so far! We can’t wait to share more updates soon. Meanwhile, keep an eye on our socials for teasers and sneak peeks. And, as always, your feedback means everything to us ![/p]

🎮 VR Game to This… What Happened?!

[p]Our team — Goncho, Óscar, and Ana — share the honest (and hilarious) behind-the-scenes of RHL’s development![/p][p]They share the full story behind RHL — how it started as a VR project, what changed along the way, and why they went all-in on fast-paced hover vehicular battles instead. 😀[/p][p][/p][p]💬 Got questions? Join our Discord and ask away ! we’re always there 🔥[/p][p][/p][previewyoutube][/previewyoutube]

🎬 Developer Interview Video Out Now !

[p]Meet Joaquín and Gonzalo, the brothers and core developers behind Rivals Hover League at EF Games![/p][p]Check out this exclusive interview featuring the fascinating backstory of Rivals Hover League and plenty of behind-the-scenes insights directly from the creators. Watch it now! 🚀✨[/p][p][/p][previewyoutube][/previewyoutube]

The First RHL Demo is almost here !

[p]Hey everyone ! 😀[/p][p][/p][p]We’re finally dropping the news you've all been eagerly waiting for—our first official demo for Rivals Hover League is on its way![/p][p]Honestly, We've been just as excited as you guys to share this news ever since the store page went live. Now that the day is finally here, We couldn't be happier![/p][p][/p][p]We know you've probably got tons of questions about the scope and content of this demo, but we’re betting the biggest question of all is, "So when can we jump in and play?"[/p][p]Well, the demo is planned to take place this July, and we are currently fully focused on wrapping up the development work.[/p][p][/p][p]Originally, we planned a more relaxed timeline. But you all sent us so much love and excitement and so many requests to try the game ASAP that we pushed ourselves even harder, day and night, to make the test happen sooner. And now, thanks to your enthusiasm, we managed to pull it forward to July![/p][p]While it's still at the demo stage, we've done our best to give you a solid taste of the core gameplay—crazy vehicle maneuvers, unique abilities, and competitive action. Your feedback is super important to us, and we'll use it to make the game even better—so please share your thoughts and stay tuned for more![/p][p][/p][p]We'll share the exact test dates and details on how to participate in a future announcement. You can always check our Steam Community for all the major updates. But if you really want to stay in the loop—and chat directly with the team—come join us on Discord! [/p][p][/p][p]Catch you soon in our next update! 🚀[/p]

Dev Q&A #1 Recap - All Your Questions, Answered !

Hey everyone~

Last week, we wrapped up our very first Dev Q&A on Discord, and it was such a fun ride ! 🙌

Our fans asked some really awesome questions, and we thought it’d be great to share our lead developer’s answers here on the Steam Community as well.

Since our dev took the time to carefully respond to each question with a ton of thought and care, we couldn’t quite fit the full replies here due to Steam’s character limit—so we’ve trimmed them down to the key points for this post.

If you hop over to our Discord, you can still check out the full Dev Q&A thread, join in on future sessions, and really get a feel for the dev’s honest thoughts and game philosophy. Come hang out with us!

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[h4]Q1. Will RHL release on consoles, and will crossplay be supported?[/h4]

✅ We're focusing on PC first to polish the game thoroughly with community feedback during Early Access. But yes, console versions for PlayStation and Xbox are definitely planned. Crossplay is something we're keen on too—once the PC version is solid, we'll start looking into it!


[h4]Q2. Will vehicles have defined roles, similar to Overwatch?[/h4]

✅ Absolutely! Vehicles in RHL each have unique weapons, abilities, and playstyles—think "Overwatch meets Rocket League." You'll find cars built for frontline action, stealthy support, or precision attacks, adding strategic depth and encouraging teamwork. Roles are flexible enough to adapt quickly, keeping gameplay fast, fun, and dynamic !


[h4]Q3. Do you see RHL as a competitive game or more casual?[/h4]

✅ We designed RHL for both. It's easy to pick up for casual players but has deep mechanics for those who want to master it competitively. We’re planning different game modes for both playstyles and will shape the future together with the community.


[h4]Q4. From a dev's perspective, what's the real fun in RHL?[/h4]

✅ It’s all about that mix of speed, precision, and teamwork. The best moments come from pulling off crazy combos or perfectly timed moves with your squad. Every match is built to deliver that one unforgettable moment.


[h4]Q5. What inspired you to create RHL, and what was the hardest part?[/h4]

✅ It all started as a VR experiment—but wild driving mechanics stole the show. The biggest challenge? Making driving and aiming feel fully connected. Thanks to our hover system, you aim by how you drive, which adds a ton of skill and expression.


[h4]Q6. How many vehicle classes will be available at launch?[/h4]

✅ We'll start Early Access with 7 unique vehicles, each with their own weapons, roles, and handling. And yes—we’ve already got more wild ideas cooking.


[h4]Q7: What makes RHL different from other car battle games?[/h4]

✅ Unlike most, RHL blends fast, skillful driving with hero-shooter mechanics. You aim by driving. Our hover system lets you move in one direction and aim in another, creating a totally new kind of feel. It's not just fun—it’s the future of car combat.