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Rocket League: A Game Overview

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0% found this document useful (0 votes)
675 views37 pages

Rocket League: A Game Overview

Uploaded by

mohdawood491
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Rocket League

Rocket League is a vehicular soccer video game developed and


Rocket League
published by Psyonix. The game was first released for PlayStation
4 and Windows in July 2015, with ports for Xbox One and
Nintendo Switch being released later on. Rocket League was
available on Steam for Windows players and the PlayStation Store
for PlayStation 4 players. In June 2016, 505 Games began
distributing a physical retail version for PlayStation 4 and Xbox
One, with Warner Bros. Interactive Entertainment taking over
those duties by the end of 2017. Versions for macOS and Linux
were also released in 2016, but support for their online services
was dropped in 2020. Epic Games acquired Psyonix in 2019 and
made the game free-to-play in September 2020.
Developer(s) Psyonix[a]
Described as "soccer, but with rocket-powered cars", Rocket
League has up to eight players assigned to each of the two teams, Publisher(s) Psyonix
using rocket-powered vehicles to hit a ball into their opponent's Director(s) Thomas Silloway
goal and score points over the course of a match. The game Producer(s) Sarah Hebbler
includes single-player and multiplayer modes that can be played Designer(s) Corey Davis
both locally and online, including cross-platform play between all
Programmer(s) Jared Cone
versions. Later updates for the game enabled the ability to modify
core rules and added new game modes, including ones based on Artist(s) Bobby McCoin
ice hockey and basketball. Composer(s) Mike Ault[b]
Engine Unreal Engine 3
Rocket League is a sequel to Psyonix's Supersonic Acrobatic
Rocket-Powered Battle-Cars, a 2008 video game for the Platform(s) PlayStation 4
PlayStation 3. Battle-Cars received mixed reviews and was not a Windows
success, but gained a loyal fan base. Psyonix continued to support Xbox One
themselves through contract development work for other studios macOS[c]
while looking to develop a sequel. Psyonix began formal
Linux[c]
development of Rocket League around 2013, refining the
gameplay from Battle-Cars to address criticism and fan input. Nintendo Switch
Psyonix also recognized their lack of marketing from Battle-Cars Release July 7, 2015
and engaged in both social media and promotions to market the PlayStation 4,
game, including offering the game for free for PlayStation Plus Windows
members on release.
July 7, 2015
Rocket League was praised for its gameplay improvements over Xbox One
Supersonic Acrobatic Rocket Powered Battle-Cars, as well as its February 17,
graphics and overall presentation, although some criticism was 2016
directed towards the game's physics engine. It has since been macOS, Linux
considered one of the greatest video games ever made. The game
earned many industry awards and saw over 10 million sales and 40 September 8,
million players by the beginning of 2018. Rocket League has also 2016
been adopted as an esport, with professional players participating Nintendo Switch
through ESL and Major League Gaming along with Psyonix's own November 14,
Rocket League Championship Series (RLCS). 2017

Genre(s) Sports
Gameplay
Mode(s) Single-player,
Rocket League's gameplay multiplayer
is largely the same as that
of its predecessor, Supersonic Acrobatic Rocket-Powered Battle-
Cars. Players control a rocket-powered car and use it to hit a ball
that is much larger than the cars towards the other team's goal area
to score goals, in a way that resembles indoor soccer, with elements
reminiscent of a demolition derby.[1][2] Players' cars have the ability
Gameplay in Rocket League, where
players aim to hit the ball into the to jump to hit the ball while in mid-air. The players can also pick up
opposing team's goal using their a speed boost by passing their cars over marked spaces on the field,
rocket-powered cars enabling them to quickly cross the field, use the added momentum
to hit the ball, or ram into another player's car to destroy it; in the
latter case, the destroyed car respawns moments later on their team's
side of the field. A player may also use a boost when in the air to propel themselves forward in flight,
allowing players to hit the ball in the air. Players can alter their car's orientation while midair, which
combined with midair boosting allows for controlled flight. Players can also perform quick dodges, causing
their car to do a short jump and spin in a given direction, which can be used to nudge the ball or gain
positioning advantage over the other team.[3] In a recent update, the game introduced a new feature that
allows players to view the remaining boost amount of their teammates.[4]

Matches are usually five minutes long, with a sudden death overtime if the game is tied at that point.[5]
Matches can be played from between one-on-one up to four-on-four players, as well as in casual and
ranked playlists.[6] The latter serves as Rocket League 's competitive online mode, where players compete in
various tiered ranks within game seasons, with victories or losses raising or lowering a player's rank,
respectively.[7] The game includes a single-player Season mode, with the player competing with computer-
controlled players. An update in December 2016 introduced Custom Training sequences that can be created
by players and shared with others on the same platform; players are able to specify the ball's path and the
presence and skill of opponents on the field as to practice specific shots-on-goal over and over.[8]

A few months after it was released, Psyonix released an update that added game modes known as mutators,
modifying some aspects of gameplay, such as increased or decreased gravity, ball size, ball speed and
bounciness.[9] For the 2015 holiday season, another update replaced mutator matches with an ice hockey-
inspired mode (called Snow Day), played on an ice rink and the ball replaced with a hockey puck with
different physics.[10] Positive reception to the ice hockey mode led to it being extended for a few weeks
after the holiday season. Snow Day was permanently added to the mutator settings for private matches and
exhibition games on February 10, 2016.[11][12] Hoops, a game mode based on basketball,[13][14][15] was
added on April 25, 2016.[16] A separate Rumble mode, which incorporates unusual power-ups, such as the
ability to freeze the ball in place or cause a single opponent to have difficulty controlling their car, was
added on September 8, 2016.[17] An update in December 2016, known as Starbase ARC and based on
Psyonix' mobile game ARC Squadron,[18] added support for custom arenas for Windows players supported
through Steam Workshop, along with other new content.[19] In celebration of Super Bowl LV in February
2021, Psyonix released a limited time gamemode called Gridiron, which functions similar to gridiron
football with the normal soccer ball being replaced by a football.[20]

A new game mode, Dropshot, was added in a March 2017 update. It takes place in an arena without any
goals and a field made of hexagonal tiles, and uses a ball that becomes increasingly electrified after
successful strikes or passes. The more the ball is struck by players without touching the ground the more
electrified it becomes, and the more tiles it damages once it finally does hit the ground. The goal of the
mode is to damage the opponent's floor enough to break a hole into it, allowing the ball to drop through and
score. When a team scores, the floor on the opponent's side of the field resets to normal, while the floor on
the scoring team's side retains any existing damage.[21][22]

As part of a means to monetize the game beyond downloadable content, Psyonix has tried a few different
approaches. In September 2016, it introduced a loot box system known as Crates, where players could
purchase them with a random selection of in-game customization items, opened through the purchase of
Keys using real-world funds.[17] Due to increasing governmental concern over loot boxes, Psyonix
replaced the Crates system with Blueprints in December 2019, which offer a known specific item with
potential modifiers as potential end-of-match drops.[23] These Blueprints can then be crafted using the
game's new premium currency (Credits),[24] or purchased with real-world funds, if the player so
chooses.[25][26] A new rotating Item Shop was introduced in December 2019 as well, with Featured items
available on a 48-hour timer and Daily items on a 24-hour timer. The Item Shop includes all types of in-
game items, such as Painted Cars, Exotic Wheels, Goal Explosions, and many more. Each item has a listed
Credit value that will show the item's cost, allowing players to purchase the exact item they want, instead of
relying on RNG to attain a specific item previously available through loot boxes.[27] Separately, Psyonix
added a battle pass feature to the game in September 2018, known as the Rocket Pass. Each pass, which
lasts a few months, has challenges and other opportunities through playing Rocket League that allow
players to increase the tier of the Pass, from which new unique customization options tied to that pass can
be unlocked. While the Rocket Pass is free to all players, a flat-cost premium option that accelerates the
level up rate and unlocks additional items at certain tier levels can be purchased.[28][29]

Its mobile game version, Rocket League Sideswipe, plays almost the same, except the game is now in 2D
instead of 3D.[30]

Development

Psyonix's Supersonic Acrobatic Rocket-Powered Battle-Cars (left) immediately preceded and inspired the
development of Rocket League (right), which would make vast improvements upon Battle-Cars ' gameplay and
online features.
Psyonix had previously developed Supersonic Acrobatic Rocket-Powered Battle-Cars in 2008 for the
PlayStation 3. That game itself bore out from previous modifications that Psyonix' founder, Dave
Hagewood, had done for Unreal Tournament 2003 by expanding out vehicle-based gameplay that Epic
Games had already set in place in the engine into a new game mode called Onslaught.[31] For this,
Hagewood was hired as a contractor by Epic for Unreal Tournament 2004 specifically for incorporating the
Onslaught mode as an official part of the game.[32] Hagewood used his experience at Epic to found
Psyonix. Among other contract projects, Psyonix worked to try to find a way to make racing the Unreal
vehicles in a physics-based engine enjoyable. They had toyed with several options such as race modes or
mazes, but found that when they added a ball to the arena to be pushed by the vehicles, they had hit upon
the right formula, which would become Battle-Cars.[32] Further to the success was the addition of the
rocket-powered cars; this originally was to be a simple speed boost, but with the physics engine, they were
able to have the vehicles fly off and around the arena, furthering the possibilities for gameplay.[32][33]

As Psyonix finished development of Battle-Cars, the studio had tried to gain access to a publisher by selling
their game as "soccer, but with rocket-powered cars"; none of the publishers seemed interested.[32]
Ultimately, they opted to self-publish the game on the PlayStation Network with almost no marketing.[34]
Though it was downloaded more than two million times, it was not considered very successful even after
the studio cut the price.[31][34] The studio continued on to other projects, though kept the idea of building
on Battle-Cars as an option, recognizing the game had a small but dedicated fan-base that provided them
with ideas for expansion.[31][32] These other projects, which including contract work for AAA games,
including Mass Effect 3, helped to fund the development of Rocket League.[35]

Full development of Rocket League started around 2013 and took around two years and under $2 million to
develop, though they had tested various prototypes of a Battle-Cars sequel in the years prior, including an
unsuccessful attempt at pitching the game's idea to Electronic Arts in 2011.[34][36][37] Psyonix used some of
the feedback from Battle-Cars to fine-tune the gameplay in Rocket League. A key requirement for Psyonix
was to increase the game's frame rate from 30 to 60 frames-per-second, a known criticism from Battle-Cars
and essential for newer hardware, according to Corey Davis, the design director at Psyonix.[38] Hagewood
recognized that Battle-Cars was considered "too hardcore" with the game becoming too inaccessible to
novice players against skilled ones.[39] They eased up on some aspects to make it more approachable, such
as by slowing the pace of the game and allowing players of all skill levels to reasonably compete against
each other while promoting team-based gameplay.[32][39] Though they tried to add elements like power-
ups, they found these to be too distracting to gameplay.[31] They also explored other changes such as
making the game more gritty, akin to Monday Night Combat, developing several mini-games related to
handling of the car, working on making the graphics give a sense of scale to the players to give the
impression they were controlling full-sized vehicles rather than radio-controlled cars, and creating an open
world structure where the player would drive between stadium and stadium to participate in
matches.[36][38][40] Instead, the team opted to strip the game to its core, focusing on more visual elements to
enhance the title.[31] From Battle-Cars, Psyonix recognized very few players actually went online, and
developed Rocket League's single-player season mode to encourage players to try online matches once they
completed it.[40]

Psyonix's team were aware of past difficulties that they had with Battle-Cars and other racing games with
online play and client-side prediction, and the issues that would arise from that with Rocket League's fast-
paced play style. To solve this, the physics in the game are based on using the Bullet physics engine within
the Unreal Engine 3's PhysX engine, which tracks the movement of all the cars and actors, allowing them
to periodically re-synchronize the game state across players based on the stored physics states, which
enabled players to have quick reactions from their client.[40] At the
time of Battle-Cars, Psyonix could not afford a dedicated server
network and were forced to rely on individual hosts, which could
lead to poor performance with slow Internet connections. With
Rocket League, Psyonix was able to put a dedicated server network
in place, writing their own service protocols to interface with Sony's
and Valve's online services so as to enable cross-platform play, as
well as improving matchmaking capabilities.[32][38] Psyonix's
Corey Davis, Rocket League's
design manager, giving a
previous experience in contract work for AAA games had exposed
presentation at GDC 2016 them to the larger developers' approach to release and quality
control, and they were able to apply those principles and aim for the
same level of quality requirements in the final release of Rocket
League.[39]

Psyonix had at one point considered having Rocket League as a free-to-play game with microtransactions,
inspired by Team Fortress 2 and Dota 2's models.[36] Though they had put in efforts to establish a free-to-
play model, Psyonix decided instead to switch to a traditional sale method, and offer only cosmetic elements
as downloadable content, assuring that no players would have any additional advantage beyond their own
skill.[38] The name Rocket League was selected in part to reduce the size of the game's title in order to
appear fully in digital storefronts, and also served to be an easier to remember name as well as a more
mature-sounding title than Battle-Cars, according to Hagewood;[31] speaking on Rocket League's
development in March 2016, Davis opined that Supersonic Acrobatic Rocket-Powered Battle-Cars was
"the worst game name of all time".[38]

In April 2021, company announced that they would release Rocket League Sideswipe for iOS and
Android.[41]

On December 2, 2023, Psyonix teased Rocket Racing during the Fortnite Big Bang event as a spin-off title
and was released as a game mode in Fortnite on December 8. It supports cross-game inventory for use in
the Battle Royale modes with cosmetics related to cars.

Cross-platform play
Rocket League has been one of the leading games in supporting cross-platform play between personal
computers and consoles. Jeremy Dunham, Psyonix's vice president of publishing, says cross-platform play
helps establish a stable player base and avoid the snowball effect that can cause isolated player bases on
individual platforms to wane, particularly in the transition from one console generation to the next.[42][43]
Though the Xbox One version lacked this feature at launch,[44] Microsoft in March 2016 announced that
Rocket League would be the first game in a new initiative they were taking to enable cross-play between
Windows and Xbox One players who have Xbox Live accounts;[45] this cross-platform play feature was
added in an update in May 2016.[45][46] Microsoft has stated that they offer other networks, such as Sony's
PlayStation Network, the ability to integrate with Xbox Live to allow full cross-platform compatibility for
games like Rocket League. Dunham noted that this cross-platform idea had been something they asked
Microsoft about when Rocket League was set for an Xbox One release, but he stated that Microsoft did not
seem to be on board with it. Only after they had neared the release date would Microsoft take the initiative
to offer it as one for their new cross-play efforts and started working towards this possibility in the game.[47]
Psyonix determined the required technical steps needed to enable cross-platform play and have tested it in
closed environments, and were only waiting for the legalities of cross-connecting players between different
networks before proceeding.[48][43] this work also includes how they would be able to distribute updated
content patches in a unified and more frequent manner to enable them to continue to expand the game for at
least another 9 months.[42] In a July 2016 interview with IGN, Dunham stated they had done all the
technical work and could enable cross-platform play between the Xbox One and PlayStation 4 versions
"within a few hours" of Sony's approval.[49] As of March 2017, the company is ready to enable this feature,
but was still waiting for the console manufacturers to come to the required agreements to allow it.[50]

With the announcement of the Switch version, Psyonix affirmed that it would support cross-platform play
with PC and Xbox users. Sony still opted not to participate in this; PlayStation global marketing head Jim
Ryan said that while they are "open to conversations with any developer or publisher who wants to talk
about it", their decision was "a commercial discussion between ourselves and other stakeholders".[51]
Dunham says that in contrast to Microsoft or Nintendo, who agreed to allow cross-platform play within a
month and with the day of Psyonix' request, respectively, Sony has been asked on a nearly daily basis about
this support and have yet to receive any definitive answer.[43] The cross-platform party feature is planned
for an update in early 2019.[52] This will allow players to create in-game friend lists across platforms and
play in matches with them. This is limited by the current cross-platform limitations: while Windows players
can add friends from other Windows users and Xbox One, PlayStation 4, and Switch users, PlayStation 4
users are limited to Windows and PlayStation 4 users.[28]

In September 2018, Sony had altered its position on cross-platform play following the release of Fortnite
Battle Royale for the Nintendo Switch, where the lack of cross-platform play had been a point of significant
criticism. Sony allowed Fortnite to be cross-platform play compatible with all platforms and stated they
would review other games on a case-by-case basis.[53] By January 2019, Psyonix announced that Sony had
granted the same for Rocket League, allowing cross-platform play between the PlayStation 4, Xbox One,
Switch, and PC versions in February 2019.[54][55]

Downloadable content
Psyonix planned to continue to support Rocket League with
downloadable content (DLC), intending to keep all gameplay
updates free and only charging for cosmetic items.[56] In November
2015, a free update added the ability to Mutate a match, allowing
for a number of different custom presets and match settings,
including a low gravity mode and a cubed ball, among other
The "Hoops" mode in Rocket improvements and additions.[9] Through this, Psyonix is able to
League, one of the many updates to offer custom game playlists to test out new modes or for holiday-
the game after its release, has themed events. For example, during the latter part of December
players shoot the ball into a basket 2015, Psyonix introduced an ice hockey-based mutation alongside a
instead of a goal.
special event featuring holiday-themed decorative items, replacing
the normal ball with a hockey puck, and changing the floor to
ice.[9][10][57] This mode proved very popular and was permanently added to the standard playlists on
February 24, 2016.[58] In February 2016, a new game playlist called Rocket Labs was added to offer new
experimental maps to players as a means to gauge feedback and interest in a map before adding it to the
game's standard map playlist.[59] In April 2016, the developers added the basketball-based playlist to the
standard playlists.[15] A new Rumble mode, which adds unique power-ups on various maps, was released
in September 2016.[39][60]

The game's first DLC pack, titled Supersonic Fury, was released in August 2015, along with new arena
Utopia Coliseum.[61] It contains exclusive cosmetics, including two new cars, rocket boosts, wheels, five
paint finishes, and twelve decals for both new cars. The same month, it was announced that Rocket League
would be ported to macOS and Linux later that year, in order to run natively with SteamOS hardware;
Rocket League and Portal 2 were part of incentives for those that pre-ordered a Steam Link, a Steam
Controller, or a Steam Machine.[62][63] The game's second DLC pack, titled Revenge of the Battle-Cars,
was released in October 2015.[64] The DLC adds two more cars from Supersonic Acrobatic Rocket-
Powered Battle-Cars, along with exclusive cosmetics for both. In another event, players had a chance to
collect six Halloween-themed items from October 18 to November 2.[65] The game's third DLC pack, titled
Chaos Run, was released in December 2015. The DLC added two more cars, along with more cosmetics.
A new arena, called "Wasteland", was released for free alongside the DLC. The map is notable for being
the first non-standard arena to be released, having a different size and shape than the others and inspired by
the Mad Max films, the first of which Psyonix plans to release over time.[66][67]

In June 2016, a new arena, Neo Tokyo, based on the Rocket Labs layout Underpass, was added to the
game via an update. The update also introduced cosmetic items awarded at the end of matches with various
rarity grades, and gave players the ability to trade multiple items of the same type and rarity grade to obtain
an item of a better rarity grade. Also included in the patch are a number of painted and certified items, the
latter of which are cosmetic items with statistics-recording tags, and eight new achievements.[68][69]
Psyonix added the ability for players to trade items with other players within the "Rumble" update,
including item and crate drop systems comparable to Team Fortress 2 and Counter-Strike: Global
Offensive, in which players have the chance to gain locked crates from playing in competitive matches.
Players are able to purchase keys to open these crates through microtransactions, revealing special
decorative items for their cars.[60] Players can opt-out of this feature to disable crate drops. Though items
received in crates are tradable within the game, these items cannot be sold on the platform's respective
marketplaces so as to prevent issues in the same vein as the Counter-Strike skin gambling
controversy.[60][70] The funds from microtransactions would be used to support the esports tournaments
organized by Psyonix.[60] In October 2016, a major update titled "Aquadome" launched, featuring a new
arena placed under the sea, along with two new premium water-themed cars, and a new crate containing
new items and seven new achievements.[71]

Psyonix was able to make licensing agreements to include vehicles and decorative items from other
franchises within the game. On launch, the PlayStation 4 version included Sweet Tooth's car from the
Twisted Metal series.[72] As a separate DLC, the DeLorean time machine from the Back to the Future film
franchise, was released on October 21, 2015, corresponding with Back to the Future Day.[73] The Xbox
One release includes platform-exclusive Gears of War and Halo-themed vehicles.[74] The Batmobile, as
seen in the 2016 film Batman v Superman: Dawn of Justice, was offered as a playable vehicle in March
2016,[75] while Dominic Toretto's Dodge Charger from the film The Fate of the Furious was added to tie in
with the film's release in April 2017.[76] An update released in July 2017 introduced a new arena
celebrating the one-year anniversary of the game, along with cosmetic items based on the American
animated show Rick and Morty.[77] Alongside the theatrical release of Jurassic World: Fallen Kingdom,
Psyonix released Jurassic Park and Jurassic World-themed content, including a Jurassic Park-themed Jeep
Wrangler car model.[78]
In September 2015, Psyonix held a cross-promotion with Torn Banner Studios, adding two free new flags
themed after Torn Banner's Chivalry: Medieval Warfare.[79] At the same time the "Chaos Run" DLC was
released, Psyonix added free cosmetics and accessories from the Portal series by Valve.[67][80] Themed
content based on Goat Simulator and Euro Truck Simulator were added to the game in April 2016 as part
of cross-promotional deals with those games.[81] Other themed promotional content includes decorative
items based on The Witcher and Worms W.M.D.[82] With the release of the basketball game mode in 2016,
Psyonix partnered with the National Basketball Association (NBA), offering flags with all 30 NBA team
logos as car customization items.[15] In February 2017, two iconic Hot Wheels cars were added to the
game, along with other cosmetic items based on the brand.[83][84][85]

For the 2019 Radical Summer event, Psyonix released two new car packs; the Ecto-1 from the
Ghostbusters film franchise in June, and the KITT from the 1980s television series Knight Rider in
July.[86][87] Psyonix had hoped to include KITT as early as 2016.[88] For the 2019 Halloween event, cars
and other cosmetics based on the television series Stranger Things were added.[89] In May 2020, Psyonix
introduced the Modes of May event, which included a number of limited-time game modes for every
weekend of the month.[90] The modes include Dropshot Rumble, Beach Ball, Boomer Ball, and
Heatseeker, which features a curving ball that magnetizes toward both ends of the field, drawing
comparisons to the 1972 table tennis sports game Pong.[91]

Music
The original soundtrack for Rocket League was released both physically and digitally on July 1, 2015.[92] It
contains original compositions by Psyonix sound designer Mike Ault, as well as contributions by Ault's
electronic music group, Hollywood Principle.[93] New songs were added to the game with post-release
updates, including "Chaos Run Theme" by Kevin Riepl, "Escape from LA (Instrumental)" by Abandoned
Carnival and Ault, and a remix of Hollywood Principle's "Breathing Underwater" by Ether. These songs
were later compiled in the second volume of the soundtrack, which was released on July 7, 2016.[94]
iam8bit published a three-disc vinyl version of the soundtrack, consisting of the above two volumes, in late
2016.[95] The game's 2nd anniversary update included a musical content pack featuring releases from the
EDM label Monstercat.[96] The label have also released a series of standalone albums featuring the music,
titled Rocket League x Monstercat.[97][98][99]

Rocket League Sideswipe


Rocket League Sideswipe is a free mobile game spin-off by Psyonix released on Android and iOS in late
2021. The game was announced in March 2021 and replicates the gameplay of the original game, but in a
two-dimensional space. Players compete in short 1-on-1 or 2-on-2 matches that are played online. They can
also play a volleyball or basketball version or 3-on-3 matches.[100]

Rocket Racing
Rocket Racing is a racing spin-off title by Psyonix which released in Fortnite on December 8, 2023. It was
teased as one of the three new game modes as part of the "Big Bang" event on December 2, 2023.

Release
Rocket League was officially announced as the sequel to Battle-Cars in February 2014.[101] Building on
the effects from the lack of marketing with Battle-Cars, Psyonix developed a different marketing approach
to Rocket League. This included engaging with YouTube and Twitch video game streamers with early
release copies to help spread the word, recognizing that clips from the game would be readily shared
through social media.[34][38] They also opened the game to early alpha and beta testing for several months
following the game's announcement.[102][103] Davis noted that they otherwise did not spend any money on
traditional marketing approaches.[38]

They had originally planned to release the game around November 2014, but had missed this deadline to
implement better matchmaking and servers, high frame rates, and removing the free-to-play elements.[36]
The game was released publicly on July 7, 2015, for the PlayStation 4 and Windows.[104] Davis considered
this serendipitous, as this moved the game out from a busy period of many major releases during the holiday
season to the relatively quiet mid-year period, reducing the amount of competition from other titles.[38]
Further, the game on release was made part of Instant Game Collection on the PlayStation 4 and free to
PlayStation Plus subscribers; within the week, Psyonix had seen more than 183,000 unique players,
exceeding their server capacity and requiring them to improve on their network code to handle the influx of
players.[31][105] Davis estimated there were six million downloads of the game from this promotion, and
considered this the "best decision" they had ever made.[38]

At The Game Awards 2015, it was announced that the game would be ported to Xbox One,[74] where it
was released on February 17, including most of the previous DLC packs for free.[106] Ports for macOS and
Linux were released on September 8, 2016.[62] A retail version of Rocket League, in form of the game's
Collector's Edition, was announced in February 2016, and was released in Europe on June 24, 2016, and in
North America on July 5, 2016.[107][108][109] The Collector's Edition is published and distributed by 505
Games, and includes the first three downloadable content packs for free, as well as four additional cars to be
available as digital download on July 18: Aftershock and Marauder (both from Supersonic Acrobatic
Rocket-Powered Battle-Cars), as well as Esper and Masamune.[107][110] In October 2017, Psyonix
announced that Warner Bros. Interactive Entertainment would begin to publish an updated version of the
game for PlayStation 4 and Xbox One consoles by the end of that year, which includes additional content
for both versions.[111]

The PlayStation 4 version was patched in February 2017 to offer PlayStation 4 Pro support, allowing for
4K resolution and constant 60 frames-per-second rendering at 1080p for one and two-player split-screen
players; three and four-player split screen will render up to 60 frames-per-second when possible. Similar
rendering improvements were also made to the standard PlayStation 4 to approach constant 60 frames-per-
second for most arenas and modes.[112][85]

After reviewing the feasibility of doing so, Psyonix announced that Rocket League would also be released
for the Nintendo Switch, as revealed during Nintendo's press conference during E3 2017.[113][114] It was
released later that year on November 14, and includes Nintendo property customization options, including
Mario, Luigi, and Metroid-inspired car designs, and supports cross-platform play with the PC and Xbox
One versions.[115][116][117] Due to the Switch's lack of natural support for Unreal Engine 3, some
compromises had to be made in the porting process, such as by reducing the graphical quality to 720p.
Despite having to do custom work to make the game run smoothly on the Switch, Dunham was impressed
with the work that had been done before release.[118]
Austin, Texas-based studio Panic Button assisted Psyonix with the Xbox One and Nintendo Switch
ports,[119][120] and graphical updates to support the PlayStation 4 Pro.[121][122] In April 2017, Psyonix
announced that they had partnered with Tencent to bring a free-to-play version of Rocket League to the
Chinese gaming market, with users able to purchase cosmetic items through microtransactions.[123] It was
successfully licensed through China's approval process in July 2019.[124] Because of the continued growth
of the game's player base, Psyonix's Dunham said they do not anticipate creating any sequel to the
game,[125] and instead are expecting to continue to add new features to the game over several years' time,
calling this an "infinite support window".[113] A small team within Psyonix was set up to explore new
features and gameplay ideas to continue to expand Rocket League.[50]

In May 2019, Epic Games announced that it had acquired Psyonix for an undisclosed amount. Psyonix has
had a long-standing relationship with the studio (its original North Carolina headquarters were only 12
miles (19 km) away from those of Epic), having worked with it on development tools for the Unreal
Engine. As a result of the purchase, the game was planned to be added to the Epic Games Store by late-
2019, but Psyonix was unclear over whether the game would become exclusive to the store.[126] The game
became subject to review bombing on Steam due to this sale, triggering Steam's "off-topic review activity"
system, which hides reviews that do not correlate with the game itself.[127][128]

Psyonix announced in January 2020 that as part of a major upgrade to the base game systems, they would
be dropping support for macOS and Linux from the game by March 2020.[129] After March 2020, these
versions will no longer be able to connect and use the online parts of the game, but can still be played in
single player or local multiplayer.[130] Psyonix said in a followup message that macOS and Linux players
represented less than 0.3% of the total player base and could not justify keeping these as supported
platforms as they advanced the other platforms to newer technology, such as moving the Windows version
from DirectX 9 to 11. The developer offered full refunds to the game for macOS and Linux owners
regardless of how long they had the game.[131]

Cross-promotions
Psyonix teamed with Internal Drive to provide Rocket League as part of the latter's iD Tech summer
educational camps for children, using the game for both recreation and for teaching elements of game
design.[132] In 2017, the game served as a sponsor of WWE pay-per-view events, such as Backlash, Great
Balls of Fire, and SummerSlam.[133][134] The following year, the companies announced a further
partnership, with WWE cosmetic items introduced to the game in April.[135][136]

Psyonix partnered with Zag Toys to produce a series of pullback toy cars based on the Rocket League
vehicles, which released in June 2017. Some of these included a redeemable code that can be used within
the game for unique customization items.[137][138] The developers also filmed television advertisements for
Rocket League that started airing the same month. Alongside these ads, Psyonix offered free copies of
Rocket League alongside purchase of selected Nvidia graphics cards.[139] In December 2018, toy car brand
Hot Wheels released a radio-controlled car (RC car) game set based on the game that features two RC cars
that are controlled through Bluetooth devices, a play field, a ball containing infrared sensors for scoring
purposes, and charging devices.[140]

Free-to-play transition
Psyonix transitioned Rocket League to a free-to-play model on all platforms on September 23, 2020.[141]
Associated with the transition, the game added cross-platform progression that covers the cosmetic items
players have earned, new competitive tournaments at each rank to earn rewards, new challenges, and other
features.[142][143] The free-to-play version eliminated the need for players to have console subscription
services like PlayStation Plus or Nintendo Switch Online to be able to play.[144] Some changes were also
made to the game's tournaments and challenge systems to help with monetization. Players that had
purchased the game prior to the transition were given "Legacy" status and some related cosmetic items.[145]

As part of this transition, the Windows version of the game was moved off Steam onto the Epic Games
Store. Players that had already owned the Steam version prior to the change were still able to download,
update the game and play it with cross-play with other platforms, and would continue to receive
updates.[142]

End of player trading


In December 2023, Psyonix removed player-to-player trading. This change was made to align Rocket
League's cosmetic and item shop policies with Epic's standards, and to enable the possibility of cross-game
ownership of Rocket League vehicles in other Epic Games titles.[146]

Esports
Psyonix had observed the popularity of Rocket League matches on Twitch and other live streaming
platforms, and in February 2016, were looking to use the game more in esports.[147] In March 2016,
Psyonix announced the first Rocket League Championship Series; the finals took place in August 2016
with a $55,000 prize pool.[148][149] More than $1 million in revenues from the sale of in-game crates and
cosmetic items were used to fund additional competitive events throughout the year, including smaller
competitions at major gaming conventions and support for community-run competitive events.[150]

Soon after release, Rocket League became an officially sponsored esport, joining ESL.[151] In September
2015, Major League Gaming (MLG) announced the first season of the Pro Rocket League, which was held
in September through early October.[152] A $75,000 Rocket League tournament was held outside U.S.
Bank Stadium at the Summer X Games in July 2017,[153] with the finals streamed live on ESPN3.[154]
NRG Esports claimed their first live Rocket League championship by winning the tournament, defeating
Gale Force eSports in the final.[153][155] As NBC's first foray into esports, NBC Sports Group, in
conjunction with Faceit, ran its own $100,000-prize pool tournament which was broadcast across its eight
worldwide regions in July–August 2017.[156] Starting in September 2017, Psyonix and Tespa, a collegiate
esports organizer, held the first collegiate tournament for teams to win a share of $50,000 in
scholarships.[157] In December 2017, Turner Sports organized a US$150,000 ELEAGUE Cup event for
eight teams was broadcast live on streaming media, with a three-part series of shows detailing some of the
teams' path to the Cup and some of the match results, which aired on TBS later in the month.[158][159] 2020
has brought a large change to Rocket League Esports, the addition of a new competitive format that has 3
splits that include 3 regional events each with one major LAN at the end of the 3 splits. Each team gets
points awarded based on how they place in these regional events with the top teams making the world
LAN, with the grand prize of $1,000,000[160]

Reception
Reception
Aggregate score
Aggregator Score

(XONE) 87/100[161]
(PS4) 85/100[162]
Metacritic
(PC) 86/100[163]
(NS) 86/100[164]
Review scores
Publication Score

GameSpot 9/10[165]

IGN 9.3/10[166]

PC Gamer (US) 87/100[167]

Polygon 9/10[168]

[Link] 7/10[169]

Shacknews 8/10[2]

Rocket League has received "generally favorable" reviews on all platforms, according to review aggregator
Metacritic.[161][162][163][164] Positive feedback was aimed towards the game's multiplayer gameplay,[170]
and its graphics and visuals,[2] especially in comparison to Battle-Cars;[168] later reviews praised the player
experience in the game.[171] Criticism was mostly aimed at the game's physics engine,[169][172] though a
consensus on the topic has been mostly unclear, with some defending the engine.[167]

In a review of Rocket League's beta preview, Ozzie Mejia of Shacknews praised Psyonix's approach to
updating Battle-Cars using the PlayStation 4's hardware, describing the graphics as "brilliantly detailed"
and "crisp", and citing its consistent frame rates throughout.[2] Robert Summa of Destructoid shared Mejia's
view that the game was "fun option for anyone looking to mix their racing and sports games together",
himself describing that the game was "addictive and fun as hell."[2][170] Reviewers from Polygon,
PlayStation Universe, and [Link] shared positive views towards multiplayer gameplay in Rocket
League.[168][169][172] Ben Kuchera of Polygon wrote that the game "introduces a well-known concept and
then adds a complication." Kuchera disagreed with Pinkerton and asserted that the game's physics were
"internally consistent", and summarized his experience with the game as "joyful" and rewarding in its
progression.[168] The game's physics engine continued to be a point of contention in later reviews,
including Steven Burns' review for [Link], in which he shared his opinion that the speed of the
ball should have been increased in certain modes to compensate for the "floaty" physics.[169] Neil Bolt of
PlayStation Universe shared a similar view, writing that the physics "causes frustration in 4v4 bouts where
everyone ends up huddling under the slow-descending ball for long periods."[172]
"... the physics, floaty as they are, not really suited to seeing the ball constantly being punted
about: it can often feel like chasing a balloon around a children's party, but the children are in
high-powered rocket cars and are taking no shit. ... you feel Psyonix would be better off making
the ball move just a tad faster: often you'll crash into it at speed only to see your car move quicker
than it after collision."[169]

— Steven Burns

In a review for PC Gamer, Matt Elliott defended the physics engine, citing the "[nice] contrast" between
the fast player-controlled cars and the slower-moving ball, colorfully describing that the ball "gormlessly
invites impact like a punchable cousin." [167] Elliott also wrote positively of the multiplayer gameplay,
comparing the "destruction" mechanic to the Burnout series, and praising the overall player experience.[167]
In complimenting the game's points system, Elliott recounted, "the most valuable players I encountered
were workmanlike wingers who selflessly chugged along the flanks, crossing the ball for greedy
goalhunters like me. It stops players from clustering in the same spots and reinforces the concept that Rocket
League is a team game." [167] In a retrospective review written two years after its release, Alec Meer of
Rock Paper Shotgun shared similar feelings about the player experience in Rocket League. Meer stated that
the game remained "very open, friendly, and accessible to new players across all ages, in contrast to other
games with online longevity that tend to be dominated by expert players and difficult to breach by new
ones."[171]

Following the Blueprint update in December 2019, players expressed concern that the costs of completing
blueprints was more expensive than the cost to open loot boxes, that players got more items for opening a
loot box, and that in general, the loot box system felt more rewarding.[173][174] Within a week of the
update, Psyonix reduced the prices of blueprint by half and refunding credits for those that had spent them
already.[175]

Sales
On July 11, 2015, Psyonix announced that there were around 120,000 concurrent players across both
PlayStation 4 and Windows.[176][177] By the end of July, the game had been downloaded over 5 million
times,[178] and had 179,000 concurrent players.[179][180] Psyonix stated that Rocket League's quick paced
success far exceeded their expectations.[181]

Psyonix announced that over one million copies of the game had been sold on Steam by August 2015.[182]
By the end of 2015, the game had been downloaded over eight million times, and grossed over $50
million.[183][184] In February 2016, Psyonix stated Rocket League has earned $70 million in revenues with
at least four million copies sold, not including downloads on the PlayStation system;[185] they have tracked
at least 12 million unique players of the game, including both purchases and during free play offers such as
its availability on the PlayStation Plus membership program.[88] Within three weeks of its release for the
Xbox One, Psyonix observed at least one million unique players for that system.[186] By July 2016, a year
after its release, Psyonix reported more than 6.2 million sales of the game across all platforms, including 5.5
million purchases of DLC, with more than $110 million in revenue; 40% of these sales have been for the
PlayStation 4 version with the remaining split roughly equally between PC and Xbox One.[187] Psyonix
has tracked more than 25 million unique players by January 2017,[188] averaging 1.1 million players a day,
and reaching 220,000 concurrent players at one point.[56][81][189] Sony stated that Rocket League was the
most-downloaded title from the PlayStation Store in 2016.[190] By the beginning of 2018, the number of
players had risen to over 40 million,[191] and subsequently reached 50 million by September 2018.[192]

By March 2017, Psyonix reported that Rocket League had sold more than 10.5 million copies across all
platforms, and had 29 million registered players, with about a fourth of that having played during February
2017.[125] Dunham estimated that 70% of the game's players had purchased some of the DLC offered for
the game by March 2017.[50] In April 2017, Psyonix reported that in addition to 9.5 million digital sales, the
game had also sold over a million physical copies at retail.[193]

Awards
After the E3 2015 event, Rocket League received multiple
nominations and won several awards, including PlayStation
Universe's "Best Sports Game of E3",[194] as well as Gaming
Trend's "Best Multiplayer Game of E3".[195] At The Game Awards
2015 in December, Rocket League won the award for Best
Independent Game and Best Sports/Racing Game, and was
nominated for Best Multiplayer.[196]
Members from Psyonix, including
At the 19th Annual D.I.C.E. Awards in February 2016, the founder Dave Hagewood (right),
Academy of Interactive Arts & Sciences awarded Rocket League receiving the Game Developers
with Sports Game of the Year, Outstanding Achievement in Online Choice Award for the game at the
Gameplay and the D.I.C.E. Sprite Award. [197] Rocket League was 2016 Game Developers Conference
awarded the Best Design at the 2016 Game Developers Choice
Awards.[198] At the 2016 SXSW Gaming Awards, Rocket League
was awarded the "Excellence in Multiplayer" prize.[199] Rocket League won three BAFTA Games Awards
for Multiplayer, Sports, and Family,[200] and was nominated for two others, Best Game and Game
Design.[201] It also won the following year for the BAFTA's Evolving Game award.[202][203] In 2017, the
game was nominated for "e-Sports Game of the Year" and "Still Playing" at the Golden Joystick
Awards,[204] and for "Best Spectator Game" in IGN's Best of 2017 Awards.[205] It won the award for
"Best Post-Launch Support" in Game Informer' 2017 Sports Game of the Year Awards.[206]

In 2018, the game was nominated for "eSports Game of the Year" at the Golden Joystick Awards.[207][208]
The game won the award for "Fan Favorite Sports/Racing Game" at the Gamers' Choice Awards,[209]
whereas its other nomination was for "Fan Favorite eSports Game".[210] It was also nominated for "eSports
Title of the Year" at the Australian Games Awards.[211] In 2019, the game was nominated for the "Still
Playing" award at the Golden Joystick Awards.[212]

Footnotes

Notes
a. Additional work for Nintendo Switch and Xbox One by Panic Button
b. Additional compositions by Hollywood Principle, Christian De La Torre, and Abandoned
Carnival
c. The macOS and Linux versions stopped supporting online features in March 2020.

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External links
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Retrieved from "[Link]

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