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General
- Added match multiplier slider for ladder challenges and training matches, allowing users to run one powerful match instead of having to return to the game to run many matches - Re-added "None" option for ladder challenges - Fixed not being able to change lineups on the pre-match screen
- Fixed friendly/instant challenge match search range (is now +/- 5 levels) - Added the ability for unions to unlock random challenge decks with tokens if they have no room points (The catch with this is it is effectively unlocking the deck early and will consume the room point from the next level up) - Fixed positioning of some icons in Clubs/Unions screens - Added ability to see all academy development cards used on the prospect (to view this, click on the used card in the card slot and it will display all of the cards) - Removed Fog of Score from notifications as this no longer displays fixture scores when clicked anyway - Fixed Union screen not refreshing when leaving a union - Fixed shadow settings not persisting in match view when changed - Added a lock button to game plans weighted lists - Added Superhuman and Godly to experience levels list - Updated ladder challenge window to make it obvious that experience is trained + Removed the None option - Fixed ladder medpack decks store display - Added confirmation to ladder challenge if spending tokens - Show info message if game-plan fails to save
EXCITING UPDATE - Brand new cards added! Uncommon, Rare, Epic, and of course Legendary! - New player/match stats to give insight into new legendary player cards - Added Training Intensity and Training Matches, allowing you to boost your training! - Secondary card slot added to Academy player development - Various bug fixes and improvements
- Fixed amenities disappearing - Fixed scrollbars not working in card album + game-plans - Added ability to play friendlies against own clubs - Update friendlies screen to display when request is expired - Fixed rep team matches played stats, and added a separate stat for world cup matches played
- Added World Cup finals display - Fixed card scrolling (and possibly in other areas too, please report further issues) - Fixed countdown showing in rep-teams or national leagues after switching clubs or returning from a match - Increased resilience with slow connection during app-load
- Fixed facebook login - Fixed player height and weight showing changes/level up incorrectly - Weather: visual improvements
- Fixed token purchases not providing tokens sometimes. If you have been affected by this please forward your receipt(s) to support@blackout.games and we'll fix it. - Fixed data instability if the internet connection is disconnected/resumed, or the app is paused/minimised - Fixed Power attribute not being highlighted for Flankers
- Fixed black screen in grounds when in-game weather is raining - Fixed union immersion rooms being offset in certain situations
- Fixed an urgent bug preventing the Feedback window from opening - Added the current International Season number to the National Unions area
- Update app icon to World Cup Edition - Added scrollbar to training session templates to make it more intuitive - Fixed psyche window not opening when clicking on composure
- Improved lighting/shadows when watching matches - Improved logic of match controls - Fixed position of player hair - Various bug fixes
Union Rep Teams The first inter-union competitions are here! Including player nominations, lineup and game-plan voting, seasonal leagues with promotion and relegation, union stadiums, and club rewards which can be earned by up to 3 of the union's rep teams.
Wiki: https://blackout-games.fandom.com/wiki/Rep_Teams
National Unions / International Leagues A simplified version of club unions, but on a larger scale. All clubs in the game will be part of a National Union. A 4-season term of 3 qualifier league seasons culminating in a Blackout Rugby World Cup every 4 seasons.
Wiki: https://blackout-games.fandom.com/wiki/National_Unions
Blackout Rugby World Cup All nations will start on 50.00 ranking points. There are 36 nations, but only the top 32 will take part in the world cup.
Wiki: https://blackout-games.fandom.com/wiki/National_Unions#Blackout_Rugby_World_Cup
2D Match View We're replacing the original jersey view with a 2D top-down view to give a better overview of how your tactics are playing out with a birdseye view of the whole field. The 3D experimental view remains, though while there are some improvements, it is still very much a work in progress.
Improved stability and performance of match viewer. A larger update to follow in the next few weeks, stay tuned in Discord for announcements.
Fixed Game Plans being able to be saved to the wrong club
The time is fast approaching. Introducing: Blackout Football Manager.
Our next chapter in the sports management genre is in the realm of Football (or soccer, for our fans in the USA).
You can expect the same, familiar, defining features from Blackout Rugby, like the 3D match engine, the interactive grounds, the extensive and detailed tactic screens, and much more.
We have a very passionate football fan leading the development of our match simulation engine, and were excited to show it to you.
Just like Rugby, Blackout Football will reward a deep understanding of the sport, providing deep and detailed skills and attributes for your team.
Which lineup will you run? What tactics will you choose?
Blackout Football Manager, coming soon. Stay tuned for more info!
You can now change your players names, and give them nicknames, to customize your squad precisely to your liking.
Changing a players name will cost your club 99 tokens, while setting a nickname will cost 49 tokens.
Premium Subscribers will receive one free rename and nickname change each season.
A brand new feature is fast approaching! And its one of our biggest ones yet.
Rep Teams is an expansive new aspect to Blackout Rugby, which allows unions to pull together players from different clubs to create a super team. These teams can play against other union rep squads in divisions much like a league. They can also bring rewards for the union like XP, as well as rewards for the individual clubs like club cash, normal and epic cards, tokens, and more. The better the rep team does and the more it wins, the better the rewards for the union and club members.
Club managers have the ability to nominate and vote on individual players for the rep squad, as well as tactics for each fixture.
Every club within the union has 10 nomination slots, one per position. Players and tactics with the most votes will be played in the match.
- Fixed a bug that prevented starting instant friendly matches.
- More performance optimisations in match view - Game now notifies you when a username is already taken - Errors during signup screen country selection are now displayed below the dropdown - Minor bug fixes
After many long years of work, countless hours, wins, losses, employees that have come and gone, and many new club managers, Blackout Rugby has officially been published! A journey that has taken much longer than expected, but alas, we are early access no more!
This also goes for our Mobile version. Our game is now live on both the Android Play Store and the IOS App Store! This has been an especially challenging part of development, but weve finally reached the end of the tunnel.
This is a big step for us as a company. Over the past year, weve worked hard to acquire funding to help take Blackout Games to the next level, and weve been blessed to receive incredible backing and financial investment (more details to come!).
We want to thank all the early players, mobile testers, bug reporters, community members, content creators, and anyone who helped us in this journey. Every club manager climbing the ladder and doing their daily tasks, your support has helped us in this journey. It wouldnt be the same without you.
Were just getting started though. As we start to Market our game and tackle our next biggest project: Blackout Football Manager, there are bound to be plenty of road bumps ahead. So we hope you stick with us!
If you want to support us during this exciting step, the best thing you can do is leave an honest review on our store pages (Steam, Play Store, & the App Store). You can also share our game with friends/family who might enjoy it. Theres always room for more club managers on the ladder!
Once again, from the team at Blackout: Thank You.
Weve just dropped a huge collection of new shields to spice up your club! Heres what weve got in-store right now.
Fixed Card Deck not being able to scroll using scrollbar
Fixed highlighting bug in Cup fixtures Fixed bug in internal alert links to Cup screen Fixed issues with Unions club invite modal Fixed scrolling in Unions event history Small adjustments to positioning in PostMatch screen
Fixed error displaying Cup fixtures without a result score Changed club info display from highest Cup round to number of clubs in Cup round Fixed dashboard match buttons flashing visible before hiding
Our final feature of 2021 is almost here! Its time to show everyone what youre made of. Are you a new upstart ready to shake up the competition? Or a seasoned veteran here to show these other clubs whos in charge? Either way, Cups are a way to show that skill at the national level.
New Cup competition released Adjustments to Deck Modal layout Broadcast adjustments (lock state) More experimental match animations Graphics settings adjustments Added "Get more sessions" item to training regimes Fixed club icons not switching sides correctly in match view Fixed league finals data displaying incorrectly
It's happened to all of us at some point. We start a club, get a good routine going, grow and develop our squad, but before long we slowly check in with our team less and less and eventually leave our club unattended. We get it.
Luckily, your club is fairly autonomous, so even if youve been away, your club will still be active, albeit lacking some necessary input from you as its manager. This means its always there, waiting for your direction. A club can survive without you, but it cant thrive, nor be taken to new heights and success without your input and leadership.
Picking things back up from where you left off can be a bit daunting. So we wanted to provide a quick and easy guide on how to get your club back up and running, to help you dip your toes back into Blackout Rugby Manager.
These are some quick and easy things to check once you log back in, to ensure your club is running as it should be.
Our progress behind the scenes is slowly beginning to see the light of day! Weve now released the first iteration of our 3D Match Viewer to the public release, as a new way to spectate your fixtures, but also as an insight into our progress with Blackout Rugby.
Now you can see your beloved team in-game! Kicking conversions, scoring tries, and making legendary plays.
Close-ups on animations in development.
Experimental Match-View in-game.
Fixed a bug in Squad screens where switching clubs would use lineup from previous club
Weve been busy in this interesting and exciting stage for the company, as we pull closer and closer to our goals and the to-do list grows shorter and shorter. Heres some insight into what were up to:
API updates for subscription management in the storefront.
- Fixed stuck scrollbar when creating a planned friendly challenge - Descriptions of psychology deck options no longer overlap with buttons - Fixed bug preventing tokens from being used on club shields, colour palettes, etc. - Increased size of scrollbar during deck collection
- Psychology cards can now be purchased with club cash - Added help buttons around the game interface - Added uncollected rewards indicator for premium users - Added sharing buttons
Fixed a regression bug in the tutorial when going to the club screens.
v0.337.9 - Fixed bug where first and second semi-final fixtures had swapped places - Translated text will no longer replace user-entered text (e.g. "league position 1" instead of club name in finals) - Fixed league's loading spinner staying visible after loading
v0.337.8 - Fixed bug where training "select all" option affected players in other regimes - Prevented various uncommon errors
- Chat system released: start conversations with one or more users - Updated login/signup interface - Player history now shows stat changes - Fixed bug causing music volume setting to be ignored - Fixed missing stadium crowds when watching live matches - Fixed performance when game minimised on Mac
Fixed user access token refreshing issues. This caused the game to continue on to the grounds view in a broken state rather than either refreshing the token silently or failing requiring the user to login again.
Due to build process changes there has been an accidental skip in version number, so don't worry about 0.282.10 just focus on 0.282.11 :) - Fixed not being able to automatically log when access token is clearly available - Fixed lineup shields not refreshing properly shortly after selling a player in Squad screen
Attempt to fix login screen showing up when already logged in
Fixed rewards display issue where 'Epic' cards were being reported as 'Level 1' when collecting rewards.
0.282.4
- Hot fix for a bug where people couldn't purchase tokens on MacOS
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A common staple of the Free to Play (F2P) genre are in-game purchases and Microtransactions. This is a business model where companies provide a free game or service and charge in-game purchases to make a profit. By consequence, its an extremely common staple for these games to incorporate Pay-To-Win strategies, presenting users with microtransactions to gain an advantage over a large proportion of plays. Unfortunately, its become so commonplace. So, at Blackout Games we wanted to make sure that free playing and paying users were on the same playing field, and were able to compete fairly.
Its this reason that weve created and fine-tuned the Pay-For-Variety (PFV) Business Model. A model that ensures all users have a premium and high-quality experience with Blackout Rugby, while also guaranteeing that we can pay the bills, and continue to work on the game we love. Pay-For-Variety may not be the most profitable approach we could take, but were confident it provides a premium experience to both paying and free playing users.
So how does it work? Well, the key is in the name. Providing variety to a paying customer, without upsetting the equilibrium of game balance. It all relates to providing value to users outside of an unfair advantage. Our first objective was ensuring that in-game purchases werent at the expense of our free-playing users. But instead, providing paying-users additional benefits and features.
Tokens, our in-game currency if you will, are accessible to paying users and free-playing users respectively, through various rewards and sponsorships. They allow players to increase the variety of options they have when making the managerial decisions they have to make in the course of running their club. Even without spending money, free users are guaranteed to receive tokens regularly as a part of their regular Blackout Rugby routine. They can customize the method in which they receive tokens too, through seasonal sponsors, which again, are accessible to all users equally.
Tokens are primarily used for customization and additional features, including more cards, another club, or joining a Union, just to name a few. Its this method that we provide a breadth of content, without sacrificing a fair and balanced game.
Because of Blackout Rugbys large degree of depth and customization, any user can still become a master of the games systems and compete at the top level without spending a cent. Since Tokens arent an exclusive currency (and all players receive regular Token drops), free playing managers can still spend tokens in similar ways to paying users, though will have to be more circumspect with how they spend them, as they will be more scarce. As an example, both premium and free playing managers can buy additional decks of cards to train their players.
Though through buying them the free playing manager may not have access to other features that require tokens as a result, such as building a medical deck, developing club buildings, the ability to auto-bid in the market, and so on. On the flip side, however, users who purchase additional cards dont automatically benefit from a better team, but rather more variety in strategy and options at their disposal. So the 'pay-for-variety model' gives paying managers a greater range of options when shaping their team and players but does not provide additional capabilities that the free playing user does not have access to. There is no buying of advantages that make the premium club a more powerful club than a free-paying club, just spending tokens allows a manager a wider variety of choices at any one moment in how they want to shape their club.
As an additional layer of ensuring the equality of the playing-field, card playing is regulated through slots and club energy. Lets begin with Slots.
Card Slots put a positive limitation into the mix, as training, matches and the like can only benefit from a small number of cards. First with one slot, and then up to three as a clubs technology evolves. So, while a paying user might have more options at their disposal for an upcoming fixture, theyre still subject to the same limits as all other managers. For example, a manager might want to focus for a while on boosting the kicking training their backs are receiving rather than focusing on other skills, or perhaps they want to direct the tactical preparation for a match on scrum power rather than on some other tactical aspect.
A manager who buys decks has a wider variety of cards they can play, and so more choices over how to shape their team and players, but whether a manager pays of not, they can still always play cards into the slots they own. So, they are provided with more flexibility, rather than an outright advantage. This means that matches are still built on game knowledge and skill. So, the better player will still win, whether they pay real money or not.
In addition to Card Slots, card playing is also dictated by Club Energy. Every card has a cost associated with it, and the better cards typically costing a larger amount of Club Energy. This pool of energy is replenished each day, meaning players have only so much energy to spend during the day and have to make decisions about which cards they play and where to play them, whether they spend real money or not.
This is a mechanic that cannot be purchased or upgraded using real money, only through advancing the users club. Its a system weve designed intentionally to keep the playing field fair and to ensure that free-playing users are never at an unfair disadvantage.
This provides an insight into the Pay-For-Variety model, but theres far more to it in-game, that youll be able to experience yourself. The easy route, in all this, would be to introduce premium systems that provide an in-game advantage, at the detriment of the large majority of users. But thats not our style, nor is sacrificing the experience of many for the sake of a small few. In an industry that is so heavily monetized in so many ways, our PFV model is something were proud to stand by, as we believe every user should have a premium experience, not just those who pay real money. At the same time, we want to ensure that those who choose to support us are rightfully rewarded, by providing great value and variety.
Its a system were continuing to tweak and improve as the game grows, and is a discussion were interested in having with our community. So, if you have any questions for our team, let us know through a comment here, on steam, or through our Discord server. Were happy to have an open dialogue, to produce the best version of Blackout Rugby possible.
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Heres something thats been in the works for a while, and its finally ready to release!
This is our unique take on clans or guilds from other MMOs / massively multiplayer games. You can create or join a union, take in your Union dues, chat with other members, and start working on Union challenges to level-up the union.
This feature brings a great social element to Blackout Rugby, and is a great chance for you and your friends to work together to make your Union a thriving place for talented Managers.
Were not finished just yet though. Many features such as competitions, are still to come, so keep an eye on the the horizon for those.
Some additional content with this new update:
Psychology Building A new building providing daily decks of cards which help improve mental attributes including Form, Aggression, Composure, and Leadership.
Player History You can now see the historical events of your players over time, to see how they have progressed over time.
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