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Spike Rush is live until Monday! Log in before it's gone and get the Picnic Player Banner for free! United Rogue - A League for Everyone - NA Competitive 3s League This PC has better mechanics than me Recreated the Checkmate Topper - not actually checkmate, and actually a crushing advantage for black. Psyonix please fix this game-breaking bug. Lmao they made the prices unreasonably high for April's Fools day. Good one Psyonix When contacting Amazon about missing Twitch Prime loot Fellow Noobs! Never. Give. Up. 6 passes to goal with no opposition touches - don't usually see/score goals like this so was pretty happy with this with my team :) Crazy ceiling shot in Boomer mode Craziest Pre-Flip Angle Ever!  

Latest Steam Announcements for Rocket League

 


There aren’t many content creators who share a name with a Rocket League trick reserved for elite players. Every time someone shares a sick clip of a Musty Flick they pulled off in a ranked match, they have amustycow to thank. The 19 year old from Atlanta is in the upper echelon of Rocket League YouTube creators, and it happened in part by a top notch work ethic. But, it was a serious injury during high school that paved his road to Rocket League.

amustycow (Musty for short, or Wyatt as those close to him call him) was a model high school student. He carried a 4.0 GPA, and made the varsity soccer team as a freshman. Even though he excelled in school, there wasn’t a subject that he loved, which made for an unsure career path. 

"I never knew what I wanted to do, or what college I wanted to go to," Musty recalled. "My parents told me that it was normal to not know what to do, but all my friends were planning and filling out college applications. That's when it got surreal for me. I was like, 'wait, I literally have no idea what I want to do with my life.'" 

Musty continued to do well in school, and went through the motions of traditional education. Then, in 2016, he suffered a serious concussion playing soccer. This was his second concussion, which amplified its severity. He missed two months of school because of it, and that was only part of his struggle to rehabilitate. 

While he was stuck at home trying to get back on his feet, he turned to video games. He and his two brothers enjoyed gaming together, but it wasn’t one of his huge passions. He played the FIFA and Call Of Duty Series, and just dabbled in Rocket League at that time. Screen time isn’t recommended for someone recovering from a concussion, and Musty's mom didn’t like the thought of him playing Call of Duty: Black Ops for long periods of time due its violence, so they compromised on Rocket League for short play sessions. 

"Dealing with post-concussion syndrome was one of the worst things to happen in my life. I couldn't sleep for weeks," Musty says. "It was near when Rocket League came out on Xbox. That's really how I got into the game. It was almost a miracle. Maybe if I didn't have the traumatic experience, I wouldn't be where I am today. I think about that a lot."

After a full recovery from his concussion, he didn’t want to risk further injury with soccer, and Rocket League became the competitive replacement. That meant striving to get better – six-hour sessions in Free Play, grinding Ranked Matches, and sharing clips on Reddit. 

"I would play free-play for like six hours a day, trying out different flicks and mechanics, and watching tutorials on YouTube. At the time, I was just trying to get as good as that Squishy Muffinz guy," he laughs. "I was really trying to become a pro, because that's all I knew. I thought that was the only way to achieve success in Rocket League. I didn't know there was any money in YouTube content creation."

Then, in 2016, all that time in Free Play paid off. He posted a flick[gfycat.com] he was working on that took the community by storm. Nobody had seen a maneuver like that before, and it was getting the attention of high level players on Reddit. A new move needs a new name. When someone asked what it should be called, Musty jokingly replied with his own name. After that, the Musty Flick was born.

That move helped pave his way for a career in content creation. The community wanted to know how to pull off this new move, so the next step was to upload a tutorial video. It was the very first video on his YouTube channel, and the beginning of his channel that recently passed the 500,000 subscriber mark. It started it all, but it's one video that he hates to revisit.

"It's embarrassing," he says. "It's so monotone. I can't even watch the Musty Flick Tutorial anymore. I leave it up there so people can see how the channel started, but it's just so bad. Getting better on mic, and adding my face camera to the mix was a process. I had to learn to get confident in my voice. It's all stuff I had to learn along the way."



That's just one of the things he had to teach himself. When he was just starting to get the channel off the ground, he had to learn how to properly capture high-quality clips and how to edit the clips into an entertaining video for YouTube. That process was anything but quick. amustycow considers himself a perfectionist, but that meant spending dozens of hours on a single video, and that's not even including time spent practicing. 

"At first, when I was learning how to edit, I didn't have time for anything else. It got to the point where I was doing like back-to-back all-nighters just to get one video out. It was super unhealthy. Now, most of my videos take between 15 and 30 hours to make, but I'm starting to get my time management figured out. I'm setting a schedule for myself, and now I'm able to throw Twitch into the mix.

Even when amustycow isn't capturing content, editing, or streaming, he's still playing Rocket League for fun. He says he doesn't have much of a social life now since his close friends from high school are away in college. But, he wouldn't have it any other way. His new passion is the combination of his favorite game and content creation. He strived to improve on the soccer field, but now his love for competition has been channeled elsewhere. Now, he's his own competition. The result: a YouTube channel that is consistently on the rise.

"It's really about competing with myself," he explains. "It's about making better videos, wanting the next month to have more views than the last month, working harder to make better content. I love coming up with new ideas and watching those ideas take shape. I'm trying to take my content to the next level."

You can keep up with amustycow on Twitter and check out his videos on his YouTube channel. 
We hope your Spike Rush skills are still on point, because the mode is coming back for a limited time! Jump into Online Matches in the Spike Rush Playlist and enjoy the explosive 3v3 mode starting Thursday, April 2! 

Matches played in the Spike Rush Playlist will give the same amount of XP as Casual, Competitive, and Extra Mode Playlists, so you'll still Tier Up in Rocket Pass 6 as fast as you normally would. Plus, anyone who logs into Rocket League while Spike Rush is live (April 2 - 6) will get the Picnic Player Banner for free!

Check out the official start and end times below. Be sure to get those games in before Spike Rush is gone. Stay sharp out there! 

Spike Rush Returns: Thursday, April 2 at 9 a.m. PDT (4 p.m. UTC)

Spike Rush Ends: Monday, April 6 at 9 a.m. PDT (4 p.m. UTC)

The most-wanted, cybernetic supercar, Ronin, is loose on the streets of Neo Tokyo. Catch it in Rocket Pass 6 along with 70 Tiers of all-new items. Check out this futuristic ride in the trailer below.

Upgrade to Rocket Pass Premium and immediately hotwire Ronin and add it to your inventory. Rocket Pass 6 features 70 Tiers of new items inspired by science-fiction, like HoloData Boost, UFO Engine Audio, and the Rad Rock Goal Explosion!

Get Rocket Pass Premium for 1000 credits, or access 12-Tier boost for 2000 Credits. Plus, earn up to 1000 Credits throughout Rocket Pass Premium Tiers.

Drive into the future, and be on the cutting edge of Rocket League with Rocket Pass 6! How far will you go?

Scheduled Release: 3/24/2020, 10 a.m. PDT / 5 p.m. UTC

CHANGES AND UPDATES
Controller Vibration Settings
  • Changed how controller vibration is set under Options -> Controls
  • Added three Controller Vibration settings
    • ‘Disabled’ removes all controller vibration
    • ‘Default’ only vibrates on impacts, boost activation, and explosions
    • ‘All’ adds vibration for the entire duration of a boost
  • Added a ‘Vibration Intensity’ slider
    • Slider can move between 0.00 and 3.00 in intervals of 0.10
    • Setting the slider to 0.00 disables vibration
    • Intensity settings below 0.5 may have inconsistent results across different controller types due to variance in vibration motors
  • Slider numbers to recreate legacy settings:
    • Light: 0.5
    • Medium: 1.8
    • Heavy: 3.0

BUG FIXES
General
  • Fixed appearance of several Decals
  • Fixed an issue causing some maps to not appear in Online Matches since v1.74
  • Fixed Boost mutator in Spike Rush matches
  • Fixed bug with Quality filter during trade-ins
  • [Steam, Nintendo Switch] Players can now send more than three messages during a Private or Wireless Match (where applicable) when the match is paused


Rocket Pass 6[www.rocketleague.com] is ready to hit the streets of the Neo Tokyo underground. The newest car, Ronin, is on the run. Check out this most-wanted, cyber-inspired ride in the Rocket Pass 6 announcement trailer.

The next Rocket Pass is set to engage on March 25. Upgrade to Rocket Pass Premium and immediately unlock the cybernetic supercar, Ronin, and splice through to Tier 70 to unlock the fully equipped Ronin GTX! Rocket Pass 6 features 70 Tiers of new items inspired by science-fiction, like HoloData Boost, UFO Engine Audio, and the Rad Rock Goal Explosion! 

Just like previous versions of Rocket Pass, you can get Rocket Pass Premium for 1000 credits, or hack your way to a 12-Tier Boost for 2000 Credits. Plus, you can earn up to 1000 Credits throughout Rocket Pass Premium Tiers.

The countdown to Rocket Pass 6 is on. Get ready to be on the cutting edge of Rocket League on March 25! 
With Rocket Pass 5 coming to a close on March 25, we're racing to the end of your journey with a 2XP Weekend! Enjoy 2XP all weekend starting March 19, and unlock Pro Tier Rewards faster than ever!

Once 2XP Weekend begins, you'll earn double the amount of base experience in all Casual, Competitive, and Extra Mode Playlist matches via the "+100% special event" XP Bonus.

Check out the official start and end times below, and enjoy the extra XP!
  • 2XP Start Time: Thursday, March 19 at 2 p.m. PDT (9 p.m. UTC)
  • 2XP End Time: Monday, March 23 at 10 a.m. PDT (5 p.m. UTC)
THE HEADLINES
  • Blueprints can now be traded in
  • Some default settings under Camera, Controls, and Interface have changed
  • Added Dynamic Range controls to the Audio menu
  • Spike Rush added as a Mutator preset
NEW CONTENT
General
  • Ignition Series Blueprints will be available as drops after select Online Matches starting on March 11, 2020 at 10 a.m. PDT / 5 p.m. UTC
CHANGES AND UPDATES
Blueprint Trade-Ins
  • You can trade in five Blueprints for one random Blueprint of the next-highest rarity
    • All five Trade-in Blueprints must be from the same series
      • The Blueprint you receive from the trade-in will be from the same series
    • All five Trade-in Blueprints must have the same rarity
  • To trade in Blueprints
    • Go to the Blueprints tab in your inventory
    • Click the left stick (or right-click with mouse) on one of the Blueprints you want to trade in
    • A new window will appear displaying all Blueprints that match both series and rarity
    • Select the remaining four you want to trade in
  • Black Market rarity items are included in the Blueprint trade-in system
    • Five Rare Blueprints = One Very Rare Blueprint
    • Five Very Rare Blueprints = One Import Blueprint
    • Five Import Blueprints = One Exotic Blueprint
    • Five Exotic Blueprints = One Black Market Blueprint
  • The Blueprint you receive has a chance to be Certified, Painted, or drop as a Special Edition
  • Learn more about building Blueprints here
Default Settings
  • Some default settings under Camera, Controls, and Interface have changed
    • These changes will only occur if a player has never changed a default setting to a custom preference
  • Camera
    • Default Camera Preset
      • Distance increased to 270 (was 260)
      • Stiffness increased to 0.5 (was 0.3)
    • “Legacy” Camera Preset added
      • Legacy uses the original default settings
    • Camera Shake intensity reduced for most actions
  • Controls
    • Default Controller Deadzone value reduced to 0.2 (was 0.3)
    • Default Dodge Deadzone value increased to 0.8 (was 0.5)
    • Button Bindings list re-ordered to show most important controls at the top
    • Controller Vibration
      • Reduced the intensity of vibration on the “Default” setting
      • On “Default” and below, Boost now only vibrates the controller when activated
      • Players can still use “Medium” or “Heavy” to replicate the old vibration settings
  • Interface
    • Nameplate Mode
      • Default setting now makes nameplates Always Visible.
      • Previous default now called “Nearby Only”
    • Team Colored Boost Meter is now enabled by default
Audio (Dynamic Range)
  • Dynamic Range settings are now available in the Audio menu
  • Settings
    • Default: Best for most players, these settings carry over from before today’s update
    • Low (Night): Best when playing at low volume, in a loud environment, or on low-quality speakers
    • High (Theater): Best when playing at high volume on high-quality sound systems
[PC] DirectX 11
  • DirectX 11 is now enabled by default for all players on PC
  • You can see our refreshed minimum and recommended PC specifications here
  • To opt out of DirectX 11, and revert to DirectX 9:
    • Open Steam
    • Right-click Rocket League, select Properties
    • Choose Select Launch Options under the General tab
    • Paste in -dx9, select OK
    • Start Rocket League
  • To change back to DirectX 11, remove -dx9 from the Select Launch Options window, and select OK
General
  • Inventory management: Any selected filters will remain active until you exit your inventory or trade window
  • Spike Rush added as a Mutator preset
  • Added a “Blueprints” button in the Garage menu
    • This button is a shortcut to Garage > Manage Inventory > Blueprints
    • The number of Blueprints in your inventory will be displayed on the button
  • Added support for Discord Rich Presence
  • [Nintendo Switch] Transparent Goalposts added under Options > Video
BUG FIXES
General
  • Fixed a bug causing the Rank/Division down notification to display after a win
  • Esper’s front-left wheel no longer clips through the wheel support
  • Fixed particle dispersal on Flash Freeze Decal
  • Archive button no longer appears at the bottom of the Blueprints tab
  • Yaki wheels have been adjusted to face the correct direction
  • Player Rank after using Quick Play no longer displays the incorrect Rank
  • Fixed a bug keeping multiple Supersonic Fury and Chaos Run achievements/trophies from unlocking when using items purchased from the Item Shop
  • Fixed appearance of the Soft Edge Decal on Chikara, Chikara G1, and Chikara GTX
  • Inventory filter no longer resets after previewing a revealed Blueprint
The Ignition Series is the latest collection of new in-game items coming to Rocket League, and it's set to arrive this week! Expect to see these items in the wild beginning on March 11, the day after the March Update.

This Series will feature the first new car of 2020, Komodo (plus 6 Komodo Decals), and 16 additional new items like Tremor Wheels, Tidal Stream Animated Decal, and the Meteor Storm Goal Explosion.

For the first time, you'll be able to get these items in a couple of different ways. Blueprints from the Series will start to drop after select Online Matches. You can also expect to see these items, along with their painted variants, cycle through the Item Shop. Be sure to check it out on release day!

So keep an eye out for these items beginning March 11. For now, check them out below in all of their explosive beauty!


METEOR STORM GOAL EXPLOSION


TIDAL STREAM ANIMATED DECAL


Komodo | Ultralex Wheels | Flamerate Boost


Vertebrate Octane Decal | Glaive Wheels Flamerate Boost


Ombre Fennec Decal | Orbit Wheels | Flamerate Boost


Faceted Sentinel Decal | Tremor Wheels | Flamerate Boost
Rocket League is getting ready to spring forward in March with the March Update. The update will be live on all platforms on March 10 at 10 a.m. PDT (5 p.m. UTC). Here's everything you can expect on release day:

Blueprint Trade-In

Once the update is live, you'll be able to trade in Blueprints to get a Blueprint of a higher rarity, just like you can with free items. Trade five Blueprints from the same series and same rarity to get one of higher rarity in return!

Fix for Inventory Filters

Speaking of Blueprints, inventory management is also getting a fix. Any filters you set when viewing your inventory will stay active until you exit your inventory. You'll even be able to change item tabs while keeping your filters. This also means you'll be able to trade in items of a specific rarity, and those filters will remain active after the trade. We hope this makes the trading process a bit easier. 

Changes to Default Settings

We've made some slight adjustments to default settings for players picking up Rocket League for the first time. The new settings should make it easier for new players to see the field and control their car. These changes will not affect anyone's modified control scheme or camera settings, but if players are using current default settings, they will change to the new default settings after the update. Here's what's changing:

Camera 
  • Default Camera Preset
    • Distance increased from 260 to 270
    • Stiffness increased from 0.3 to 0.5
  • Camera Shake intensity reduced for most actions
  • "Legacy" Camera Preset added for players who prefer the original default settings

Controls
  • Controller Deadzone value reduced from 0.3 to 0.2
  • Dodge Deadzone value increased from 0.5 to 0.8
  • Reduced the intensity of controller vibration at the default setting
  • Boost now only vibrates the controller when Boost is activated, and not while it remains active.
    • The "Medium" and "High" Vibration settings use the old Vibration

Interface
  • Nameplates are now “Always Visible” by default.
  • Team Colored Boost Meter is now enabled by default.

Dynamic Range Controls For Game Audio

We added HDR Audio to Rocket League in August's Season 12 Update, but soon you'll have even more control over the sound of the game. The March Update will add Dynamic Range Presets. In the "Audio" tab within the options menu, you'll find a new dropdown menu that contains Dynamic Range Presets. Here's how those presets will affect the game's audio:

  • Medium (Default)

Medium will provide the most balanced audio mix for headphone users, and is a similar profile to the game's current mix.

  • Low (Night)

Low is designed for listening at very low levels. Loud sounds become quieter and quiet sounds become louder, and we also remove some sounds that are less important. We do not recommend using this setting on high-fidelity systems or when playing Rocket League at high volume. 

  • High (Theater)

This is the best mix for those who play Rocket League at high volume or with high-quality sound systems. Loud sounds will be more vibrant and explosive, and quiet sounds like crowd noise and ambience will be less overpowering, helping to add a more dynamic experience.

Final Update for Mac and Linux

The March Update will be the final update for Mac and Linux versions of Rocket League. If you have played the game on MacOS or Linux, you can request a refund through Steam. All refund requests must be received by June 10, 2020. Visit our support article for more information on functionality and refunds. 

The March Update is also bringing a new Series of items to Blueprints and the Item Shop. Stay tuned next week for the full reveal. There's more coming to Rocket League in the coming weeks, so stay tuned as we get new content locked and loaded for later this spring! Until then, good luck and have fun!
At Psyonix, we take the safety of our competitive players, fans, and personnel very seriously. Due to worldwide health concerns surrounding the developing situation around the Coronavirus (COVID-19), we are cancelling the Rocket League Season 9 World Championship live event as scheduled from April 24-26 in Dallas, Texas. We understand that this is frustrating, but health and safety will always be our top priority.

For fans that bought tickets to attend the event at the Curtis Culwell Center through the ETIX website, a refund will be granted automatically to your card in full, including all fees. There will also be an automatic refund for any fans who pre-purchased parking passes. If you haven’t received a refund by Wednesday, March 11, you can contact ETIX support at support@etix.com. If you bought a ticket from a third-party retailer, please contact them directly with refund requests. Regarding the previously announced attendee in-game Wheel, in April, we will email codes (one per ticket) to those that bought tickets via ETIX.

The remainder of Rocket League Championship Series (RLCS) Season 9 League Play will be played as scheduled to the Regional Championships and Promotion Tournament. We’re evaluating all options to replace World Championship play. Once we have more information to share, we'll update everyone. 

There will also be changes to our weekly broadcasts for RLCS and the Rival Series. As the health and wellbeing of our broadcast talent is also of utmost importance, we'll be moving the broadcast completely online for the remainder of the season beginning this week. You'll still be able to watch RLCS and Rival Series matches Friday, Saturday, and Sunday as usual, but the broadcast talent will not be in-studio. Additionally, we are actively working with our partners in Oceania and South America in order to ensure the health and safety of players and personnel there as well and we’ll share updates accordingly. 

As mentioned before, the safety and health of our professional players, personnel, and fans will continue to be our first consideration as we navigate our future plans. Thank you for your patience and understanding as we explore the best options moving forward. We are still looking forward to producing the highest level of competitive Rocket League for fans around the world, and hope you join us as we move Season 9 online.