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Changelog

Everything that changed in UltiMax, day by day: each day's biggest updates in one sentence, with pictures, then every change.

Sunday, October 25

Day 17 · 7 updates

Stats up to 99, faster early levels, a cleaner My Team and Get Points Back.

  • Every stat now has a cap that rises with the player's level, so overall climbs steadily and only level 30 reaches 99. Points above the new caps come back to spend as the caps rise.
  • Off-role stats cost the same as main stats (1 point), but stop at a cap that rises with the player's level. Extra points paid for off-role stats before come back.
  • My Team explains upgrading: a dot on MY TEAM when there are points to spend, SPEND POINTS on the level-up card, a clear points line, and a + on every stat that says why when it can't be used.
  • Hucks near the end of a thrower's reach miss long or short (often floated), so weaker arms complete fewer and the AI hucks a little less.
  • The player holding the disc stays planted when run into, and a layout into someone stops there (they stumble, and the diver can't catch).
  • Tutorial: your partner always catches a good throw, so a lesson can't fail by bad luck.
  • Level 30 ends exactly maxed: levels 21-30 give the points each player still needs, so a fully spent level-30 player is 99 with nothing left over.
  • Players moved down by the 99 update are now a few matches from their next level.
  • Phones: the main menu, PLAY cards, first-launch screens and LOCKER are bigger, with every button at least thumb-sized. More screens follow.
  • Settings is redesigned: clear sections and bigger switches. ENTER FULL SCREEN only shows where it works.
  • New setting: turn off the move icons over players' heads (in matches and replays).
  • Stats now go up to 99: a fully maxed player is 99 overall. Your players keep their overalls (high-level players move down a few levels to match the points they've had).
  • Levels come faster at first (about one a match early on) and slow down near the top.
  • My Team is cleaner: + buttons only when you have points, the build is chosen on MOVES, a 7v7 / 3v3 switch on the lineup, and simpler player rows.
  • UNDO takes back point buys, and Get Points Back (1000 coins) returns a player's points so you can rebuild them any way you like.
  • My Team's STATS page shows the six stats that matter, with per-game numbers.
  • Report a bug or request a feature from the link at the bottom of the website.

Saturday, October 24

Day 16 · 11 updates

Player levels, move trees and specialties, smoother online play, bricks with a pixel wipe and your own 3v3 picks.

  • Gamble defense (Ball Hawk, All In) now gets more blocks than Contain, counters hit harder, and Break Thrower and Quick Hucker are evenly matched.
  • Player levels 1-30: matches earn XP, levels give stat and trait points, builds unlock at level 10 and specializations at 15.
  • The MOVES page is redesigned: full-width trees, clear locked and unlocked moves, and a detail card for each move.
  • Level badges, an XP bar, a level-up card and a short guide at level 5.
  • Hucks look more natural: players run under the disc facing their run, glance back over the shoulder, and turn to it as it comes down.
  • New players: the first campaign team and the EASIER opponents are gentler until you've won 3 matches.
  • Builds are permanent: each player picks once (players you already have get one free pick).
  • Big Pull is removed, and its coins are back in your team's account.
  • Move trees: choose each player's build, then grow their moves through four trees (Throwing, Footwork, Layout, Defense).
  • Masters earn specialties, with green and red matchup arrows in Match Preview.
  • New moves: Quick over the tops, Quick Hucks, Jump Cut+, Bait, Layout Frequency, Mark, Close Out, Jump the Lane and All In.
  • Coaching presets show which specialties they suit, and the computer coach plays the matchups too.
  • Online is smoother for the joining player: no juddering player or disc, and dives, moves and catches match the host.
  • No more lag spike late in the stall count on phones.
  • Goal highlights show the whole celebration.
  • Bricks: a pixel wipe sets up the restart, and you tap to check the disc in.
  • New opponents after every match (PLAY AGAIN still gives a rematch).
  • Settings: turn the names over players' heads off.
  • 3v3: pick which 3 players take the field and who you play as.
  • Skying someone for a catch now makes a highlight.
  • Jump-catch goals land before the drop and celebration.
  • The disc stays under a diving player, fixed in their hands, until they stand up.
  • Beat a campaign team in a party with mostly your own players and it counts for your campaign.

Friday, October 23

Day 15 · 27 updates

Coaching, smarter defense, redone moves, and the campaign unlocks the game.

Gameplay

  • Online lobby: READY is at the top for guests, so it's never hidden.
  • Ratings now top out at 94 instead of 99 (players play exactly the same).
  • A caught disc stays in front of the diver and tucks under the body when it should.
  • Computer players use their throwing moves, with the move's icon over them.
  • The High Release backhand flies on a lower arc.
  • Layouts are back to their earlier look, and the disc never jumps.
  • The Deep Threat build is now called Playmaker.
  • High-level free agents cost much more.
  • A little more time after a score to get up and celebrate.
  • Dragging to turn your player in the LOCKER works again.
  • MASTER campaign: beat all five teams again, much stronger, for star belts with a trail.
  • Each build has its own stat limits and a signature perk when maxed.
  • Top-end upgrades cost more, and specialists beat even spreads.
  • Layouts are smoother, with the disc caught right out of the air.
  • Drag your player in the LOCKER to turn them round; flick to spin.
  • Highlights fit their play instead of a set length.
  • Bricks are walked or tossed in to the mark.
  • Stadiums look full on tall screens during the pull.
  • The changelog is easier to read.
  • Layouts carry their speed through the catch and slide to a stop.
  • Free agents are a little weaker and cost more; ones with moves are closer in price to ones without.
  • Match Preview offers three new opponents after every match: easier, even and harder.
  • Players earn XP more slowly.
  • Layout Ds knock the disc down more often instead of catching it.
  • Campaign: you're always matched up with the other team's superstar.
  • Moves redone: Layout, Layout D and Lockdown each feel different.
  • Defenders play real principles: the force, taking away deep, help and switches.
  • Ratings matter more: weaker teams turn the disc over more, and computer players can fumble (you never do).
  • New COACHING in My Team: choose how your team plays, or pick a preset.
  • Matches play the same on every device.

Looks

  • High layout catches stay in the air until the disc is caught.
  • Blocks look like blocks: a flash, then the disc tumbles down.
  • Three kinds of dive: a low skim, a normal layout and a high sky dive.
  • Players face where they run, and turn to the disc only when it matters.
  • Layout catches look like real catches, in matches and replays.
  • Replays show the stadium they were played in.
  • Headbands are now karate belts, earned in the campaign; arm sleeves and the armband are gone (refunded).
  • DOWNLOAD ALL's quick video is made faster.
  • Scorers hold the disc, drop it, then celebrate.

Getting started

  • 3v3 is the first mode on the PLAY page.
  • New front page with a gameplay clip and a big PLAY button, a loading screen with tips, an Install button, and NEW marks in the changelog.
  • Your home field is now picked in the LOCKER, and My Team's ? button sits by the title.
  • 7v7 opens when you beat the first campaign team.
  • Modes now open by beating campaign teams, for every profile; nothing you own is taken away.
  • Campaign coin bonuses are smaller.
  • Campaign teams wear karate belt headbands; beat a team to earn its belt.

Thursday, October 22

Day 14 · 34 updates

Campaign mode, four venues, highlight reels, Quick Release and a welcome for new players.

Throwers step out: a backhand (top) and a flick (bottom)
Finger spin after a goal
Braids and the new long hair

Getting started

  • A new PLAY page, led by the campaign, with a card for each mode.
  • New CAMPAIGN: beat five teams in a row, each led by a superstar; wins open new parts of the game.
  • Campaign rewards: coins, jersey patterns and a trophy on your team card.
  • Four venues: the Park, a Big stadium, the Beach and an Indoor dome.
  • New players get a welcome and pick their controls.
  • You start with 3v3; 7v7, the LOCKER and Highlights open as you play.
  • The tutorial comes in two parts: 3v3 basics and 7v7.
  • First-time guides show the key buttons on each screen, and a ? button shows them again.
  • Up-to-date menu tips, worded for your controls.

Throwing and catching

  • Hammers and blades are thrown like the real thing.
  • Throwers face where they're aiming.
  • Players look more side-on, with throws that swing out from behind the body.
  • Layouts swing the arms like a real dive.
  • Smoother pickups and goal celebrations.
  • The stall count shows as ticks on the grass around the thrower.
  • Throwers step out with their throws, like real players.
  • New backhand and flick animations, released low from the stomach.
  • The disc has a new look: a rim in the team's colour and sparks on a catch.
  • The disc hides behind a player who carries it facing away.
  • Catches facing away from you look right.
  • Fixed players' heads flickering when they face away.
  • Players stop looking around frantically.

Matches

  • The offense keeps its shape better: cleaner clears, quicker cuts and a ready dump.
  • Pulls are less exact, and out-of-bounds pulls are handled like the real rules.
  • 3v3 points start with a throw instead of a pull.
  • Less text on screen during matches.
  • Match Preview: pick from three opponents, easier, even or harder.
  • A pixel-art coin flip.
  • Far fewer blocks right off the thrower's hand on open throws.
  • Smoother matches, especially on phones.
  • Better computer throwers read the field faster.
  • Players walking the disc up walk round anyone in the way.
  • Defenders learn your favourite cuts, and each team defends in its own style.
  • Marks no longer dive at throws; layout Ds come from downfield.

LOCKER

  • New move: Quick Release (replaces Laser Huck): throw faster right after a catch.
  • Moves show as small icons over your player.
  • New celebration: Finger spin.
  • A new hair style: Braids.
  • Long hair looks much better.
  • Your player stands still in the LOCKER preview while you customise.

Online, highlights and the website

  • Highlights is one scrolling list, with a scroll bar.
  • DOWNLOAD ALL saves all your favourite clips as one video.
  • DOWNLOAD ALL works on iPads.
  • MAKE A REEL builds a highlight reel from your best plays, ready to save as a video.
  • PLAY ONLINE: one button to make or join a party.
  • Goal celebrations show in online matches.
  • Scouting a friend's team shows their own jerseys.
  • MAKE A PARTY opens your lobby straight away.
  • Fixed a party lobby hint showing one letter per line.
  • Highlights has two pages: LAST 30 and FAVOURITES.
  • New Phone setup page: add UltiMax to your home screen.

Wednesday, October 21

Day 13 · 15 updates

The LOCKER, finer-pixel players, and discs that stay live after a tip.

The new LOCKER
Players redrawn with finer pixels (up close)

Gameplay

  • Movement has balance: steady players react quicker, sprinters carry momentum.
  • Computer players clearing the stack stay out of cutters' way.
  • Pass totals in the stats add up after a tipped pass.
  • Loose discs land, roll and skip like real ones.
  • Blocks knock the disc the way you'd expect.
  • Tipped discs stay live: anyone can catch them before they land.

Players

  • Catches look natural, with no double catches.
  • New catching animations: two hands, one hand at full stretch, or a scoop.
  • A new pick-up animation.
  • Shorter noses in side view, and skipping a goal clears the celebration.
  • Players are redrawn with finer pixels and every animation redone.
  • A new layout animation.

Field and highlights

  • A fresh field: crisper lines, brick marks and corner cones.
  • Calmer grass so players and the disc stand out.
  • Online games save highlights too.

LOCKER

  • A new colour picker; every LOCKER colour is free.
  • New GEAR: hats, sunglasses, wristbands and gloves.
  • New celebration: The worm.
  • My Team's LOOK tab opens the LOCKER on that player.
  • New LOCKER: change your players' looks, your team kit and goal celebrations.
  • Team jerseys with colours, shorts, patterns and numbers; clashing opponents switch kits.
  • Goal celebrations, some free and some for coins.
  • The LOCKER preview keeps your player in view.

Online

  • A new party lobby with everyone's own player, READY ticks and one settings panel.
  • Quick emotes in the lobby, and a 3-2-1 START countdown.
  • Online throwing practice with friends.

Friends and phones

  • Give a friend's team your own nickname (only you see it).
  • Phones: aiming near the screen edge no longer flashes the view.
  • Phones: HAMMER is now OVER THE TOP, with hammers or blades by dragging.
  • Phones: aiming near the edge no longer scrolls or zooms the page.

Your team

  • Lockdown: your teammates help more while you mark.
  • Layout and Layout D change how throwers treat you.
  • New move descriptions and previews in My Team.
  • Spin move fools a close defender.
  • Laser Huck: long flat throws fly faster, and a deep cutter goes early.
  • Computer overheads are easier to read, and High Release throwers set up a pocket cutter.
  • LOCK up to 3 free agents to sign later.
  • RESET TEAM is gone from My Team, so you can't wipe your team by accident.
  • An easier-to-read throw line.

Tuesday, October 20

Day 12 · 9 updates

No more computer stall-outs, fewer hammers, smarter defenders and reworked moves.

Reworked Jump cut on the MOVES tab, with TRY IT

Offense

  • The computer almost never gets stalled out.
  • Far fewer hammers and blades from the computer.
  • Throwing ratings shape what the computer tries and how well.

Cutting and diving

  • Downfield cutters make bigger cuts.
  • Dives reach a little farther, and receivers lay out for long hucks.

Throwing

  • Throws are less accurate, especially hucks, so Throw Accuracy matters more.
  • Less skilled throwers wind up a little slower.

AI AIM

  • The AI AIM spot moves smoothly and shows the throw sooner.

Defense

  • Defenders lay out for under cuts much more often.
  • The Defense rating makes defenders smarter, not just closer.

Your team

  • TRY IT on the MOVES tab: practise any move for free.
  • Moves reworked: no random firing or wear-out, just a short recharge.
  • New move: High Release (replaces Floaty), a short throw lofted over the mark.
  • Jump cut and Spin move now do different things, each with its own animation.

Practice

  • ADD DEFENDER in Throwing Practice to practise breaks around a mark.

Behind the scenes

  • New tools for the game's admins (nothing changes for players).

Monday, October 19

Day 11 · 10 updates

Instant replays and highlights, moves replace traits, and XP raises your stats.

The new home screen, with HIGHLIGHTS
Players earn XP to spend on their stats

Menus

  • AI AIM is on by default.
  • A cleaner home screen: PLAY, MY TEAM and HIGHLIGHTS.

Movement

  • Players speed up and slow down more gradually, so momentum matters.
  • Turning back is quick again.

Your team

  • All moves are in: Jump cut, Spin move, Floaty and Laser Huck.
  • Opponents and some free agents have moves too.
  • Moves replace traits: buy, level up and equip them in My Team.
  • Players who had traits get matching moves free.
  • Try a move in a short drill before you buy.
  • Every stat is worth upgrading now.
  • Players earn XP in every match.
  • Stat upgrades cost XP instead of coins; coins go to free agents.

Throwing

  • Hammers and blades are harder to pull off.

Rules

  • No more point-block Callahans.

Replays

  • Replays wait for the end of the point.
  • Instant replay after goals and big plays (skippable, or off in SETTINGS).
  • HIGHLIGHTS: watch your saved plays again and star favourites.
  • Highlights keeps only the cool plays, tagged with why.

Offense

  • Better 3v3 opponents play smarter and safer.
  • Receivers and throwers use open space, with more curved throws.
  • Standing in the passing lane no longer shuts the computer down.
  • Teammates no longer cut to the same space.
  • 3v3 cutting works like the real thing.
  • Teammates come back for your short throws.
  • Receivers catch lead passes in stride.

Sunday, October 18

Day 10 · 2 updates

Online, everyone plays as one of their own players.

Your own players, together against the computer (today’s lobby)

Online (beta)

  • Online you play as one of your own players, picked in the lobby.
  • Co-op against the computer: the host picks the opponent, and everyone earns its coins.

Saturday, October 17

Day 9 · 4 updates

Parties bring up to 8 friends into one online match.

A party of seven, split across two teams (today’s lobby)

Matches

  • AI AIM in SETTINGS shows where a computer thrower is looking.
  • The disc sits in a diver's hands on a layout catch.

Sound

  • The game goes quiet while you're in another window or tab.

Online (beta)

  • PARTY: make a party for up to 8 people and share the code.
  • Everyone in a party plays their own player, on either team or together.
  • The party lobby shows who's ready; the host sets up the match.
  • Invite friends, join late, reconnect after a drop, and REMATCH.
  • Fixed a guest's player snapping to midfield online.
  • Online throws fly the same on both screens.

Friday, October 16

Day 8 · 17 updates

Online play with friends, unique starting teams and a calmer camera.

3v3 with the whole field in view
The calmer 7v7 camera
A friend's invite on the main menu

Opponents

  • The Bandits play to 3.

Your team

  • Every new team is different: its own players, names and looks.
  • RESET TEAM gives you a new random team and keeps your unlocks.

Online (beta)

  • Stay signed in to several accounts on one device.
  • Friend invites show in FRIENDS with ACCEPT and DECLINE.
  • CHALLENGE a friend online or SCRIMMAGE their team.
  • Play online with a friend: against each other or together vs the computer.
  • Invite a friend or share a join code, then meet in a lobby.
  • Online wins go in your record against that friend.
  • Connecting says what's happening, and blocked networks go through a relay.
  • FRIENDS and online play share one page.
  • A dot shows who's free, in a match or offline.
  • Invites pop up on any screen with a countdown.

Controls

  • Buttons feel better to press, with clicks and a shake when locked.
  • TRACKPAD controls for laptops.

Sound

  • The disc is quieter in the air.

Camera

  • 3v3 shows the whole field.
  • Pulls show the whole field.
  • A calmer 7v7 camera.
  • Aiming toward the screen edge widens the view.

Phones

  • Matches are saved as you play, so a reload picks up where you left off.
  • Much less memory on phones, so iPhones reload far less.
  • Locked buttons on phones no longer cover their names.

Website

  • Screenshots for Oct 15 and 16 on the changelog.

Thursday, October 15

Day 7 · 16 updates

Unlocks, a friends list, player archetypes and a phone-friendly game.

Archetypes on My Team, with upgrades still locked
Scouting a friend's team
The new friends list

Unlocks

  • Modes, opponents and My Team features open as you play: about half an hour from the tutorial to everything.
  • Locked buttons say what opens them, and match results show what you just unlocked.
  • Existing teams keep everything they've already earned.

Phones and tablets

  • Thumb-sized buttons and readable text, with touch-and-hold help.
  • You can always move after a point: a finger lifted during a pause no longer stays stuck.
  • Swiping down on the game no longer refreshes the page.
  • Phones stay in landscape, and the game pauses when held upright.
  • Touch ways to do the actions that used to need a keyboard.
  • Smoother matches on phones.
  • A closer camera on phones; on every screen it leans toward the disc and leads downfield.

Friends and accounts

  • A friends list: sign in, find friends by team name, send requests and challenge their teams.
  • Team names are unique: renaming your team anywhere checks other players' teams, and a clash found later asks you for a new name.
  • FORGOT PASSWORD? emails you a link to set a new one, and you can delete your account (and its cloud save) from ACCOUNT.
  • From FRIENDS, TEAM opens a friend's team: their lineup, each player's build, ratings and traits.

Player builds

  • Five archetypes: Pure Handler, Hybrid, Deep Threat, Defensive Specialist and Speedster.
  • Opponents and free agents are built from archetypes, and your starting team is reshaped into them.
  • Players you already have follow an archetype too, at the same OVR.
  • Archetype icons and labels on screen.
  • The AI plays to each player's build.

Modes and rewards

  • PLAY MATCH lets you pick the mode: 7v7, 3v3 or Endless.
  • Coins by format: 7v7 pays the most, then 3v3, then Endless.
  • 3v3 is first to 3.
  • Resuming a 3v3 match brings it back as 3v3.
  • Leaving a match keeps its stats.

Look and menus

  • A clipboard look for the menus and match screen.
  • Every screen fits phones, tablets and small windows.
  • The main menu keeps its layout while you pick a mode.
  • The score bar keeps its target in the middle.
  • Skippable waits and tips for new players.
  • AUTO OFFENSE CALL skips the offense card.
  • Tutorial text follows your control settings.

AI and feel

  • Throw timing depends on the team and the handler's movement.
  • 3v3: the player who isn't throwing or the dump always cuts.
  • 3v3: quicker deep cuts, and the dump is picked by position.
  • Jumps look as high as before but reach less.
  • A softer disc sound in flight.

Website

  • This changelog page.
  • What's new can show the changes day by day or update by update.

Wednesday, October 14

Day 6 · 6 updates

Biggest daySound, an announcer, 3v3 and Endless, a daily bonus and box scores.

The daily login bonus on the main menu
My Team, now with a Stats tab
A match at the end of the day

New modes and rewards

  • 3v3 mode: a smaller field, three-player lines and a seven-count.
  • Endless mode: no final score, with coins for every point depending on the opponent.
  • Daily login bonus on the main menu, with a streak.
  • Coins for goals, assists and Ds by the player you control.
  • Resume a match you left, straight from the main menu.

Sound

  • An announcer with recorded voices and rebuilt sound effects.
  • Crowd cheers, and a new SOUND section in Settings.
  • Fixed sound being silent on the website.

Stats and players

  • Advanced player stats: a box score page after matches and career totals in My Team.
  • New trait: Pull Specialist.

Controls and feel

  • Control settings on every device, with presets and custom keys.
  • Better catching and a redone layout.
  • Dives drawn with the player's own pixel sprite.
  • A slightly slower disc.
  • Throws curve to the open side, and break throws bend around the mark.
  • No accidental throws right after a catch.

AI and rules

  • Vertical stack: cutters who finish a cut cycle back in at the front.
  • Horizontal stack: diagonal cuts and lane cycling.
  • Out-of-bounds pulls rest a moment, then come to the middle.
  • Practice: out-of-bounds discs are brought back to a spot you can reach.

Website

  • The website was restyled to match the game.

Tuesday, October 13

Day 5 · 18 updates

LaunchUltiMax launches on the web, with accounts, phones and progression.

The new main menu, with Tutorial and Settings
Named opponents, padlocks and coin rewards
The Tutorial

Progression

  • Coins, upgrades and free agents; player traits like Hammer Ace, Cannon and Layout Legend.
  • A ladder of opponents to unlock, up to The Fooligans.
  • Opponents become new teams after every match: new names, kits and strategies at the same rating.
  • Drag-and-drop defensive matchups.
  • Your starting team begins at 67 OVR, and match length depends on the opponent.

Online

  • The web version: play in the browser at this site.
  • Optional accounts with cloud saves.
  • The UltiMax app icon, link preview image and loading splash.
  • Anonymous visitor statistics for the site.

Phones and tablets

  • Touch controls: the throw type, pump fakes and layouts are picked for you.
  • Fullscreen that works on Android, iPhone and iPad, and adding the game to your home screen.
  • Typing your name and signing in with the phone's keyboard.
  • Move during end-zone walk-outs; tap a second finger to cancel a throw.
  • Fills wide phone screens, with a bigger PAUSE button.

Polish

  • Floatier catching passes in the tutorial.
  • Match Preview fits on the screen, with padlocks on locked opponents.

Saturday, October 10

Day 4 · 4 updates

New nameThe game becomes UltiMax, and the AI learns the force, breaks and stacks.

Match Preview, now under the UltiMax name
A match at the end of the day

Offense

  • Horizontal stack, and calling your offense before the pull.
  • Handler roles and a stack setter.
  • The force, break throws, jab cuts and throw-and-go.
  • Smoother throws, and new player stats.

Defense

  • Person-to-person defense on autopilot for your player.
  • Defenders react to what they can see and play tighter coverage.

Other

  • Renamed from MAXIMATE to UltiMax.
  • Restart and throwing fixes.

Friday, October 9

Day 3 · 11 updates

Your teamPlayer ratings and My Team arrive, and the menus get their look.

The restyled main menu
The first My Team screen
Player initials and a PAUSE button

Your team

  • Saved player ratings and the My Team screen.
  • A bench, roster management and stat tooltips.
  • A Match Preview against rated opponents.

Gameplay

  • The field and players are 15% faster.
  • Offense lines up in a centered vertical stack, with coordinated cuts in the right directions.
  • Passing takes players' ratings into account; the AI no longer stalls on offense.
  • Throwing ratings matter, and pulls float.
  • Hammers and blades blend smoothly into the release.

Interface

  • A pause menu and PAUSE button during matches.
  • Player initials over every player.
  • Restyled menus.

Thursday, October 8

Day 2 · 13 updates

StadiumA real stadium, a main menu, overhead throws and throwing practice.

The first main menu (then called MAXIMATE)
The new stadium, with stands and benches
Throwing practice

Throwing

  • Overhead throws: hammers and blades, with matching disc angles in flight.
  • Polished throwing animations and disc flight.
  • Aiming guides: dashed lines that show a throw's height and curve.

Modes and menus

  • The main menu.
  • Throwing practice mode.
  • Running pulls, without stall counts.

Look and AI

  • New stadium visuals: stands, benches and a clean field.
  • Better AI positioning and throwing; clearer turnovers.
  • Fixed walk-ups and pull positions.
  • Maximizing the window goes fullscreen.

Wednesday, October 7

Day 1 · 1 update

First buildThe very first build: seven-on-seven ultimate on a pixel field.

Where it all started: colored end zones, a scoreboard and a stall count
  • Two teams of seven, a disc, end zones and scoring.
  • Throwing, catching and a stall count.
  • A scoreboard showing who is on offense.