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Steam announcementView the game on SifterSeptember 4, 2026

Blue Chip Recruits and the Pre-Season Coach's Poll

This is the biggest update since launch, and most of what is in it came out of conversations with you. Bug reports, questions about why a number looked wrong, and a few "why does the game not do this yet" posts turned into almost everything below.

Blue Chip Recruits

Every so often a player walks into a high school gym who was never going to be a normal recruit. Blue Chips model that. A Blue Chip can show up in two situations. The first is a dynasty situation, where a Legendary coach with twenty or more years, a Champion with multiple state titles, or a Proven Winner with a title and a run of conference championships has built a program that talent wants to be part of. The second is one of the established private school powerhouses, which draw that kind of player regardless of who is coaching. They are rare on purpose.

A 5A season can produce at most three across the entire division, 4A at most two, and 3A at most one. A Blue Chip arrives with an elite ceiling and a real head start on his attributes, then develops through the exact same progression system as everyone else. Nothing about him is scripted. In testing, a median Blue Chip's senior season lands at the 99th percentile of a normal player, and swapping one into a starting five moved that team's win rate from 63 percent to 75 percent against a fixed opponent. He is a real difference, not an automatic win. You will know one when you see the blue circle and star badge on his player card.

The Pre-Season Coach's Poll

Every season now opens with a poll. Projected records are frozen before the first tip, schedule aware, with a nudge for coaching quality, and the whole division is ranked. It lives inside Standings under a STANDINGS / PRE-SEASON POLL toggle, right where you already go to check records, and it pops automatically at the start of each season. The Dashboard's Top 10 Teams widget now has a toggle to compare the preseason poll against the live rankings, so you can see who is beating their projection and who is falling behind.

Coach of the Year was rebuilt on top of it. The award now measures overachievement against that frozen preseason projection instead of an end of season roster snapshot. Previously a mediocre team with no title could take the award over an actual champion. That is closed. The poll also fills a gap that has been there since launch. Top 10 Teams and State Rankings used to sit empty for the first week of every season because no games had been played. They now fall back to the preseason poll until real results come in.

Training and Development

This is where the most feedback landed, and where the most changed.

  • Interior defense is genuinely trainable now. It is a primary stat in the Weight Room alongside strength, and a primary stat in Defense Workshop and Defensive Communication.
  • Physical tools now gate how much of a drill actually converts. Interior defense improvement depends on height, strength, athleticism, and speed. Finishing depends on height, shooting, speed, and athleticism. A well built player turns reps into real gains much faster than a mismatched one. In testing, a tall athletic profile now separates from a grounded profile by seven to eight points on both attributes, where before they converged to nearly identical numbers.
  • Archetypes now raise defensive ceilings the way they should. Lockdown Defender, Glass Cleaner, Two Way and the rest were not lifting interior and perimeter defense ceilings at all.
  • Juniors and seniors get a strength progression bump, matching how players actually fill out.
  • Growth is paced more evenly across a player's four years instead of front loading most of it early.
  • JV swing players enjoy being labeled as such, and will work even harder to take a place on the varsity team.
  • Individual training now reports accurate per attribute maxed values, and the training results list filters out zero gain entries so you can see what actually moved.
  • AI coaches with long tenure now get a tiered catch up bonus on season end development, so established programs elsewhere in the state keep pace.

Simulation

  • Shot probability formulas were recalibrated across three point, mid range, and free throw shooting, restoring realistic league wide numbers.
  • The free throw curve was widened so the 92 percent cap now requires a genuinely elite shooter rather than a pretty good one. Perfect free throw games dropped from roughly 11 percent to under 1 percent while league average free throw shooting held around 73 percent.
  • Bad ref odds no longer spike in early conference games. Day one of a season used to trigger the elevated tier for every team because the standings had not separated yet. It now requires about thirty percent of the conference schedule to be played first.
  • Conference titles are awarded for the best regular season record rather than the tournament result.

Verification on the simulation changes: ten seasons across two live saves, nineteen simulated seasons total. Field goal, three point, and free throw percentages plus team scoring all held in a tight stable band throughout.

Career and Coaching

  • Coaching jobs at tiers three and four now recruit proactively within their own division, and there is a plateau check on firings so a program that has stopped progressing acts like it.
  • Taking a new job now snapshots your new roster immediately, so the "+X this season" badges work from day one instead of staying blank all year.
  • Perimeter and interior defense are tracked in season deltas now. They were missing from the season start snapshot entirely, so they never earned a badge. Saves that predate the fix get a one time backfill.
  • The coach card on your Coach Profile page is twice the size and matches what you see for opposing coaches.

Bug Fixes

  • Fixed a bug where individual practice sessions could show a player gaining an attribute (e.g. "+0.96 Shooting") that never actually got saved to the player. This could happen for a player whose specific skill was boosted well above their general potential by their archetype — their true ceiling for that skill wasn't being respected by the save step, so the session's reported gain and their real rating could silently diverge.

Interface

  • Light mode. Settings, Theme, Light. (Still a work in progress...I hate games in light mode personally)
  • Player cards are clickable everywhere now, including League Leaders and any team's Starting Five, opponents included. (still finding some instances where they aren't clickable...but I'm working on it.)
  • Season length is selectable per division at new game setup. Tab between 3A, 4A, and 5A and set each one independently instead of one shared setting driving all three. It holds through job changes and season rollovers.
  • Conference tournament and HSAA brackets generate automatically. No more manual buttons.
  • Swing players show a blue S badge on the JV roster, with a SWING PLAYERS panel above Starting Five on the JV tab.
  • The state rank badge now appears on the Conference Standings widget on your Dashboard.
  • Game Day minimum and maximum minutes inputs no longer revert while you are typing.
  • Fixed the game plan starter swap dropdown.
  • Fixed the preseason poll popup reappearing outside season start.

Gameplay

  • AI coaches now pick their starting lineup with an eye toward roster quality — a team with two genuinely strong post players will now start them together far more often, instead of being capped near a flat 20% chance regardless of how good that second big actually is.
  • Added a new offense scheme, High-Low Post — built around two post players working off each other, crashing the offensive glass and drawing fouls. AI coaches with a roster suited for it may now select it as their favorite offense.

Stability

  • Injuries now persist correctly through a game.
  • Fixed a freeze in the anthem sequence.
  • Long fast forwards no longer exhaust the connection pool. Advancing across an entire season in one go used to leak connections on every internal day advance and eventually fail. It now reuses the session and completes cleanly.
  • Fixed a database lock in the automatic playoff generation code.

Keep it coming!

Almost every fix above started as somebody noticing something was off. The bench player fouling out before the first quarter ended, the badges that stayed blank after a job change, the rankings page that sat empty for a week. If something in your dynasty looks wrong, say so. It is the fastest way this game gets better. Please join us on Discord for feedback and bug reports, but also to share your team, your creation, your favorite players, and your dynasty.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.