
At Funatic Games, we believe that game development shouldn’t be hidden behind closed doors. Every tweak, fix, and new feature we implement for FlicKick Table Soccer is a direct response to player feedback, internal testing, and our ongoing goal to refine the experience. That’s why we’re committed to sharing detailed release notes with every update.
These notes aren’t just a changelog — they’re an open dialogue with our community. They allow you to see where the game is headed, what we’ve prioritized, and how your input is helping to shape the future of FlicKick. Whether you’re a competitive player keeping track of gameplay balance or a casual fan interested in new cosmetics, we want you to feel included in every step forward.
0.3.6
- Designed a better solution to AI Defensive flicks. The initial solution is better and I feel like it is more aware of what the game requires to have improved AI. Much better blocking decisions. Still need to define rules around fouls to expand the scenarios related to fouling and free kicks.
0.3.5
- Fixed the ball collision code so that the game will recognize a nudge of the ball as an effective flick instead of switching teams and registering a miss. This usually happened when the ball was sitting right next to the player as they were flicking.
0.3.4
- Began the implementation of free-kick logic. This took a number of iterations and backups to begin to get right. A lot more difficult than I anticipated. Finally got the basic implementation of a missed ball flick and contact with an opponent will trigger a free kick. Will expand on free kick logic in the future.
0.3.3
- Further tuning of AI reaction Manager for better AI Blocking flicks
0.3.2
- Tuned Physics for Ball
0.3.1
- Added Field Zone Triggers to be recognized by AIReactionManager added more tuning values to be able to dial in AI settings. Made it so that the first ball in the array and the first field material in the array are used at the start of the game. You can still use B and V to cycle through variants.
0.3.0
- Added refinements to AIReactionManager to attempt to get better AI Movement
0.2.9
- Added an AI Reaction Manager system that now makes an AI driven reaction flick for every user flick. This took some iteration to get this working at a very basic form but eventually we got a very simplistic defensive flick into the game. A huge addition to the game that adds an automatic defensive system for the inactive team. Starting to feel like a real game.
0.2.8
- Ball has been made a little bit smaller
0.2.7
- Added toggle so that I can choose whether shift, for camera pull-back, needs to be held or just tapped. Added the ability to tune depth of field for the close and far camera. Exported a new collision mesh for players so that the ball is not chipped so high. Also adjusted the center of mass for players and have a script for showing the center of mass.
0.2.6
- Added additional formations. Fixed the pull-back camera (holding “Shift”) so that the camera rotates around the active player, which was not happening before. This now fixes the janky camera movement that I had before during the pull-back. Added a second button for an automatic hard shot (“Alt”). This allows for a quick shot mechanic for gameplay purposes. Also exposed the shot power and charge shot rate so that gameplay can be tuned. Currently set to 10 (Shot Power) and 20 (Shot Charge Rate)
0.2.5
- Added core functionality for Goal Kicks and Corner Kicks using a similar logic to the Throw-in logic. This adds a true soccer game flow. Add the ability to cycle through different pitch materials by pressing the “V” key. In the future will move this functionality to the Front-End in a “Pitch Selection” area. The game will start with a random pitch material at the start of the game. Added additional balls to ensure that new balls could be added and to test functionality of random ball selection.
0.2.4
- Fixed some functionality with player selection and switching after a player has taken 3 flicks. Improved logic for how players are switched while taking flicks.
0.2.3
- Fixed the functionality for throw-in logic. The game now recognizes which team hit the ball out of play and switched the ball accordingly. It limits the throw-in taker to one flick, it moves players back if they are too close to the ball. It also aims the throw-in taker towards the opponent’s goal. This was a huge update and opens the door for goal-kick and free-kick logic.
0.2.2
- Optimized all scripts to remove previous debug logs. This will make it easier to add new debug logs to fix the active team problems that I was having in 2.1. Will begin the fix for throw-in and the active team identification that I am having.
0.2.1
- Attempting to implement logic for throw-ins. Managed to get the ball to spawn on the sideline and place a player behind the ball but having problems with the game recognizing which is the active and inactive team. Always seems to be placing the away player behind the ball. The logic for inactive and active appears to be referenced across multiple scripts and having some difficulty optimizing this code to be consistent.
0.2.0
- Adjusted the reset player logic so that the game is not continually checking to stand up fallen players. This was interfering with gameplay often causing “false negative” flicks. The player can now manually stand up a fallen player by pressing the “S” key to stand up a single player or press the “A” key to stand up all players. The game will also check all players on the pitch if the game is restarted with a stoppage in play. In testing this has allowed for much faster gameplay. This is also good because non-active teams will have the fallen players remain fallen during gameplay.
0.1.9
- Camera adjustments when active team is swapped. The camera will rotate behind the active player to be pointing towards the opposition goal
- Once the camera is rotated the game will activate the select closest player to the ball, ”W” key, to select the closest player to the ball
0.1.8
- Separated the shooting and aiming mechanics out of the ControlPoint.cs script to be in their own script to allow for easier future editing and adjustments
- Adjusting shooting mechanic so that aiming angle does not affect the shooting. Before this fix, if the camera was high, the player would shoot towards the floor and have adverse physics reaction. Now the shooting mechanic happens parallel to the floor allowing for smooth shooting and consistent physics reactions
0.1.7
- Adjusted field so that the center is at 0,0,0 in the world. Had to adjust all lights, cameras and environmental objects to move along with the field
0.1.6
- Added functionality to reset the game when the ball exists the playing field. Resetting the game to its starting state. It will also retain the score if a goal is scored.
- Added the ability to have different starting formations for both the home and away team, allowing for players to adjust formations in the future.
0.1.5
- Added field zones so that future enhancements to the game can use these trigger zones for gameplay features and a.i. opponent integration. The first step will be to integrate out-of-bounds recognition. This is a big step in advanced gameplay feature creation
- Optimized scripts so that the ControlPoint.cs script is not driving all features. Added a ball manager script, a zone trigger script and a team manager script. This allows for easier and targeted editing of scripts in the future
0.1.4
- Added the ability to control the home goalkeeper by holding down the “C” key and moving the mouse left and right
- Added goal zone triggers so that a goal can be detected and the score updated in the U.I.
- Added the ability to change the ball by pressing the “B” key. Allowing for the player to swap the visuals of the ball. In the future, this functionality will be driving in the FE screens before starting a game
- Improved player reset function so that the player stands up if it falls over
0.1.3
- Added intro camera sequences before the game starts. The camera will now cut to NIS sequences showing the room and table before the game starts
- Improved gameplay functionality by have the game recognize how many shots a player has taken and automatically switches to the next closest player after 3 shots have been taken
- Added “Shift” key function to zoom out camera to show a wider view of the field
0.1.2
- Both teams now have 11 players per side
- Add gameplay functions. The active team will now switch if a player misses the ball. Added “W” key function to switch to the closest player. Added “Q” and “E” keys top cycle through players. Add the “T” key to toggle active teams
- Added right-click mouse mechanic to manually select players
- Added basic reset player function to stand up player if it falls over.
- Added a highlight that appears underneath the active player
0.1.1
- Added graphical elements such as room, stadium elements and accessories to make the game feel like a table soccer game
- Improved lighting
- Added front-end screens to have an entry flow into the game
0.1.0
- Game created using Unity Game Engine 2022.3.14f1
- Core gameplay functionality created for the game. A basic physics interaction where, when the player moves the mouse, the camera orbits around the active player. It is this angle that the game uses for the shooting direction. This is the start of FlicKick Table Soccer
- Core gameplay assets created and adjustments made to physics setup, physics materials and collision volumes for gameplay
- Added a shooting mechanic so that, when the “Space Bar” is pressed and held it controls the power of the “flick”
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