Rocket League, a popular vehicular soccer video game, was developed and released by Psyonix. Initially launched for PlayStation 4 and Windows in 2015, it was later made available on Xbox One and Nintendo Switch. Physical copies were distributed by 505 Games and later Warner Bros. Interactive Entertainment. Epic Games acquired Psyonix in 2019 and transitioned the game to a free-to-play model in 2020, after discontinuing support for macOS and Linux online services.
Dave Hagewood, Psyonix's founder, experimented with vehicle-based gameplay in Unreal Tournament 2003, leading to the creation of a new game mode called Onslaught.
Hagewood's Onslaught mode was incorporated into Unreal Tournament 2004 as an official game mode, showcasing his early work on vehicular combat.
Psyonix released the predecessor to Rocket League, Supersonic Acrobatic Rocket-Powered Battle-Cars, in 2008.
Psyonix, drawing on experience with Unreal Tournament's vehicle gameplay, developed Supersonic Acrobatic Rocket-Powered Battle-Cars, refining the concept of cars playing soccer.
In 2011, Psyonix unsuccessfully pitched a sequel to their game Battle-Cars to Electronic Arts. This marked an early attempt to bring a precursor to Rocket League to the market.
In 2013, full development of Rocket League began, taking about two years and under $2 million to complete. The developers, Psyonix, used feedback from their previous game, Battle-Cars, to refine the gameplay, aiming for a smoother experience and broader appeal.
Psyonix began formal development of Rocket League in 2013, aiming to improve upon the gameplay of its predecessor, Battle-Cars.
February 2014 saw the official announcement of Rocket League, the sequel to Battle-Cars. This time, Psyonix took a different marketing approach, focusing on engaging with online content creators and implementing alpha and beta testing periods.
Originally slated for a November 2014 release, Rocket League's launch was pushed back. This decision aimed to enhance matchmaking, server stability, frame rates, and to reconsider the initial free-to-play model.
The original soundtrack for Rocket League, featuring compositions by Psyonix sound designer Mike Ault and his electronic music group Hollywood Principle, was released physically and digitally on July 1, 2015.
Rocket League was released to the public on July 7, 2015, for PlayStation 4 and Windows. This followed a delay from the intended November 2014 release to improve various aspects of the game.
On July 11, 2015, Psyonix announced an impressive milestone for Rocket League: 120,000 concurrent players across PlayStation 4 and Windows.
In July 2015, Rocket League was initially released for PlayStation 4 and Windows on Steam and the PlayStation Store.
By August 2015, Rocket League had achieved a significant sales milestone, surpassing one million copies sold on the Steam platform.
Rocket League's first DLC pack, "Supersonic Fury", launched in August 2015, introducing the new arena, Utopia Coliseum, along with exclusive cosmetic items like cars, boosts, wheels, paint finishes, and decals.
In September 2015, Rocket League partnered with Torn Banner Studios for a cross-promotion, adding two free flags themed after the medieval combat game, "Chivalry: Medieval Warfare".
Shortly after its launch, Rocket League was officially recognized as an esport and partnered with ESL. In September 2015, Major League Gaming (MLG) revealed the first season of the Pro Rocket League, which ran from September to early October.
Rocket League released its second DLC pack, "Revenge of the Battle-Cars", in October 2015, adding two cars from the original "Supersonic Acrobatic Rocket-Powered Battle-Cars" game, along with exclusive cosmetic items.
Coinciding with Back to the Future Day, Rocket League released the DeLorean time machine from the "Back to the Future" film franchise as a DLC car on October 21, 2015.
Rocket League released a free update in November 2015 introducing the "Mutator" feature, which allowed players to customize match settings like gravity and ball shape, leading to unique gameplay experiences.
In December 2015, Rocket League introduced a limited-time ice hockey mode as part of their holiday event, replacing the ball with a puck and the arena floor with ice.
In December 2015, Rocket League launched its third DLC pack, "Chaos Run," which included two new cars and additional cosmetics. Alongside the DLC, they released the free "Wasteland" arena, inspired by the "Mad Max" films and notable for being the first non-standard arena with a unique size and shape.
Following its success, Rocket League's arrival on Xbox One was announced at The Game Awards in 2015.
Following its impactful presence at the E3 2015 event, Rocket League garnered multiple nominations and secured several awards, including PlayStation Universe's "Best Sports Game of E3" and Gaming Trend's "Best Multiplayer Game of E3." The accolades continued at The Game Awards 2015 in December, where Rocket League clinched the awards for Best Independent Game and Best Sports/Racing Game, in addition to being nominated for Best Multiplayer.
A few months after Rocket League's initial release, an update introduced mutators, modifying gameplay elements like gravity and ball physics.
Due to its popularity, the ice hockey-inspired Snow Day mode was permanently added to Rocket League's mutator settings for private and exhibition matches on February 10, 2016.
To test new and experimental maps, Rocket League introduced the "Rocket Labs" playlist in February 2016, allowing developers to gauge player feedback before adding maps to the standard rotation.
By February 2016, Rocket League's success was undeniable. The game had generated $70 million in revenue, with at least four million copies sold, excluding downloads on PlayStation consoles. Psyonix also reported an impressive 12 million unique players, encompassing both purchases and players who experienced the game during free-play periods, such as its inclusion in the PlayStation Plus subscription service.
The announcement for a physical Collector's Edition of Rocket League came in February 2016.
Observing the growing popularity of Rocket League matches on streaming services like Twitch, Psyonix shifted focus towards integrating the game into the realm of esports in February 2016.
In February 2016, Rocket League earned recognition from various prestigious award ceremonies. The Academy of Interactive Arts & Sciences honored the game with the D.I.C.E. Awards for Sports Game of the Year, Outstanding Achievement in Online Gameplay, and the D.I.C.E. Sprite Award. The Game Developers Choice Awards recognized Rocket League for Best Design, while the SXSW Gaming Awards granted it the "Excellence in Multiplayer" prize. Furthermore, the game received three BAFTA Games Awards, including Multiplayer, Sports, and Family categories.
After proving popular as a special event in December 2015, the ice hockey-themed mutation, featuring a hockey puck and an ice floor, was permanently added to Rocket League's standard playlists on February 24, 2016.
In March 2016, Corey Davis, Psyonix's design director, commented on the development of Rocket League, reflecting on the game's evolution and the decision to move away from the original "Supersonic Acrobatic Rocket-Powered Battle-Cars" title.
In March 2016, Psyonix announced the inaugural Rocket League Championship Series.
Following the success of other sports-themed modes, Rocket League added a basketball-themed playlist to the standard game modes in April 2016.
Rocket League featured cross-promotional content in April 2016, adding themed items based on the popular games "Goat Simulator" and "Euro Truck Simulator".
On April 25, 2016, Rocket League introduced Hoops, a new game mode inspired by basketball.
May 2016 marked a milestone for Rocket League as the cross-platform play feature between Windows and Xbox One was officially launched, allowing players on both platforms to compete together.
In June 2016, 505 Games began distributing physical copies of Rocket League for PlayStation 4 and Xbox One.
Rocket League introduced the Neo Tokyo arena, inspired by the Rocket Labs "Underpass" layout, in a June 2016 update. This update also brought cosmetic item drops at the end of matches, a trading system for higher rarity items, painted and certified items, and eight new achievements.
Rocket League's Collector's Edition hit shelves in Europe on June 24, 2016. Published and distributed by 505 Games, this edition included the base game, the first three DLC packs, and four additional cars available for digital download.
On July 5, 2016, North America saw the release of the Rocket League Collector's Edition. Distributed by 505 Games, it featured the same content as the European release.
The second volume of the Rocket League soundtrack, featuring additional songs added to the game through updates, was released on July 7, 2016.
By July 2016, one year after its release, Rocket League had sold over 6.2 million copies across all platforms, including 5.5 million DLC purchases, resulting in over $110 million in revenue. PlayStation 4 accounted for 40% of these sales, with PC and Xbox One roughly splitting the remainder.
In July 2016, Psyonix, the developers of Rocket League, confirmed that they were technically ready to enable cross-platform play between Xbox One and PlayStation 4, pending Sony's approval.
The finals for the first Rocket League Championship Series took place in August 2016, boasting a $55,000 prize pool.
Rocket League's Rumble mode, featuring unusual power-ups, was added on September 8, 2016.
Rocket League introduced Crates, a loot box system for in-game customization items, in September 2016.
Rocket League launched the "Rumble" game mode in September 2016, a unique mode featuring various power-ups that players could use on different maps, adding a new layer of chaos and strategy.
October 2016 saw the release of the "Aquadome" update for Rocket League, bringing a new underwater arena, two premium water-themed cars, a new crate with unique items, and seven new achievements.
In December 2016, Rocket League was updated to include player-created Custom Training sequences, allowing for practice and sharing.
The December 2016 Starbase ARC update for Rocket League brought custom arena support to Windows players via Steam Workshop, alongside other content.
By January 2017, Rocket League had amassed over 25 million unique players, averaging 1.1 million daily players. At one point, the game even reached a peak of 220,000 concurrent players. Sony also revealed that Rocket League held the title of the most-downloaded game from the PlayStation Store in 2016, a testament to its enduring popularity.
February 2017 saw the inclusion of two iconic Hot Wheels cars in Rocket League, along with other cosmetic items inspired by the brand.
In February 2017, approximately 25% of Rocket League's registered players were actively engaged in the game, showcasing its enduring appeal.
February 2017 saw the PlayStation 4 version of Rocket League receive an update to leverage the capabilities of the PlayStation 4 Pro. This patch enabled 4K resolution and consistent 60 frames-per-second rendering at 1080p for single-player and two-player split-screen modes.
By March 2017, Rocket League's success continued to climb, with over 10.5 million copies sold across all platforms and an impressive 29 million registered players. It was also noted that approximately a quarter of these players had actively played the game in February 2017. Furthermore, Dunham, a representative from Psyonix, estimated that 70% of the game's player base had purchased some form of DLC by March 2017.
By March 2017, Psyonix was fully prepared to implement cross-platform play for Rocket League, but progress was hindered as the company awaited agreements between console manufacturers, highlighting the challenges of bridging gaming ecosystems.
March 2017 saw the introduction of Dropshot, a new game mode for Rocket League where players damage the arena floor to score.
April 2017 brought news of Psyonix's collaboration with Tencent to introduce a free-to-play version of Rocket League to the Chinese gaming market.
By April 2017, Rocket League had not only achieved impressive digital sales figures but had also sold over one million physical copies at retail, further solidifying its success in both the digital and physical markets.
To coincide with the release of "The Fate of the Furious" in April 2017, Rocket League added Dominic Toretto's iconic Dodge Charger from the "Fast and Furious" franchise as a playable vehicle.
In June 2017, Psyonix, the developers of Rocket League, teamed up with Zag Toys to launch a line of collectible pullback toy cars inspired by the game's vehicles. These toys included redeemable codes for exclusive in-game customization options. Additionally, June 2017 marked the debut of Rocket League's television advertising campaign.
A $75,000 Rocket League tournament was featured at the Summer X Games in July 2017, held outside U.S. Bank Stadium. The finals were streamed live on ESPN3, marking a significant milestone in esports broadcasting. NRG Esports emerged victorious, securing their first live Rocket League championship by defeating Gale Force eSports in the final match. That same month, NBC Sports Group, in collaboration with Faceit, organized their first esports tournament, a $100,000-prize pool event for Rocket League. This tournament was broadcast across NBC's eight global regions, signifying their entry into the esports scene.
Rocket League celebrated its one-year anniversary in July 2017 with a special update. This update introduced a new arena and cosmetic items based on the popular American animated show, "Rick and Morty".
Concluding in August 2017, NBC Sports Group, in partnership with Faceit, wrapped up their inaugural esports endeavor: a Rocket League tournament with a $100,000 prize pool. The event was broadcast across NBC's eight international regions, underscoring their foray into the competitive gaming world.
September 2017 saw the inception of the first collegiate Rocket League tournament. Organized by Psyonix and Tespa, a prominent collegiate esports organizer, the tournament offered teams the opportunity to compete for a share of $50,000 in scholarships, promoting competitive gaming within academia.
In October 2017, Psyonix revealed that Warner Bros. Interactive Entertainment would take over publishing duties for an updated version of Rocket League on PlayStation 4 and Xbox One, bringing additional content to both platforms.
In December 2017, Turner Sports hosted the ELEAGUE Cup, a US$150,000 tournament for eight Rocket League teams. The event was streamed live, with a three-part series later airing on TBS, documenting the journey of select teams leading up to and including the Cup's results, further solidifying Rocket League's presence in mainstream media.
Throughout 2017, Rocket League saw involvement in various partnerships. The game was incorporated into iD Tech's summer camps for educational purposes, and it also served as a sponsor for WWE pay-per-view events.
Rocket League continued to receive accolades in 2017, earning nominations for prestigious awards such as "e-Sports Game of the Year" and "Still Playing" at the Golden Joystick Awards. It was also nominated for "Best Spectator Game" in IGN's Best of 2017 Awards. Additionally, Game Informer recognized the game's outstanding post-launch support by awarding it "Best Post-Launch Support" in their 2017 Sports Game of the Year Awards.
By the end of 2017, Warner Bros. Interactive Entertainment took over distribution of physical copies of Rocket League.
Rocket League launched its battle pass feature, the Rocket Pass, in September 2018, offering challenges and unlockable customization options.
By September 2018, Rocket League's player base had reached a remarkable 50 million players.
In December 2018, Hot Wheels released a radio-controlled car set based on Rocket League. The set featured two Bluetooth-controlled RC cars, a designated playfield, an infrared-equipped ball for scoring, and charging devices.
In 2018, Rocket League continued its success, garnering nominations for "eSports Game of the Year" at the Golden Joystick Awards and "eSports Title of the Year" at the Australian Games Awards. The game's popularity was evident through its win in the "Fan Favorite Sports/Racing Game" category at the Gamers' Choice Awards, where it was also nominated for "Fan Favorite eSports Game."
By the beginning of 2018, Rocket League had sold over 10 million copies and amassed a player base of over 40 million players.
In January 2019, Sony granted permission for Rocket League to implement full cross-platform play, a decision made after facing criticism for their initial resistance to the feature in other games. This move was seen as a major win for cross-platform gaming advocates.
In February 2019, Rocket League achieved full cross-platform play across PlayStation 4, Xbox One, Switch, and PC, overcoming technical and business barriers to create a unified player base.
Epic Games announced its acquisition of Psyonix in May 2019. While the move sparked speculation about Rocket League's future availability, plans were set in motion to bring the game to the Epic Games Store.
In July 2019, Rocket League successfully navigated China's game approval process, paving the way for its release in the region.
Following the December 2019 Blueprint update, players voiced concerns about the system's high costs for completing blueprints compared to the perceived value of opening loot boxes. Players felt loot boxes offered more items and a greater sense of reward. Responding swiftly, Psyonix halved blueprint prices within a week and issued refunds to players who had already spent credits on them.
In December 2019, Rocket League replaced the Crates system with Blueprints for specific items and a rotating Item Shop with direct purchases.
In 2019, Rocket League's enduring popularity earned it a nomination for the "Still Playing" award at the Golden Joystick Awards, a testament to the game's lasting appeal and dedicated player base.
In 2019, Rocket League planned to introduce a cross-platform party feature, enabling players to create friend lists and play together across different platforms, further enhancing the game's social and multiplayer aspects. However, limitations remained due to platform restrictions.
Epic Games acquired Psyonix, the developer of Rocket League, in 2019.
During the 2019 Radical Summer event, Rocket League released two new car packs. June saw the arrival of the Ecto-1 from the "Ghostbusters" film franchise, and July featured KITT from the 1980s television series "Knight Rider," a car Psyonix had aimed to include since 2016.
Psyonix announced in January 2020 that support for the macOS and Linux versions of Rocket League would cease in March 2020 due to technical limitations and the small player base on those platforms.
March 2020 marked the discontinuation of online services for Rocket League on macOS and Linux. While offline play remained possible, online features were no longer accessible.
In May 2020, Rocket League hosted the "Modes of May" event, featuring a series of limited-time game modes every weekend throughout the month. These modes included Dropshot Rumble, Beach Ball, Boomer Ball, and Heatseeker, with the latter drawing comparisons to the classic game "Pong" (1972) for its curving ball mechanic.
After Epic Games acquired Psyonix in 2019, Rocket League became free-to-play in September 2020.
On September 23, 2020, Rocket League transitioned to a free-to-play model across all platforms. The update included cross-platform progression for earned cosmetic items, new competitive tournaments with rewards at each rank, fresh challenges, and other additions. The free-to-play model removed the requirement for players to have console subscriptions like PlayStation Plus or Nintendo Switch Online. Adjustments were made to tournaments and challenges to support monetization. Players who purchased the game before this change received "Legacy" status and some related cosmetic items.
The year 2020 brought significant changes to Rocket League Esports with the implementation of a new competitive structure. This format consisted of three splits, each comprising three regional events culminating in a major LAN event. Teams earned points based on their performance in the regional events, and the top teams secured their spots in the world LAN, which offered a grand prize of $1,000,000, showcasing the game's growing prominence in esports.
To celebrate Super Bowl LV, Rocket League temporarily introduced the Gridiron mode in February 2021, simulating American football.
In March 2021, Psyonix revealed Rocket League Sideswipe, a free mobile spin-off for Android and iOS. This 2D adaptation promised to capture the essence of the original game in a condensed format.
In April 2021, Psyonix announced Rocket League Sideswipe, a mobile version of the popular vehicular soccer game, set to release on iOS and Android platforms.
On December 2, 2023, Rocket Racing was teased as a spin-off title during the Fortnite Big Bang event.
December 8, 2023, marked the release of Rocket Racing, a racing spin-off by Psyonix. Debuting within Fortnite, the game was part of the "Big Bang" event that introduced three new game modes.
In December 2023, Psyonix removed the player-to-player trading system from Rocket League. This decision was driven by the goal of aligning the game's cosmetic and item shop policies with Epic Games' standards. It also opened up possibilities for cross-game ownership of Rocket League vehicles in other titles developed by Epic Games.