Madden NFL 26 Title Update - September 17, 2025
Hey Madden fans, welcome back to Gridiron Notes! Our next Title Update for Madden NFL 26 is arriving tomorrow, and it’s packed with gameplay fixes, tuning, and updates across every mode. From new Coaching Adjustments that give you more control over pass protection and coverage depth, to key improvements in various modes, including new likenesses, gear, and equipment options. Let’s dive in! Gameplay Pass Blocking Added a new Coaching Adjustment option allowing you to set your default pass protection scheme—choose from Base, Empty, Half Left, Full Left, Half Right, Full Right or Default. Dev Note: For players who don’t want built-in pass protections on passing plays, we have included a new Coaching Adjustment to allow players to choose the default protection for all dropback passing plays. When toggling this option in, players will still have the ability to change their protection before the play via the Pass Protection adjustments menu. Fixed an issue sometimes causing the pass protection adjustment menu to get stuck in an open state after selecting a protection adjustment. Made improvements to blocking logic for better targeting and improved protection on Shotgun Play Action plays Tuning done to shorten the wait time after failed pass rush moves to improve pocket degradation over time. Enhanced QB Contain logic to ensure defenders contain more effectively Dev Note: This was a two-part fix where we fixed disengages from blocks and pursuit of quarterbacks scrambling outside the pocket. For the second part, we resolved an issue where defenders would incorrectly abandon their Contain assignments in favor of executing pass rush moves. Addressed an issue with pass rush move selection logic to reduce excessive use of Rip moves and ensure more realistic, ratings-driven defender behavior. Run Game Fixed an issue allowing a short, artificial speed boost to the ball carrier when using Truck in open space (Air Truck). Dev Note: The truck animations and transitions from truck to locomotion have been modified to more accurately reflect the movement speed of the ball carrier as the truck ends, and the transition has been tuned to keep the speed more consistent. Fixed an issue causing Duo run plays to be mislabeled as Inside Zone plays. Decreased the frequency of power non-engaged sheds on run plays. Added shed timers for defenders who lost their previous defensive move on passing plays. Edge defenders now steer towards their outside gap for longer to help set the edge on run plays Passing Game Increased the minimum for ‘stemmed down’ routes from 1 yard to 3 yards. Dev Note: When using the route-stemming feature, certain stemmed-down routes, particularly Corner Routes, became too powerful and difficult to fairly and/or realistically defend. As a result, the minimum stem-depth allowed now is 3 yards. The intent of this change is to preserve the structure and timing of the route, while enabling more realistic and balanced defensive reactions. Resolved an issue where auto-motion receivers would continue their motion during the Quiet the Crowd animation, users can no longer Quiet the crowd during auto-motion. Fixed an issue preventing behind-the-line special moves from working when using Gadget players in the QB spot in Wildcat formations. Fixed an issue causing WR’s to sometimes use fake-out footwork off the snap with no defender nearby. Fixed an issue preventing the appropriate frequency of catch-knockouts when throwing to a receiver covered by multiple defenders. Dev Note: This was the main issue leading to receivers holding onto aggressive catches too much in crowds when the ball should have been knocked out. With this update, outcomes on aggressive catch attempts now more accurately reflect the ratings and physical matchups of the players involved when there is collision at the catch point. Fixed an issue causing illegal man-downfield penalties to trigger incorrectly on certain play-action boot plays. Fixed an issue causing no-look passing animations to sometimes trigger on quick throws, like bubble screens. Pass Coverage Added a new Coaching Adjustment setting to set the safeties depth at 16 yards. Updated hook-defender depth with underneath coverage adjustment to play at 5 yards of depth to be in better position to play short routes like drag routes. Updated hook-defender depth with over-the-top coverage adjustment to play at 12-18 yards of depth to put defenders in better position to take away deeper intermediate routes like deep Digs and Over routes. Updated vertical-hook zone logic so that it will not match when using coaching adjustments or custom-stem zones. Updated press-animation logic to ensure defenders trigger press animations requested by the user at the line of scrimmage. Fixed an issue in Goal Line defense causing the receiver in heavy-personnel formations to be completely uncovered. Pre-Play Controls Updated logic so the offense cannot instantly flip the play or audible to a new formation when walking to the line from the huddle Standardized the hot route timer for all QB’s when breaking the huddle. Dev Note: This new timer also applies to how long users need to wait after flipping a play or audibling to a new formation. Stemming a route also counts as a hot route when breaking the huddle. Signature animations for players like Mahomes now have consistent responsiveness resulting in all quarterbacks having the same hot route timing cadence. Fixed an issue preventing under-center QBs from queuing more than two hot routes at a time. Fixed an issue causing the TE to motion awkwardly on a series of plays within Gun Y Off Trips Wk (Mtn Y Corner, RPO Alert Mtn Dive, Mtn Shock H Opt) Fixed an issue preventing the hot-route stem controls from appearing when using mouse & keyboard controls on PC. Fixed hot route stem control not appearing when using keyboard and mouse. Tuning to improve avoidance by WR’s in motion at the snap. AI & Game Logic Tuning to the Bills Homefield Advantage to reduce excessive kick-meter wobble. Tuning to improve AI-controlled teams’ clock management, preventing it from calling timeouts right before punting when losing by a large margin. Fixed an issue sometimes causing a crash when setting QB Throw Style. Fixed an issue in Goal Line defense causing the receiver in heavy-personnel formations to be completely uncovered. Fixed a rare issue causing some players in online rosters to appear with generic player models and wearing the incorrect uniform numbers, such as multiple players wearing #11 or #22. Animation & Visuals Adjusted Small Agile Back hit stick animations to look more realistic and grounded. Fixed an issue sometimes causing defenders to warp back to their feet when mid-lunge in tackling. Fixed an issue allowing late hurdle attempts to cause missed tackles. Fixed an issue causing Josh Allen to use the incorrect ball-carry style (bread loaf) on read option plays. Playbooks Fixed an issue causing the ball to warp on specific Pistol formation handoffs. Fixed an issue causing the ball to warp when cancelling the handoff on PA Sprint HB Flat plays. Fixed an issue causing a fumble when snapping the ball in Gun Bunch TE Str MTN RPO Peak Flats. Fixed a rare issue causing the ball to be snapped well behind the QB on various Pistol and Gun Jet Sweep plays. Fixed an issue allowing an unnatural speed boost on the In-Corner route within Gun Bunch Offset Close Mesh Rebound, which made it unbalanced. Presentation Broadcast Packages Fixed issue with missing stats in the Last Week Stats banner after a bye week. Fixed issue with Stat Leaders banner for pass yards disappearing too quickly. Fixed issue preventing Draft Class banner from appearing during a Sunday Night Primetime game. NFL Traditions Fixed a camera issue for the Cardinals’ Big Red Siren tradition. Halftime Show Fixed issue with missing highlights after using the Resume Game option. Fixed an inconsistency with a score shown during a highlight from a game in progress and the subsequent Around the League banner. Halftime Show / Weekly Recap Fixed lighting pop that would sometimes occur at the end of a highlight. Tuned logic for highlight selection from a game in progress to reduce the chances of seeing the losing team. Tuned logic to prevent non-scrambling QBs from being shown performing long runs. Fixed CPU highlight showing right-handed QB throwing left-handed touchdown. Weekly Recap Fixed issue preventing Weekly Recap from being available during the playoffs when a user’s team did not make the playoffs. Pregame Fixed issue with an out-of-focus camera for the Falcon statue at Mercedes-Benz Stadium. Fixed issue with fog sometimes obstructing mascots during runouts. Fixed various camera obstructions and clipping issues with sideline characters. Drive Starter Fixed a broken camera when showing the Stat Leaders banner for a wide receiver. Fixed issue with Drive Starter sometimes appearing before Drive Summary when a turnover occurs in Superstar: The League. Post Play Fixed an issue sometimes causing players to appear on the wrong sideline. Fixed an issue causing the camera to linger too long after completing a MUT Challenge in one play. Franchise Fixed an issue where certain Players would be playing out of position. Dev Note: This issue was tied to the Progressive Fatigue setting, we have removed the setting as we’ve introduced Wear and Tear Management. We are also addressing an issue where Wear and Tear sliders are not in Franchise and looking to implement them in a future title update Fixed an issue with the Nose Tackle archetype's OVR formula that was causing it to appear different from the front end. Dev Note: For new leagues this change will apply immediately. For existing leagues, the formula will apply immediately and for players that had Nose Tackle as their highest rated archetype previously, will appear with their new Nose Tackle OVR until the week is advanced where their highest OVR will be correct. Fixed an issue where some draft generators were using wrong body types. Dev Note: The change will not apply to existing leagues until the next draft class is generated. Addressed an issue with Importing and Exporting Draft Classes were incorrectly changing Player Body Types Dev Note: This update will not address existing Draft classes already in a league. Addressed an issue where Tight Ends were able to acquire the Universal Coverage Zone Ability Addressed an issue where Players sustaining a Low Back Strain Injury was treated as a Career Ending Injury Fixed an issue where coaches and trainers were unlocking abilities in the wrong order Addressed an issue where the WILL position was prioritized over the SAM position in the Depth Chart when using the reorder feature Dev Note: We are aware of an existing case when a Head Coach leaves a league, the CPU automatically promotes the teams’ existing Offensive or Defensive coordinator without hiring a backfill. We are investigating the issue to be addressed in a future title update. Superstar Mode Fixed an issue where Season stats were not accessible Adjusted QB Combine drills Resolved an issue where selected Gear would appear on the wrong uniform Ultimate Team Field Pass, Progression & Rewards Fixed an issue that prevented certain objectives from appearing in the Field Pass and Team Pass tabs. Resolved multiple soft lock scenarios when purchasing the Premium Field Pass or entering rewards screens. Corrected a visual bug where Season 1 Field Pass art would replace Season 2 while active. Reward icons and token/coin rewards now display consistently across New Items Flow and Rewards Flow. Lineups & Team Management Corrected an issue where punters and kickers displayed inflated OVR values when placed at QB. Fixed chemistry and strategy boosts not displaying correctly, ensuring lineup synergies are accurate. Improved substitution logic and lineup refresh behavior to prevent errors when managing rosters. Store & Packs Restored the “Open Next Pack” callout in reward flows, improving pack-opening speed. Fixed an issue where packs included inside other rewards were not visible. Pack Helper tuned to prioritize lineup improvements correctly, avoiding cases where it would recommend removing useful players. Challenges, Events & H2H Addressed blockers in Gauntlet events that prevented progress from tracking correctly. Fixed a bug in H2H Seasons where winning the Super Bowl did not end the season as intended. Leaderboards now display correctly, fixing issues with empty or undefined rank values. Corrected star reward tracking in Legendary Challenge packs to ensure proper rewards. Stability & Disconnects Fixed multiple soft locks in NUX scenarios, Field Pass purchases, and Preseason Events. Addressed crashes when loading into Squads crossplay sessions with multiple PC players. Corrected disconnects during ready-up transitions in H2H and Squads lobbies. Resolved desyncs in 6v6 and Sick Six modes. Audio New music added: Limp Bizkit - “Morgan Wallen” Fixes for various issues: in-game commentary firing improperly, stadium music adjustments, SFX volume adjustments, mix adjustments for the Halftime Show, & a fix for unintended audio dropouts when adjusting unrelated volume sliders. UI Fixed crash when entering Custom Playbooks Fixed issue with avatar portraits not showing in the Halftime Report Fixed issues with some in-game banners not showing data or showing incorrect data and other various polish Dev Note: This will also include occasionally seeing ‘Eagles vs Chiefs’ in the scorebug during certain moments. Fixed double score HUD showing after calling a timeout after a play Korean currency now supported on Switch 2 Fixed issues with Download/Preview/Report function in Download Center Added and updated various player, coach and avatar portraits Art Added additional NFL Player & Coach Likeness Heads: 49ers DL Mykel Williams Bears WR Luther Burden III Bengals LB Demetrius Knight Bengals EDGE Shemar Stewart Bills CB Maxwell Hairston Broncos CB Jahdae Barron Browns RB Quinshon Judkins Buccaneers WR Emeka Egbuka Cardinals CB Will Johnson Chargers RB Omarion Hampton Chiefs OT Josh Simmons Dolphins DT Kenneth Grant Dolphins TE Jonnu Smith Eagles LB Jihaad Campbell Giants QB Jaxson Dart Jets OT Armand Membou Jets TE Mason Taylor Lions OT Taylor Decker Lions DT Tyleik Williams Packers WR Matthew Golden Patriots RB TreVeyon Henderson Rams TE Terrance Ferguson Ravens S Malaki Starks Saints QB Tyler Shough Seahawks TE Elijah Arroyo Seahawks S Nick Emmanwori Seahawks G Grey Zabel Steelers DT Derrick Harmon Steelers Head Coach Mike Tomlin Texans WR Jayden Higgins Added New Cleats Nike Vapor Edge Speed 360 2 Added New Facemasks Axiom Robot Jagged 2 Axion Grid Axiom Robot 808 Axiom Robot RB Jagged 2 Axiom 3 Bar RB Axiom Robot RB Straight Added 2 New Coach Wristbands Added New Undershirt w/4 Color Options That wraps up this edition of Gridiron Notes for Madden NFL 26. We’re excited to get these changes into your hands and can’t wait to hear your feedback as you dive in! Keep sharing your feedback with us as we head through the NFL season and be on the lookout for more Gridiron Notes in the future. The Madden Team __ Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and the EA Forums. [Source]84Views1like2CommentsMadden NFL 26 Season 2
From football's biggest traditions to players making moves to fresh teams this year, Madden NFL 26 Season 2 brings Unstoppable, Most Feared, and more opportunities for you to build an Ultimate Team worthy of the sport. Plus, you can work your way up the Field Pass throughout the Season to earn upgradeable players like Cam Ward and Jonathan Allen to give your roster a boost. ULTIMATE TEAM™ PROGRAMS UNSTOPPABLE Can you feel that Unstoppable Energy?! Starting on 9/18, receive an upgradeable player when you log in during the event, and snag a 2nd player a week later (starting 9/25)! Upgrade these players to Champion OVR with Unstoppable Energy to unlock their Unstoppable X-Factors. Collect Unstoppable Energy by completing Challenges and Objectives, and by winning Unstoppable Events. Choose wisely though, there's not enough Unstoppable Energy to bring both of these players all the way to Champion OVR. UNREAL MOMENTS These players made highlight reel plays so epic, they're practically unreal. Beginning on 10/2, find all the Unreal Moments players and see if you can re-create their jaw-dropping plays on the field. MOST FEARED The highly anticipated, fan favorite Most Feared event is back starting on 10/16! In the Most Feared Realm, a King awaits your challenge. Head to the Undercity, where football is everything. The harder you play, the more respect you'll earn. At the very peak sits the talented King of the Undercity and his second-in-command, The King's Hand. Find clues hidden throughout Ultimate Team, beat Most Feared contenders who may spill their secrets, and go house-to-house in the Trick or Treat event, all in pursuit of finding out who the King of the Undercity really is. FIELD PASS PLAYER ITEMS Work your way up the Field Pass to earn all-new rewards, including five player items found in Season 2 Player Fantasy Packs. Snag these players, upgrade them with Upgrade Tokens, and send a chill down the spine of every opponent this season. Cam Ward | 83 OVR Starting OVR is an 83, can be upgraded to an 88 Upgrades via specific Upgrade Tokens by OVR- Max OVR increases through escalation Jonathan Allen | 83 OVR Starting OVR is an 83, can be upgraded to an 88 Upgrades via specific Upgrade Tokens by OVR- Max OVR increases through escalation Armand Membou | 83 OVR Starting OVR is an 83, can be upgraded to an 88 Upgrades via specific Upgrade Tokens by OVR- Max OVR increases through escalation Dre Greenlaw | 83 OVR Starting OVR is an 83, can be upgraded to an 88 Upgrades via specific Upgrade Tokens by OVR- Max OVR increases through escalation Carlton Davis III | 83 OVR Starting OVR is an 83, can be upgraded to an 88 Upgrades via specific Upgrade Tokens by OVR- Max OVR increases through escalation Reward Path Level: Reward 2: 70+ Pack 3: Random Strategy Item 4: 110 Season Tickets 5: Rare Option Pack 6: 83 OVR Season 2 Player Fantasy Pack 7: 110 Season Tickets 8: 5,000 Coins 9: Rare Option Pack 10: 84 OVR S2 Upgrade Token (Esc 88) 11: 5,000 Coins 12: 150 Season Tickets 13: Season 2 Uniform Pack 14: 150 Season Tickets 15: Rare Option Pack 16: 83 OVR Season 2 Player Fantasy Pack 17: Season 3 XP Token 18: 10,000 Coins 19: Rare Option Pack 20: 85 OVR S2 Upgrade Token 21: 10,000 Coins 22: 230 Season Tickets 23: Random Strategy Item 24: 230 Season Tickets 25: Rare Option Pack 26: 83 OVR Season 2 Player Fantasy Pack 27: 290 Season Tickets 28: 10,000 Coins 29: Epic Option Pack 30: 86 OVR S2 Upgrade Token 31: 10,000 Coins 32: 315 Season Tickets 33: Season 2 Uniform Pack 34: 365 Season Tickets 35: Epic Option Pack 36: 83 OVR Season 2 Player Fantasy Pack 37: 415 Season Tickets 38: 15,000 Coins 39: Legendary Option Pack 40: 87 OVR S2 Upgrade Token 41: 10,000 Coins 42: Epic Option Pack 43: Random Strategy Item 44: Season 3 XP Token 45: 88 OVR S2 Upgrade Token [Source]40Views0likes0CommentsMadden NFL 26 - Title Update - August 28, 2025
Hey Madden Fans! Welcome to the first Title Update Gridiron Notes of Madden NFL 26! We’re excited to kick off the season by bringing you this year’s Title Update information a day early, giving you an early look at the latest updates and improvements. You can expect to be able to download this update tomorrow, August 28th on your platform of choice. This initial update primarily focuses on stability updates with various zone coverage improvements. Don’t worry though, there’s plenty more updates coming down the pipeline. Of course, our teams are always listening to feedback - so keep it coming! Let’s dive into what’s new in this update! First up, the Nike Rivalries program is making its debut in Madden NFL 26. Nike is partnering with NFL teams to celebrate football’s most storied rivalries, bringing a competitive and authentic sense of community pride to the game. Over the next four years, Nike will highlight two divisions and outfit their teams with custom uniforms that represent their cities. This year, the AFC East and NFC West are in the spotlight, giving fans and players the chance to suit up in these new uniforms… and maybe exchange some friendly trash talk along the way. Gameplay Cover 2 Tampa - The middle defender now gets deeper, maintaining better leverage position against deep threats, especially vs. 3x1 formations. Cover 2 Hard Flats - Addressed an issue with Hard Flats where defenders were dropping too deep and too far inside before reacting to flat routes. Defenders now drop more accurately with their zone responsibilities, improving coverage consistency in the shallow flats. Cover 3 Match: Logic improvements for Defenders when reacting to Slot WRs attempting to outleverage the defense on deep routes. This includes Buzz Mable and Zone Blitz 3 playcalls Cover 6 & Cover 4 Palms - Fixed an issue where Outside Quarters CBs in Cover 6 and Cover 4 Palms were oftentimes losing the press giving up easy touchdowns. We adjusted the CBs alignment so they will no longer attempt to press the WR. Zone coverage defenders now drop back quicker when shading coverage ‘overtop’. Fixed a post play animation defect where a defender would do “read steps” when standing in place after the whistle. Addressed a visual issue around the previous play graphic obscuring the offensive play call formation. We’ve also added a completely customized playbook in partnership with Kurt Benkert called “Benkert’s Dimes” - you can find it in Play Now when selecting your playbook. Stay tuned to EAMaddenNFL on X to learn more on what we’re doing with this playbook! Presentation Added 3 international stadiums to Play Now, Franchise, and Superstar: Olympiastadion in Berlin, Germany Santiago Bernabéu Stadium in Madrid, Spain Dublin Stadium in Ireland Fixed crash and stability issues. Franchise Addressed our UI Transitions surrounding the Player Card. Reducing the transition time it takes to go into the Player Card. Dev Notes: This current fix only addresses going into the Player Card. Our resolution for exiting out of the player card back to the Franchise Main Menu will be in our next TU. Resolved an issue allowing commissioners to send multiple league invites simultaneously. Addressed an issue that prevented Edge Players from adding Pass Rushing Traits Addressed an issue during the Draft where the Draft Board was improperly transparent, showing through to the background. DEV NOTE: Here’s some of the issues we’re aware of and working on a fix in a future Title Update: Class Import Process incorrectly modifying Player Body Types, specifically Offensive Linemen. Players on IR unable to be peeled off the IR list. Nose Tackle archetypes displaying a different OVR in the front end. Superstar Mode Fumble rate chance has been decreased in Snow Games. Fixed an issue where players would play in the wrong position. Fixed a rare issue where players’ knees would be invisible during the NFL Combine. Several stability fixes. Ultimate Team Play A Friend will now respect each individual users passing settings Remedied an issue where opening a Fantasy Pack after a H2H game caused visual artifacts during the pack open Fixed an issue where rewards images failed to appear on some screens Fixed multiple occasions where players were navigated to the wrong menu Fixed a text issue where “Rank Down” appeared instead of “Rank Up” Fixed an issue where progress in Ranked was not visually displaying Fixed multiple occasions of overlapping text Fixed an occasional crash when returning to lobbies Items displayed during presentation did not always match their actual rarity Audio Fixed an issue where commentary referred to a few rookies by an incorrect last name. Thanks for checking out the first Title Update Gridiron Notes of Madden NFL 26! Stay tuned for more updates throughout the year and see you on the field! The Madden Team __ Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and the EA Forums. [Source]77Views0likes1CommentMadden NFL 26 Closed Beta Feedback Updates
Hey Madden fans, welcome back to Gridiron Notes! We’re here today to talk about feedback that we received from our closed beta and some additional updates on our game that you may not know! Of course, this wouldn’t be possible without all those who participated in our closed beta - so thank you! Our teams are continually reading feedback and having it all in one spot on our forums, enables us to act with much more agility on evaluating and addressing all feedback. Definitely keep that feedback coming after we hit launch; we read everything! Gameplay We have read a ton of your comments saying how much you enjoyed the beta and we’re happy to say we have not only improved upon what we delivered, but we have since added new features like the all-new and authentic if we might add, juke move in Madden NFL 26 - you can check out that new juke move HERE and take a read on the rest of the thread too! Our north star is: We make football. All of these updates are not only based on your feedback, but us implementing them in an authentic football way that will give you control on how you want to layer your strategy. ALIGNMENT Removed Base Align from Coach Adjustments DEV NOTE - Base align has been removed from Madden in favor of more authentic alignment-related systems, such as coverage shells and safety-depth. This change will allow gameplay to better reflect real-life football concepts on both sides of the ball, and bring players more strategic options that are true to the sport. To further support this, we’ve added new alignment functionality shown below. Changed the pre-snap defensive adjustment Show Blitz to bring walked out Linebackers back in the box and move Blitzing DBs in tighter Added Defensive Motion Response to Coach Adjustments Default - Defense will re-align in response to offensive motion Disabled - Defense will NOT re-align in response to offensive motion Added new alignment logic to reduce occurrences of defenders lining up on top of each other: CB’s will not be able to align in press alignment vs. tight splits where there is already a LB or DL aligned in that position To offer appropriate spacing, inside CB’s will automatically reposition themselves if set to align right next to an outside CB Added Coverage Shells to the following formations Nickel 33 Cub 52 43 Odd 34 Over Quarters Normal Nickel Triple Dime 23 Dime 23 Sam Quarters 137 Dime 1-4 Dollar 32 Mug BLOCKING Made fixes to offensive linemen targeting issues resulting in defensive linemen coming untouched Fixed an issue with Pulling guards moving the wrong way on specific run plays Tuning to block shedding and block steering controlling to make defenders more effective vs. run blocking Tuning to QB contain so contain defenders will be better at predicting when to disengage DEV NOTE: For user-controlled defenders, there was a change made to disengaging that we want players to be aware of before launch: to disengage away from a blocker, you now have to press the X/A button in addition to holding the LStick away from the block. This change was in the beta, but was something we saw players asking about. The reason for this additional input is for block steering controls. Added logic to QB Contain to play the QB when the offense runs play action boot plays PRE-PLAY Introduced enhanced 'Ice the Kicker' visuals and dynamic effects to the kick meter to intensify the high-stakes atmosphere of this pivotal gameplay moment. Added Flat Route back to the Slot Receiver hot route tree Fixed an issue preventing Hard Flats from being stemmed up via Custom Zones, including if the play was flipped PLAYBOOKS DEV NOTE - Players gave us feedback on playbooks from the Beta, starting first with the “smaller” playbook sizes. As a result, we were able to add roughly 100-150 plays to every offensive playbook to bring the volume of plays back to parity with Madden 25, and in some cases, more plays than last year. We also heard feedback that some of the playbooks didn’t have the desired level of variety and were missing “basic” formations like I-Form, Strong or Weak. Even though we aim to mimic playbooks based on what teams do in real life, we also understand that users want access to some of these legacy formations to be more varied and strategic, so we’ve added these into playbooks as well. Added new run plays to both backs on all Gun-Split Back formations so there is more variety in the run game in those formations Added 4 New “Generic” Playbooks to give users more options to play with. These include: Singleback, Two Back, Shotgun Mix and Shotgun Offense with a very specific focus on these formations or personnel packages. These playbooks also include a variety of legacy formations and plays that were not in Madden25 and are also available in our Custom Playbooks feature. THROW OUT OF SACK Tuning to throw-out-of-sack animations so QB’s will be more likely to hold onto the ball during a sack on Competitive game style. Tuning to reduce the amount of flutter on throws out of sacks. GENERAL Fixed an issue preventing D-Line Stunts & Twists from triggering consistently in game. Tuning to Wear and Tear to better balance impact to scrambling QB’s and every-down RB’s Fixed an issue allowing onside kicks to be too easy to recover Added a new precision juke that is faster and more effective that can be performed using LT/L2 as a modifier on the RStick juke mechanic Fixed an issue causing AI-controlled teams to go for it on 4th down in the wrong situations Tuning to increase the frequency of catch knockouts Coverage 2 Match Logic Updates - You’ll see these when calling Cover 6, Cover 9, and Zone Blitz 2 plays. Modifications were done to our cover 2 match logic, which is referred to as ‘2 Carry’ or ‘2 Wild’ in the NFL. You’ll see these updates in action on the backside of cover 6, frontside of 9, and both sides in our zone blitz 2 plays. We completely rebuilt our VERTICAL HOOK logic to have it match all inside and vertical routes of the final 2 receivers, previously it didn't match inside routes. The soft squat and deep half safeties are also playing smarter to complement each other with man match rules that make it tough to throw to the outside part of the field. One of the advantages of playing this updated 2 match is that it works well against bunches, stacks, compression sets, and motion offenses as it provides better leverage on routes that intersect. Superstar Fixed the logic around being benched. Fixed an issue where the previous team’s uniform was still displayed on the CAP after being traded. Fixed Head Coach & Sports Psychologist progression from Training, as well as other Sphere of Influence characters. Fixed an issue where the CAP was always promoted to starter after the first season. Fixed an issue where the post-game Performance banner was not displaying accurate values. Presentation Fixed incorrect player appearing on player stats banner Fixed issue with head coach appearing on incorrect sideline Fixed “end of regulation” appearing on banner at end of quarter Fixed Bears mascot appearing at Ravens home game Gear & Equipment Maybe you missed it, maybe not, but we are happy to say that Madden NFL 26 has the Guardian Cap, both sleeved and unsleeved, including new shoes and gloves! Shoes Adidas Electric 2 Adidas Electric 2 Snakeskin Adidas Adizero Electric 2 Exotic Speed Adidas Chaos Snakeskin Adidas Impact snakeskin UA Blur UA Blur Pro UA Clone UA Clone Pro UA Hammer UA Highlight UA Spotlight Suede Nike Vapor Edge Pro 360 2 Nike Alpha Menace 4 Pro Nike Alpha Menace Strong Gloves Adidas Adizero 15 Adidas Adizero 15 Exotic DSG Adidas Impact 2 UA Blur UA Combat UA Infrared UA F9 Lastly, we have heard the feedback on our player portraits. We have post launch plans to refresh player portraits to give that primetime look and feel throughout the game. Thank you all so much! We are looking forward to seeing you all enjoy all the passion and hard work we put into Madden NFL 26. Sundays Starts Early! See you at launch! [Source] --- Madden NFL 26 launches worldwide on August 14, 2025. Pre-order the Madden NFL 26 Deluxe Edition and play early*. Conditions and restrictions apply. See disclaimers for details. Stay in the conversation by following us on Facebook, X, Instagram, YouTube, and EA Forums.57Views0likes0CommentsMadden NFL 26 Ultimate Team Deep Dive
Hey Madden Fans! Welcome back to Gridiron Notes, your home for Madden NFL 26 News and Updates straight from the developers. Today, we’re deep diving into Madden Ultimate Team. We are delivering a deeper, more rewarding experience, built around your feedback. Whether your focus is head-to-head or solo play, everything this year is built to reward your football IQ and creativity while keeping the experience smooth, fresh, and rewarding week after week. There are new ways to play and more reasons to build, so let’s dive in! More Programs. More Events. More Football. Our goal heading into Madden NFL 26 was simple: Deliver more and deliver better. We’re expanding both the volume of programs and the variety. Each major content drop will bring a new wave of Live Events, designed to push your strategic depth, stretch your lineup, and offer rewarding gameplay in both Solo and H2H formats. Every single major content drop will feature both a CPU and a H2H event, allowing you to choose your preferred path to play. Rewards are tailored to reinforce your team-building experience and tied to each event. With events delivered on a consistent cadence, something fresh is always available. KICKING OFF THE YEAR In Season 1, we’ll be kicking things off with a pair of events for our Preseason Standouts program: Long Drive. You will take on opponents in either H2H or CPU under special house rules. Following this up will be Campus Heroes with College OT for H2H players. Solo players can look forward to Campus Chaos, a unique twist on a Solo Season where you will play through four years of college (Freshman, Sophomore, Junior, Senior), each represented by 2 games serving as the semester. This culminates in a Graduation showdown against the Campus Heroes themselves. Our final program of Season 1, Game Time, will launch our first team building event of the year. For H2H players, you’ll take on an abbreviated 5 game H2H Season with the most lucrative rewards for those that can manage to string together multiple Super Bowl wins. For Solo gamers, you’ll take on a Game Time twist on our new Solo Champions mode, including a slugfest against the Game Time Champions. As the year goes on, we’ll be delivering a wide variety of events, some of which are making their very first appearance in Ultimate Team. For example, while the Trick-or-Treat CPU event will be returning for Most Feared, it will be coming with a new twist: randomized House progression, each with its own house rules and attribute modifiers. Zero Chill will be bringing the heat with a new MUT team building event, where your event rewards will directly feed into your progression in the event as you bolster an event-specific lineup. You can also expect throughout the year some unique squads opportunities, a new type of battlescore-driven CPU event, as well as the return of some events that have been missing for a while now, such as the “Race” house rules event. SEASONAL EVENT PASS To capture all of the event goodness coming out this year, we’re introducing the Seasonal Event Pass. Building on the Showtime Showdown event from last year, Events in Madden Ultimate Team 26 will contribute to their own dedicated field pass. This will provide more flexibility in rewards and a more cohesive event experience across the entire Season. For Solo Players, you’ll be excited to hear that the Event Pass has room for you too, with our lineup of Solo Events this year also contributing to the Seasonal Event pass. WEEKLY SPOTLIGHT PASS In addition to the Seasonal Event Pass, another new pass will also be joining the mix – the Weekly Spotlight pass. The Weekly Spotlight pass will showcase specific programming throughout the year in a shared field pass experience to provide more freedom for rewards and progression. As part of this, all weekly programs will now share a single token, providing greater flexibility and giving you more control over your rewards. We’ll be debuting the Weekly Spotlight Pass with Legends. For its first iteration it’ll feature Legends, Team of the Week, and Collector’s Series. Collector’s Series Collector’s Series is a new weekly program that will have a new theme (Series) each Season, each with its own distinct style. Additionally, each Series will have a unique Collection Champion: if you can manage to get your hands on all of the Champions for that series, you’ll be able to earn a special, more powerful, version of a Champion from that series. Collector’s Series will be debuting with the Signature Series for Season 1. Solo Play Overhaul We heard your feedback about solo play in Ultimate Team and we made it a priority to design a deeper and more rewarding experience for our solo players. This year, solo play gets the overhaul it deserves. We’ve completely redesigned our Solo reward structure to better support progression, pacing, and meaningful rewards. Solo players can enjoy the full Ultimate Team experience - team building, progression, and challenges - without needing to play H2H against others. SOLO CHAMPIONS This year we're introducing Solo Champions: a 12-game weekly gauntlet of escalating difficulty. It will serve as the pinnacle experience for Solo Players, measuring where your current skills are at. To enter, you’ll be given an entry token every week, and can earn more by completing weekly objectives. Then, you’ll choose your difficulty and rack up battlescore to earn rewards. Build up your Ultimate Team, hone your skills, and work your way up to tackling the highest difficulty levels of Solo Champions. SOLO SEASONS This year, we’re introducing The League. It’s a more casual Solo Seasons experience set up to better emulate the NFL Season. You’ll take on a regular season comprising half games. If you can manage 10 wins, you’ll enter the Playoffs and ultimately the Super Bowl, which are full game experiences. We also heard the feedback surrounding Ultimate Solo Seasons. We still want to make sure we’re providing the option for a more challenging, repeatable experience, so we’re replacing Ultimate Solo Seasons with The Run. The Run has four levels. Each level is five, two-quarter games. As you progress through the levels both your opponents and starting conditions get tougher. If you can manage to overcome the odds, you’ll find yourself rewarded. Solo Seasons will also have specific weekly objectives with high-powered rewards! Complete enough weekly objectives to redeem a free BND champion! CHALLENGES Challenges are also getting several updates. Star ratings are being adjusted to better reflect the difficulty level of a challenge. A one-star challenge will be easier in difficulty, while beating a five-star challenge will be a true testament to your skills. While some challenges will still feature selectable difficulty, we want to make sure that for those seeking a tougher experience, the option is still there for you. These aren’t all of the changes we have in store for our solo players this year! We’re expecting a more regular update cadence for solo modes with and a robust suite of solo friendly events, all landing with each new major content release. MUT26 rings in a new era for solo players! GAUNTLET Gauntlet is seeing a qualification update. Instead of needing to get a certain number of MUT Champs wins to qualify for the Gauntlet, you’ll now earn an entry token from a weekly objective to get Ranked wins. No need to put a win streak together. SICK SIX Sick Six is losing its limited availability, gather your squad and tackle your three runs per week whenever you want! Team Building Events Ultimate Team is and always has been a celebration of building your perfect squad. In MUT26, lineup construction was at the forefront of our upgrades. Team Building Events introduce new ways to test your roster-building skills. Some events will require a theme team to enter, while others might require your team to be within a specific OVR; others still might require a specific player in your lineup. To support these experiences, we’re giving you powerful lineup tools to make building easier than ever. You’ll have the ability to view any eligible event and its requirements, auto-generate a baseline lineup to meet those requirements and edit your lineup for optimization all from the lineup screen with real-time lineup compliance alerts. Tighter requirements will equate to better rewards. We want to make sure we’re giving you the tools you need to be able to participate in team building events with little friction. Our goal with team building is to reward creative, thoughtful team building, not punish your binder size. Our philosophy around team building events is to make them reward your football strategy IQ and creatively solving the team building requirements in front of you. Team building events are about providing you opportunities for unique challenges and roster building opportunities. Competitive Campaigns This year we’re introducing Leaderboard Campaigns. They’re smaller, limited-time, focused competitions designed to make every game matter. Each campaign puts you on a leaderboard with a small subset of players. Whether you're a H2H or Solo Player, your performance on key objectives (points scored, wins, etc.) determines your placement. Every tier unlocks bonus rewards and every player has a real chance to finish at the top. LTDs, Sets & Rewards With the massive amounts of content coming in Ultimate Team, we wanted to make sure it all feels worth playing and have made adjustments to rewards. In addition to the flexibility offered by the new Event Pass and Weekly Spotlight Pass, we’ve also re-evaluated our overall rewards. Welcome Pack players are seeing an improvement across the board: you’ll generally see them able to be upgraded all the way to Champion-level OVR. Non-fantasy reward packs will now have a chance to include an LTD. LTDs are now also available for a full week instead of just three days. For Sets, we have a couple of quality-of-life changes we’re launching aimed at giving you more choice when it comes to rewards. Firstly, program champions will no longer have bespoke sets for each Champion. Instead, it will be a single fantasy pack giving you a choice of program champion. Secondly, we’re tackling the frustration around our filter organization: they will be sorted alphabetically this year. We also have heard the feedback around alternate uniforms and have planned opportunities to earn alternate uniforms throughout the year. You’ll see them start to roll in with the Season 2 Field Pass. You’ll also earn progress on your NFL Team Pass throughout Ultimate Team, unlocking rewards that celebrate your achievements with your favorite squad. Pack Helper We know it can be tedious flipping between your binder, auction house, or lineup when opening packs to determine the best decisions for your squad. This year, we’re introducing a new feature called Pack Helper. With Pack Helper, you’ll instantly see if a new player is better than your current starter, whether they help complete a set, how they’re trending on the Auction House, or if they boost your Chemistry tiers, all directly from the pack opening screen. All these actions can be done with just two clicks. Every insight is optional, and if you want to take action, it’s quick and seamless. The Evolution of the Item We’ve redesigned the core of Ultimate Team: the player item itself. Key info like OVR, position, and name now stays locked in a standard location. Everything else can change based on the program. Our player items will reflect the identity of each drop, giving an even more distinctive visual feel to items throughout the year. We’re also bringing back player item flipping, with multiple back pages that allow you to explore key attributes, X-Factors, abilities and chemistries. You’ll be able to directly compare players on the same screen without needing to leave your lineup, making decision-making clearer than ever. Quality of Life Upgrades Every aspect of MUT should be intuitive and frictionless. We’ve made key upgrades to ensure that playing and progressing never gets in your way. CHALLENGE OBJECTIVES Challenge Objective Tracking is now available directly from the play call and presnap screens, no need to pause to check your progress or remind yourself of the goal! EVENTS UI House Rules visibility has been improved with a complete list of modifiers available on the event select screen itself, allowing you to easily preview how your gameplay will be impacted. Additionally, they’ve also been integrated right into your play experience, so you’re never surprised by a modifier. To help keep players in the flow of events, we’re making UI improvements to the event screens. All of your rewards will now be viewable from the event screen, even when an event features multiple levels. No more needing to be in the Playoffs to see the Playoffs rewards! House Rules also now have their own dedicated display space both on the event screen and in-game, no pause required. For those events that feature special end conditions for the game, those too are now available in-game. Always Fresh. Always Football. From all of us on the Madden Ultimate Team dev team, thank you! We’ve worked this offseason to build on your feedback and elevate every part of the Ultimate Team experience with more content, smarter tools, and deeper ways to play. We know we have the most passionate fans and are excited to see you at launch! For a reveal of the first season of Madden NFL 26 and Madden Ultimate Team, tune into our first Good Morning Madden stream of the year on August 6th at 10:30 A.M. Eastern, on twitch.tv/EAmaddennfl! [Source]87Views1like0CommentsMadden NFL - Madden Ultimate Team Pack Probability Breakdown
In Madden Ultimate Team, the goal is pretty simple: Build YOUR Ultimate Team. Yet, that goal means many different things to many different people. You might like to get players from only your favorite NFL team, or maybe you want players that give you the best chance to win, regardless of what uniform they wear on Sunday. This is what makes Ultimate Team our fastest growing mode; it’s the player’s choice. With so many ways to play and earn players, we have a feature that will display the pack probabilities of packs in the store prior to purchasing in Madden NFL. The goal with showing the probabilities for packs in MUT is to help you make decisions on where you want to invest your Points, Coins, and time. Probabilities will help provide you with more detail on the likelihood of what you will get in packs you purchase. While many upgrades to the mode are live in MUT this season, the Store should look generally the same to returning gamers. You’ll now just have a tool to help you make informed choices when building up your squad. So, if you want to know where you can see pack probabilities in MUT, head to the Store and select “View Info” to display the probabilities. You can always check the latest probabilities before selecting and ripping some new packs. How Pack Probabilities Work The main page for each pack will show you how many items are in it. The View Info button will show you additional probability information about the pack, broken down by the likelihood of getting certain categories of Items. For instance, a pack might show that you have a 100 percent likelihood of getting a category of Items that’s rated 80 or above. That means it will give you at least one player that’s 80+ rated. Any category of players or items listed at 100 percent will always be awarded to you. Every pack description in the MUT Store also lists how many items you will receive in total. All of this is designed so you can have the information that will help you better understand what the pack will contain. OVR Bands Due to the thousands of players that could appear in most packs, we are grouping ranges of players together by what we are calling OVR bands. Packs that advertise a specific type of content will either guarantee that content or provide the probability of getting it in a pack. In general, the higher an OVR band, the lower the probability of getting it. Key Things To Remember The probabilities listed are on a pack-by-pack basis and are not cumulative. Each pack opening is an independent event. Consecutive openings do not change the likelihood of being awarded an Item. For example, if you flip a coin three times and get heads each time, you still have a 50% chance of getting heads if you flip the coin again. With all packs in the game, you will always receive value. Madden Ultimate Team is a live service and we are looking to improve every day. This means being open to player feedback at all times. Feel free to reach out with any questions you have as you start grinding out those solo challenges. We have the EA Forums, EA Help, and many helpful community leaders. We know all the effort you put into building up your squad, and we want that time to be as rewarding and fun as possible.38Views0likes0CommentsMadden NFL 26 - Franchise Deep Dive
Hey football fans, The Madden NFL 26 Franchise Deep Dive is live now! We've included some highlights below. Be sure to check out the full Franchise Deep Dive for more details. Coach Creation In order to make sure your coach feels like you, they need to look the part. Custom coaches got a massive overhaul, with 200 new heads to choose from when creating your coach. There’s also a ton of new gear exclusively for custom coaches. With more than 50 new shirts, 15 pants and 40 shoes, you can make more than 30,000 combinations to wear on the sidelines. Choose Your Archetype Every coach in Madden NFL 26 will fall under one of three distinct archetypes: Offensive Guru, Defensive Genius or Development Wizard. As a created coach, choosing your archetype will be the first decision you make and will impact how you evolve and develop as a coach. This choice will dictate not only the abilities you start with, but also the abilities you will unlock as you progress in your career. As an Offensive Guru, the entire unlock path will consist of offensive-minded abilities and the same goes for the Defensive Genius where its unlock path will be centered around defensive-minded abilities. As a Development Wizard, the unlock path will primarily be a mix of off the field abilities and gameplay abilities. All existing coaches will also fall under one of these three archetypes and the abilities they possess will be tailored to match their real-life counterparts. When it comes to coach progression, each coach now has a level from 1 to 50. If you create a coach, you’ll begin at level 1. As your career advances and you reach higher levels, you’ll unlock new abilities and ability slots (we’ll talk more about those later). To level up, you’ll need to earn Coach XP. There are a few ways to earn it, but the main method is through completing goals. In addition to Season and Career Milestone goals, we’ve added in-game goals. These let you and your coordinators earn XP weekly based on what happens during your games. After each week, you’ll see a summary of your completed goals, how much XP you earned, and how close you are to your next level. If you level up, you’ll also get a special tab that shows off any new unlocks you've earned. Coach Abilities Metagame New to Madden NFL 26 are Coach Abilities. Coach Abilities have been built to reflect the authentic skills, traits and characteristics displayed by NFL coaches on a weekly basis. Abilities are split into two types: Gameday Abilities and Season Abilities. Gameday Abilities do exactly what the name suggests. They impact your team directly during games and influence gameplay in unique ways. We’ve made a focused effort to ensure these abilities do more than just boost attributes. They’re designed to affect actual gameplay moments and interactions. That said, if you’re the kind of player who likes to give a specific position group a stat boost before a game, don’t worry, there are still coach abilities that offer traditional attribute increases. When it comes to Gameday Abilities, there will be 46 different abilities at a launch, including 22 offensive and 24 defensive Abilities. Utilize the Trimmed Edges ability to give your offensive tackles an increased chance to win against various pass rush moves. Equip the Sure Hands ability to give your receivers a higher chance of catching passes or counter it defensively with Mr. Dream which gives your defenders an increased chance of knocking potential catches loose. Or if you’re looking for a game changing hit, equip my personal favorite ability Hitamus Stickamus to give your defenders a higher hit stick timing window and increased chances of forcing fumbles. When it comes to Season Abilities, there will be 28 at launch and they are tailored to the off the field aspects of franchise mode and will be heavily based around player progression, scouting and building your staff. Looking to fast track the development of your players? Use one of the many Practician abilities to gain an increased amount of Training XP. Need a leg up on the upcoming draft? Equip the Scout’s Honor ability to hire more Tier 3 scouts or the Stud Finder ability to gain scouting percentage boosts on all quarterback prospects. Here are a few more examples of some Season Abilities: Head of the Class Tier I - Coaching Staff earns 10% More XP Tier II - Coaching Staff earns 20% More XP Tier III - Coaching Staff earns 30% More XP Tier IV - Coaching Staff earns 50% More XP Coaches with this Ability: Mike Tomlin, Mike Macdonald, Mike Vrabel and Dan Quinn Fit Finder Tier I - Reduces Archetype Unlock on Prospects to 15% Tier II - Reduces Archetype Unlock on Prospects to 10% Tier III - Reduces Archetype Unlock on Prospects to 5% Tier IV - Unlocks a Prospects Archetype Immediately Coaches with this Ability: Sean McVay, Jim Harbaugh, Dan Campbell and Nick Sirianni Tiers & Ability Progression Every Coach Ability in Madden NFL 26 consists of four tiers. As an ability progresses tiers, the effects of the previous tiers stack and the ability becomes more powerful. Abilities can be progressed in two different ways: Upgrade Goals and Staff Points. Each tier of a Gameday Ability will have an Upgrade Goal and completing the goal will unlock the next tier and its effect. However, it goes both ways. Part of becoming a great NFL coach is not only building a team that can be successful but the other, arguably more important part, is sustaining that success. When designing this feature, we wanted to ensure that the replayability was high and that there wasn’t a distinct ceiling where you could no longer progress as a coach. Enter Knockout and Mastery Goals. Each tier of an ability has both an Upgrade Goal and a Knockout Goal. The Upgrade Goal helps move the ability up to the next tier, while the Knockout Goal can do the opposite. If the Knockout Goal is completed before the Upgrade Goal, the ability will drop to a lower tier. For example, if an ability is at Tier 1 and its Knockout Goal is met first, the ability will be removed completely and must be repurchased to unlock it again. This reflects how coaches evolve throughout their careers, trying new strategies and adapting. Ultimately, their success on the field shapes how they’re judged. That’s the idea behind Knockout Goals: if you can’t turn an ability into real in-game success, it may be downgraded or lost. Lastly, there’s the final part of the progression system, Mastery Goals. Once you upgrade an ability to Tier 4, the Upgrade Goals shift into Mastery Goals. Each tier has its own Mastery Goal. When a Mastery Goal is completed, that tier becomes permanent. So, if you finish the Tier 1 Mastery Goal, Tier 1 of that ability is yours forever and can’t be lost. If you complete the Tier 4 Mastery Goal, the ability becomes fully mastered and can never regress or be removed. Upgrade, Knockout and Mastery Goals will come in two types: Game Goals and Cumulative Goals. Game Goals are things you can achieve in a single game, for example, an Upgrade Goal might be ‘Get 4 Passing TDs in a Game’, while the Knockout Goal could be ‘Allow 5 Sacks in a Game’. On the other hand, Cumulative Goals track progress over time. For example, an Upgrade Goal could be ‘Pass for 300 Yards in a Game Twice’, while the Knockout Goal might be ‘Allow 3 Sacks in a Game Three Times’. Progress on Cumulative Goals carries across weeks and seasons, and only resets when an Upgrade or Knockout condition is triggered. Build the Perfect Gameplan The Weekly Strategy part of Franchise mode has been completely redesigned, with a big focus on Coach Abilities. During development, we set out to fix one of the biggest issues with the old coach talents system: it didn’t put enough weight on actual strategy. In the NFL, it’s not just about how many tools a coach has, it’s about how they use those tools to solve the challenge in front of them. Our goal with the new Weekly Strategy was to capture that chess match and make each decision matter more than ever. When you first jump in, you’ll notice three different types of loadouts: a Staff Loadout, a Playsheet Loadout and a Trainer Loadout. Think of the Staff Loadout as your weekly gameplan. It consists of up to six slots, and the number of available slots depends on your coach level. A well-established coach like Andy Reid will start with all six slots unlocked, while a created coach begins with just three. Each slot can be filled with either a Gameday or Season Ability from any member of your staff. At the start of each week, your loadout will be automatically filled with suggested abilities based on how your team matches up with that week’s opponent. If you have a strong run game, you’ll likely see more run-based abilities recommended to help take advantage. If your defense has weak spots and you're up against someone like Patrick Mahomes, you’ll probably see more pass rush and coverage-focused abilities. These suggestions are designed to give you a helpful starting point, but ultimately it's up to you to choose how to prepare. You can adjust your loadout however you like each week. On the right side of the Weekly Strategy screen, you’ll see a matchup panel that breaks down how your team compares to your opponent in various areas, along with the impact your abilities are having. You’ll also find a set of scouting cards that highlight key opposing players, current injuries, individual and position group matchups, and even a breakdown of the opponent’s coaches and their top abilities, giving you insight into how they might gameplan for you. A few additional things to consider when filling out your staff loadout: For the Staff and Playsheet Loadouts, you can use any ability from your Head Coach, Offensive or Defensive Coordinators. The Upgrade, KO and Mastery goals mentioned above will only be active if an ability is equipped in the loadout for that week. While gameday abilities can be used interchangeably week-to-week, season abilities will differ and be unique in that they must be used for a certain period of time. When equipping a season ability, that ability and its effects will become locked into your loadout for a certain period of time upon the completion of Weekly Strategy. This creates an additional layer of strategy based on your team makeup, upcoming schedule and more. If you’re a rebuilding team or headed into an easier stretch of games, you may be able to sacrifice gameday abilities in lieu of trying to get a leg up on the draft via scouting abilities. To avoid potential exploits, some season talents that are scouting and focus player related will not take effect until the weekly following when they are equipped. Coordinators Finally Matter As crucial as head coaches are, their coordinators play an equally vital role in a team’s success. If you’re an offensive-minded coach, your defensive coordinator essentially becomes the head coach of your defense, the reverse is true for defensive specialists. Coaches like Sean McVay, Todd Bowles, and Andy Reid are known for focusing on one side of the ball and leaning heavily on their coordinators to lead the other. That’s exactly what we aimed to reflect when assigning abilities to coordinators. If you’re an offensive guru, your only access to defensive abilities will come from your defensive coordinator, making them a key part of your weekly strategy. You can go all-in on offense and try to win every game in a shootout, but as the saying goes: defense wins championships. A strong defensive coordinator gives you more tools, better options, and greater impact. The same logic applies to defensive masterminds. Offense is still necessary to win games, and a skilled offensive coordinator could be what separates a good season from a deep playoff run. We’ve built teams with this mindset, making coordinators more important than ever. You’ll see a variety of coordinators, some experienced veterans with more and higher-tier abilities, and others who are younger with fewer, lower-tier abilities that improve as they develop. As a head coach, you’ll need to think strategically about how to use your coordinators to cover your own weaknesses and balance your team. Just like head coaches, coordinators have their own set of in-game goals that reward Coach XP when completed. Their abilities can progress, regress, and even be mastered, adding another layer to your team's growth and success. Playsheets Playsheets have been mentioned a few times already here and you’re probably asking yourself: what exactly is a Playsheet?! Think of Playsheets as mini playbooks you can bring into a game to expand your base offensive or defensive playbook. From the emergence of the Wildcat in 2008 to Andy Reid breaking out Rose Bowl Right Parade in Super Bowl 54, for years we’ve seen NFL Coaches bring unique concepts to gameday. That was a huge inspiration behind this feature. Playsheets are treated just like gameday and season abilities in that they will also have four tiers. The first tier simply unlocks the playsheet while all subsequent tiers provide attribute boosts to your players while running those plays in-game. Playsheets also follow the same progression model that coach abilities do. Each playsheet tier will have an Upgrade and Knockout condition that controls how it progresses or regresses. Playsheet abilities can also be mastered. Here are a few examples of some Playsheets you can utilize in Madden NFL 26: West Coast Playsheet Based on the classic scheme that rose to prominence in the 1980s, the West Coast playsheet focuses on ball control, rhythm and high-percentage passing concepts and features a myriad of runs and passes from Near and Far formations. Tier II - +3 Pass Block, Pass Block Power and Pass Block Finesse for all offensive linemen when running playsheet plays. TIer III - +3 Short Route Running and Catch in Traffic for all Wide Receivers and Tight Ends when running playsheet plays Tier IV - +5 Short Accuracy for all Quarterbacks when running playsheet plays Coaches with this Playsheet: Andy Reid, Kyle Shanahan, Jim Harbaugh and Matt LaFleur Wide Empty Playsheet Utilizing five wide receivers and every inch of the field, the Wide Empty playsheet will spread the defense out to the max, stressing defensive backs and forcing them to cover every blade of grass. Tier II - +3 Short Route Running and Medium Route Running for all receivers when running playsheet plays. TIer III - +3 Catching and Catch in Traffic for all receivers when running playsheet plays Tier IV - +3 Medium Accuracy for all quarterbacks and +5 Pass Block, Pass Block Finesse and Pass Block Power offensive linemen when running playsheet plays Coaches with this Playsheet: Andy Reid, Jim Harbaugh, Kevin O’Connell and Kellen Moore Run N Shoot Playsheet Another classic scheme popularized in the late 80s and early 90s, the Run N Shoot Playsheet features both the Pistol - Trips Open and Singleback - Spread formations. Nicknamed “The Lonesome Polecat” this playsheet focuses heavily on spreading defenses out using a halfback and four wide receivers. Tier II - +3 Pass Block and Run Block for all offensive linemen when running playsheet plays. TIer III - +3 Short Route Running and Catch in Traffic for all Wide Receivers and Tight Ends when running playsheet plays Tier IV - +3 Short Accuracy for all Quarterbacks when running playsheet plays Coaches with this Playsheet: Sean McVay, Shane Steichen, Brian Callahan and Kellen Moore Heavy Sets Playsheet Tip the scales with the Heavy Sets playsheet. A run-heavy set of plays out of formations like the Split T, Shotgun - Heavy, Maryland I and the Power I. If you’re looking to pound the rock and grind teams out, this is the playsheet for you. Tier II - +3 Carry and Break Tackle for all Running Backs (HB/FB) when running playsheet plays. TIer III - +3 Run Block, Run Block Finesse and Run Block Power for Tight Ends when running playsheet plays Tier IV - +7 Run Block, Run Block Finesse and Run Block Power for all offensive linemen when running playsheet plays Coaches with this Playsheet: Dan Campbell, Jim Harbaugh, Nick Sirianni and Kevin Stefanski As mentioned earlier, just like you have a Staff Loadout to set each week, you’ll also have a Playsheet Loadout to configure. The Playsheet Loadout includes four slots, and the number of available slots depends on your Coach Level. The playsheets you equip here will carry into the game and work alongside your base offensive and defensive playbooks. During the game, your selected playsheet formations and plays will be smoothly integrated into the playcalling menu. You’ll also see a dedicated Playsheets tab within that menu. This tab will show all the specific playsheets you brought into the game, allowing you to quickly access any of your playsheet plays, organized by their playsheet. Additionally, you’ll be able to view the active playsheet tiers, along with a full statistical breakdown showing how well each playsheet play has performed in actual gameplay. Managing Your Staff From the Coach Central hub (more on that soon), you’ll get a full view of what each staff member brings to your team. Track their Goals to level them up, or view their Abilities to see how they can impact your team on gameday. You can also spend Staff Points to unlock abilities earlier, allowing you to shape your staff to fit your exact strategy. If your current staff doesn’t match your vision for the franchise, you can head into the Coach Carousel to find someone who does. At certain times during the season, you’ll also be able to fire your staff and browse available replacements. . To help guide those decisions, a new metric called Job Security has been added for all coordinators. This value updates based on how your team is performing and whether the offense or defense is trending up or down. A higher value means more stability, while lower values suggest you might want to consider a change at the next opportunity. It’s not just you making these moves, CPU teams will be using the same mechanics to build their own NFL dynasties. Everything described here is part of their decision-making too. That means your top coordinators might be hired away for head coaching jobs. Nothing’s guaranteed. The CPU is playing by the same rules, using the same data, and chasing the same goal: building a winner. Coach Central + Approval Rating With so much new content for staff, it needed a new home. Coach Central is the hub for your entire coaching team and their abilities, playsheets, and progression. From the Overview Tab, you’ll get a quick snapshot of your coach and staff. You can check their unlocked abilities, edit your custom coach, and view both your coordinators’ Job Securities and your own Approval Rating (a new way to track how you're performing as a head coach). Strong relationships are essential to being a leader in the NFL. Your Approval Rating reflects how well you manage key groups: the GM, Coaching Staff, Players, Fans, and the Media. Each week, their opinions shift based on how your team performs. If you’re winning, your rating goes up. If things go poorly, expect it to drop. This system gives you a real-time view of where you stand as head coach. At the end of each season, coaches are judged based on their Approval Rating. The same rules apply to both user and CPU coaches. If your rating is too low and your support is weak, you might find yourself out of a job. If you do hang on, your Approval Rating carries into future seasons. A rough year can put you on the hot seat, forcing you to bounce back and rebuild trust with those key groups the following season. In the Abilities and Playsheets tabs, you’ll find everything available to you and your staff. Unlocked items are organized into categories: Offensive, Defensive, and for abilities specifically, Progression, Staff Building, and Scouting. You’ll be able to see which abilities and playsheets you’ve unlocked, what tier they’re at, and your current progress toward their upgrade or downgrade goals. You can also use Staff Points to skip upgrade goals. Keep in mind, Mastery Goals can’t be bypassed, those still require success on the field. The Upcoming and Locked sections show abilities and playsheets you don’t own yet. You can still preview and purchase them with staff points. Upcoming abilities are part of a staff member’s unlock path, meaning they’ll earn them as they level up. Locked abilities, on the other hand, won’t unlock naturally. If you want early access to an upcoming ability or want to give your coach or coordinator more variety, you can spend staff points to unlock it and make your staff more unique. Lastly, the Goals tab shows how to earn the XP and staff points needed to grow your coaching staff. In-Game and Seasonal Goals provide short-term and long-term targets to hit. If you’re a head coach, there’s also a Narrative Goals tab that tracks the promises you’ve made in your Coach Storylines. These affect your Approval Rating and play a role in shaping your coach’s personal storyline. Coach Storylines Your story begins on day one. As a new coach, your journey kicks off with an opening interview, giving you the chance to shape your first chapter. This is where you set the tone, defining who you are and how you plan to leave your mark. From there, your story unfolds. The impact of your Staff, their Abilities, and how different groups view your performance all play a role in your path forward. For instance, Coordinators may approach you with their Gameday Strategy. If you dismiss their input or make poor choices, their trust in your leadership may decline. But if things go well, they can earn XP, and even unlock or upgrade their abilities. When things are going your way, morale stays high and the experience is positive. But if support starts to fade, the tone shifts. Players might hold meetings without involving you and the Media won’t hold back. Player Traits Facing off against an AI QB in Madden NFL 26 is going to feel different than it has in the past. The gameplay team has completely reengineered how AI players behave on the field by introducing a brand-new system of player traits. At launch, Madden NFL 26 will debut 50 unique player traits, designed to capture the decision-making logic behind CPU-controlled athletes. These traits don’t affect gameplay outcomes directly. Instead, they shape how individual AI players respond to game situations, helping them feel more distinct and true-to-life in their play styles. Each trait is rooted in authentic NFL data to ensure authentic behavior you see every week in the NFL. For instance, Josh Allen is assigned the ‘Run Over’ trait, making him more inclined to power through tackles instead of sliding or stepping out of bounds while scrambling. This is backed by the fact that over the past two seasons, Allen has led the league with 54% of his scrambles resulting in 3+ yards after contact. When we generate Draft Prospects, they’ll all have these new traits, too! While the spotlight this year is on quarterbacks, the trait system applies across all positions and will continue to grow beyond launch. This new traits framework adds depth and personality to every player, helping bridge the gap between CPU and human competition. Whether you’re going head-to-head with an AI QB or building your gameplan around your opponent’s most dangerous player this week, the system ensures every player plays like you’d expect them to. Opposing Coach DNA and Real Time Coaching AI One of the most exciting ways we’re bringing the personality and style of the NFL to life in Franchise Mode is through the introduction of Coach DNA. This feature captures the distinct strategies and behaviors of every NFL head coach, making each matchup feel more authentic and unpredictable. Gone are the days of exploiting repetitive CPU playcalling — now, success demands real preparation, adaptation, and a deep understanding of your opponent’s coaching philosophy. At the heart of this innovation is Data-Driven Coaching, a powerful new system built directly from nearly a decade of real NFL data. We've trained a machine learning model on years of playcalling tendencies across the league, giving rise to a predictive engine that mirrors how actual coaches make decisions in the heat of the moment. It allows you to step into a true-to-life simulation and wonder: What play would Andy Reid call here? How would Dan Campbell handle this fourth down? Madden now answers those questions with strategic depth. This model powers not only the AI’s in-game decisions but also the revamped Coach Suggestions system. It dynamically adjusts recommendations based on contextual factors like down and distance, score, time remaining, field position, personnel on the field, timeouts, and even weather conditions. Each CPU-controlled team now calls plays with a personality that reflects its real-life counterpart. You’ll notice the Lions under Dan Campbell playing aggressively and taking fourth-down risks, while the Eagles under Nick Sirianni lean into RPOs and zone reads to complement Jalen Hurts’ strengths. Even your own playcalling experience will reflect this evolution. When browsing the Coach Suggestions, you’ll be shown what the real-life head coach would likely call in that same situation — giving you a chance to test your instincts against theirs and sharpen your strategic edge. Real-Time Coaching AI (RTC) also significantly advances Madden 26’s schematic depth by providing players with an authentic NFL strategic experience that dynamically evolves throughout each game. Defenses can now disguise their intentions through delayed safety rotations, pre-play defensive front adjustments, and precisely timed blitz packages. This evolution forces players to carefully read and react post-snap. Detailed NFL Coach Archetypes further amplify this realism, closely mirroring the strategic philosophies of actual NFL defensive coordinators. Teams like the Vikings and Chiefs aggressively pressure quarterbacks through blitz-heavy schemes and disruptive pass-rushing techniques. Other teams like to disguise coverages, like the Eagles that primarily play defense from a two-high coverage shell, or the Steelers that operate from a one-high look. AI-controlled teams will be utilizing diverse personnel groupings, blitz adjustments and disguises to create confusion at the line of scrimmage. With the dynamic nature of the RTC system, every game you play should feel more rewarding and strategic, while displaying the signature identity of the team you’re playing against every week. Wear and Tear System Madden NFL 26 adds a new feature called Wear and Tear—a system that tracks every hit a player takes in a game and accumulates those impacts across the season. It’s designed to reflect real-life player health, forcing you to manage workloads realistically. Relying too heavily on a few players—like giving Derrick Henry 40 carries or running Lamar Jackson 30 times—will carry consequences. Inspired by ideas from the College Football team, Wear and Tear launches with Dynamic Subs, letting you make on-the-fly substitutions during preplay, and full slider customization for Franchise mode. After each game, players recover some health, but not always fully—especially if they accumulated a lot of Wear and Tear in last week’s game. Early in the season, this might not be noticeable. But as the season goes on, Wear and Tear builds up, making player management more important if you want a healthy squad for the playoffs. Don’t expect to win back-to-back Super Bowls with Saquon Barkley at 60% health. Spread the touches during the season to keep stars fresh and help backups develop. In the past, injuries also came with a fixed number of weeks for recovery. That’s gone. Now, when a player gets injured, you’ll see a range of weeks instead of a set duration. This change adds suspense and forces you to make more thoughtful decisions as the season unfolds. Longer injuries will show broader recovery windows at first, but as time passes, that range becomes more precise. This mirrors how real-life recovery works and adds another layer of realism to your Franchise experience. The system keeps you engaged all season long, helping you plan better as you gain clearer information week by week. Dynamic Injury Status Injuries also now behave more realistically, with statuses that evolve over time based on various factors. A player’s condition might improve—or get worse—week to week. This change builds on the existing Weekly Strategy and Training system, adding a new layer of unpredictability to player availability. Wear and Tear directly affects our new weekly player statuses —Out, Doubtful, or Questionable. Before simulating training for the week, you’ll see each player’s current status. Players who are Questionable or Doubtful have a chance of being ruled ‘OUT’ after training if you don’t let them rest. Now you can rest players individually instead of only adjusting training by position group. This allows more strategic decisions—whether to sit a star or keep them in full pads. After training, you’ll immediately see updated statuses and XP gains. You’ll also see a player’s status update and you’ll get the final word on whether they can go this week or not. Trainer Role & Abilities Don’t worry—we’re giving you more tools and support to help manage Wear and Tear. Your Trainer plays a key role in keeping your team healthy through Trainer Abilities. These abilities can boost how much players recover each week, lower the chance of in-game injuries, and improve the odds that injured players will be cleared to play. Just like Coach Abilities, you’ll choose which trainer abilities to activate each week in Weekly Strategy. Whether it’s during practice or on game day, your trainer helps you make smarter choices to protect your roster. You’ll now have more control than ever over player health. Decisions like how hard you train and when to give players rest days will have lasting effects. Having the right Trainer on staff can be the difference between a healthy lineup or a team battling injuries all season long. A New Layer of Realism Our new Wear and Tear injury and health management system adds real consequences to every decision, bringing more realism, immersion, and depth to Franchise mode. Every game, practice, and rest day counts—and the choices you make will impact not just your season, but your entire organization for years to come. Broadcast Packages We’re thrilled to finally give our players the experience of three primetime broadcast packages in addition to our new Madden package. Each of the primetime packages is composed of premium assets with a different look, sound, and feel for Thursday, Sunday, and Monday night games. The inclusion of four different broadcast packages is beneficial for the variety of sights and sounds you’ll see and hear as you play from season to season. For example, you’ll immediately notice the score bug as one of many visual elements with a distinct look for each package. We’ve also included custom broadcast graphics for pregames, drive starters, and touchdowns. There’s also package-specific wipes for players and teams. One of our favorite things we created for each broadcast package is an NFL bumper that precedes a game. The stunning visuals and authentic music are complemented by the Super Bowl’s annual PA announcer, Al Roach. When you hear Al say, “EA SPORTS welcomes you to the following presentation of the National Football League,” you know it’s almost gametime! Last year, we introduced 3 commentary teams. This year, we assigned each one to a primetime package: Thursday Night = Brandon Gaudin and Charles Davis Sunday Night = Mike Tirico and Greg Olsen Monday Night = Kate Scott and Brock Huard As you make your way through a season, what you hear about a QB taking the field from Greg Olsen’s perspective will be different from the games assigned to Brock Huard or Charles Davis. For non-primetime games, the commentary team will be chosen at random. One of the most memorable and distinct elements of our primetime packages are the theme songs. We composed a specific version for each one of them. Our custom audio elements are also delivered in the details, like the specific sound designs you’ll hear for the various banners and wipes. Halftime Report The wait for highlights from other games… It’s almost over! You’ll see highlights from across the league in the Halftime Report, bringing the world around you to life in Franchise mode. It doesn’t end with CPU highlights. For the first time in any NFL video game, you’ll also see your friends’ highlights appear at halftime in a multi-user online league. When a friend’s highlight is chosen for the show, their customized Player Card will appear on-screen. If it’s a highlight from a game with two other players in your online league, you’ll see each of their player cards. One of the most exciting elements of our Halftime Report is the host, Scott Hanson. Who could be better to speak about games around the league than the beloved host?! Scott’s energy and enthusiasm for football elevate the experience as he brings context to matchups throughout the season. A personal favorite is when he calls out National Tight Ends Day in Week 8 when a touchdown is scored by , you guessed it, a tight end. Additionally, our broadcast package theme songs serve as the foundation throughout the halftime show, giving the experience an epic feel. Weekly Recap We extended our ability to show CPU highlights in the Halftime Report to our Weekly Recap. This new feature is available on-demand in the Franchise hub as a way to experience highlights from across the league. Just like the Halftime Report, the Weekly Recap will also include highlights from other players in your multi-user online league. You’ll also get to see your own highlights as well. It’s our way of bringing sights to the stats. Scott Hanson also hosts the Weekly Recap, sharing insights from matchups across the league. Early in the season, you’ll hear details mentioned such as a first-year head coach notching the first win of his NFL career. Midway through a season, Scott will call out the teams that are extending win streaks, identify the squads trying to bounce back, and call attention to the matchups with playoff implications. As the calendar reaches December, you’ll hear about the teams clinching spots in the postseason and the others already looking ahead to next year. You’ll see the Weekly Recap become available in the Franchise hub after you complete your first game of the regular season. Football Weather In Franchise mode, we’ve fine-tuned the weather in every city, from Buffalo to Miami to Seattle, so you’ll experience the kinds of conditions you’d expect in real life. Whether it’s a sunny day in LA or a snowstorm in Green Bay, the weather will feel authentic to each location. We’ve reworked everything from average temperatures to precipitation rates. If you’re heading to Buffalo in January, it’ll feel just as tough as it does in real life. This year, weather isn’t just a visual feature, it’s deeply woven into gameplay. We’ve completely overhauled how the weather looks and how it plays. Every existing weather condition has been enhanced, and we’ve added brand-new dynamic environments like heavy snow with fog or intense rain with fog. When the weather shifts, your strategy needs to as well. Dense fog will reduce visibility, making it tougher to read the field and execute passes—just like it would challenge a real NFL quarterback. Slippery conditions impact every player: receivers might stumble off the line, linemen and defenders can lose footing during explosive moves, and quick cuts might not land cleanly. All of this is tied directly to a player’s Change of Direction (COD) rating and the strength of the precipitation. Weather isn’t just a backdrop, it’s a game changer. Prepare for an experience that will test your skills and ability to adapt your strategy to conquer the unpredictable elements. Rain, snow, and wind will test your skills like never before. Watch as Speed (SPD), Acceleration (ACC), and Change of Direction (COD) are put to the test, just like real-life athletes facing tough weather. Kicking and throwing become high-stakes, with power and accuracy potentially compromised by the conditions.. You'll witness more dramatic moments when catching or running the ball including fumbles, broken tackles, and sliding hits—all influenced by player ratings and how well a team can adapt to that kind of climate. Get ready for some wild and unpredictable action! That’s right, climate familiarity now plays a role. Teams used to cold weather such as Buffalo, Chicago, Green Bay, Cleveland, and Philadelphia will perform better in the snow, experiencing fewer penalties to movement and traction. In contrast, warm-weather teams like Miami, Jacksonville, Los Angeles, and San Francisco will have a tougher time in icy conditions. But when it’s scorching hot, those same cold-weather teams will fatigue more quickly, while heat-acclimated squads maintain their stamina longer. All of this is powered by a major upgrade to our weather simulation engine. Precipitation is now dynamic and can vary throughout the game. Wind patterns behave more realistically, adding another layer of depth to your kicking and passing decisions. Every game with weather will feel different, with its own unique challenges. Core Improvements Improved Draft Logic Let’s dive into the updates we’ve made to Draft Logic. This year, we spent a lot of time analyzing real NFL Draft trends from the past two years. Our goal was to identify patterns we could replicate to make the draft in Madden feel more realistic than ever. One of the biggest trends we noticed is how much NFL teams are investing in the trenches, especially on the interior defensive line. You’ll see more offensive and defensive linemen being drafted across the board, just like we’ve seen in recent real-life drafts. Another clear pattern was how some teams chose to double down at certain positions. Instead of just taking one cornerback or wide receiver, they would draft multiple players at the same spot. It’s a strategic move to increase the odds of landing a true difference-maker and now, that logic is reflected in Franchise. Teams that need a CB or WR won’t hesitate to grab two or three if they’re looking to build depth and find a star. Obviously we don’t want teams to do this with positions like QB but for positions where they need a lot of depth to handle wear and tear, they can and will take multiple players at the same position. We also saw a shift in how teams are valuing running backs. After years of avoiding them in the early rounds, the last couple of drafts have shown a renewed appreciation for the position. In Madden, you’ll now see teams more willing to take a running back earlier than they did in Madden 25. It’s a subtle but important change that better reflects today’s NFL. Beyond that, we’ve adjusted the value of other key positions as well. From Sam and Will linebackers to safeties, cornerbacks, and edge rushers—we’ve tuned their importance in the draft process to better mirror how modern NFL teams build their rosters. Overall, these updates bring a deeper layer of realism and strategy to the draft. You’ll notice smarter decisions, better roster building, and more authentic team behavior throughout Franchise mode. New Draft Prospect Generators One of the biggest improvements we’ve made to the Draft Prospect Generators this year is the way we’ve assigned traits to new players. Every draft prospect now comes with carefully selected traits, making each one feel truly unique. This adds more variety and personality to the rookies you draft, and we can’t wait to see how they perform on the field in your franchise. We also know how much our fans look forward to the unique draft generators each year—so for Madden NFL 26, we’ve added even more. Without giving too much away, you’ll notice new types of players entering the draft pool. That includes exciting gadget players, dedicated long snappers, specialized SAM and WILL linebackers, and some rare, one-of-a-kind tight ends, running backs and safeties that are sure to stand out. And that’s not all—we’ve added other rare and unique player types too, but we’ll leave those for you to discover. Let us know when you start spotting these new hidden gems—we’re looking forward to seeing who becomes your next franchise star. Retirement Logic First, we wanted to prevent star players—like Derrick Henry—from retiring too early. In past versions, players like him could walk away after just one season, even if they were still performing at a high level in their early 30s. That didn’t feel right. In reality, Henry just signed a new deal with the Ravens and clearly isn’t slowing down anytime soon. Second, we found that the old retirement system put too much emphasis on a player’s percentile ranking at their position, rather than their actual overall rating. That led to some really good players being forced into retirement too early just because they weren’t in the absolute top tier at their position. We’ve adjusted this so that high-performing veterans have a better shot at sticking around if they’re still producing on the field. And finally, we noticed a rare edge case where a very small percentage of players could slip through the cracks of our retirement logic. These players could stick around longer than intended, even if they were past typical retirement age or no longer playing at a high level. This happened because the logic allowed them to bypass the normal retirement checks based on a combination of age and percentile standing. With these updates, retirement decisions in Madden NFL 26 will feel more realistic, better reflect real-world player careers, and keep your Franchise experience grounded in authentic NFL logic season after season. Progression and Regression Logic Player Regression now follows real-life aging curves more closely, with decline rates based on actual NFL data by position. For example, wide receivers will now stay in their prime longer than running backs—just like in real life. The timing of decline now better matches how different positions age over time in the NFL. One big change is to development trait regression. In the past, a player could drop multiple tiers in one offseason—like falling from X-Factor all the way to Normal (Bronze). That won’t happen anymore. Now, players can only drop one tier per season, making regression feel more natural and realistic. We’ve also removed the random element that previously influenced development trait changes. Before, some trait regression was based on chance in order to keep the distribution balanced. Going forward, it’s all about performance. A player’s development trait will now be determined by how they compare statistically to others at their position. To support this new performance-based system, we’ve raised the standards for keeping a development trait. Players must hit higher statistical benchmarks within their position group to maintain their current tier. This rewards consistent on-field success and helps prevent traits from sticking without merit. We’ve also updated how ability progression buckets work, making player archetypes feel more distinct. When you spend skill points, the attribute boosts now better match your chosen archetype. For example, upgrading a Scrambler QB will boost different stats than upgrading a Field General. This strengthens each archetype’s unique identity and play style. Game and Season Simulation Stats One of the biggest pieces of feedback we’ve heard from you is that franchise simulation stats are too closely tied to team playbooks. We’re always focused on making the simulation stats reflect real-life NFL seasons and that includes addressing your feedback within our sim system. This year, we have reduced the overall impact of playbooks within the sim engine and we’re confident that sim stats for Madden NFL 26 will be better than ever before. We said it earlier, but our team is full of longtime Franchise mode fans - we understand how important it is that our engine is delivering exciting, but realistic results in every Franchise. Keep sharing your feedback on this one, we read it all! We thought it would be interesting to “pop the hood” to walk those of you who are interested in learning more about our sim engine and talk shop on how we have approached it this year. Our sim engine is very robust and calculates a ton of factors on a per play basis. We track where each player lines up, which routes receivers are running, who the primary receiver is, who’s covering each receiver in man or zone as each play unfolds, and much more. Since our sim engine is this detailed, even a small change in how we tune stats can have a big ripple effect. One minor tweak can suddenly lead to strange results, like tight ends only catching 20 passes in an entire season - so tweaking a system like this always comes with great care. One area we have been looking at is how the game decides which receiver a quarterback targets on a pass play. That decision depends on many factors, as listed above, including who’s covering the receiver and how skilled that defender is. For example, if the playbook makes Travis Kelce the primary receiver on a given play, and he has a favorable matchup against the defender covering him, the QB is more likely to throw to him. This makes sense on the surface, but it can lead to overly-repetitive or unrealistic stat outcomes. It also results in the Chiefs always favoring tight ends on pass plays even after Kelce has retired in your Franchise. We found that playbook logic was playing too large of a role in the sim calculation, so we took a different approach. We started to experiment with shifting the logic to rely more on matchups and less on playbook assignments. However, when we completely remove the primary receiver factor from the playbook data, the results become too extreme. For instance, Ja'Marr Chase might end up with 250 catches and 35 touchdowns in a single season, while another top-tier tight end like Brock Bowers might barely register in the stat sheet. In those cases, QBs like Joe Burrow throw 60 touchdowns just by repeatedly targeting Chase and Tee Higgins every play. That’s not the experience we want to deliver and doesn’t align with our design goals. On the other hand, when we reduce the influence of playbooks rather than removing it entirely, we are seeing much more realistic results. The sim stats stay within an acceptable range, and while there are still occasional outliers (like a star QB finishing with 40 TDs and only 2-3 INTs), those moments are rare, leaving them to be more memorable. We’re constantly experimenting in the backend of our engine to refine and improve it. We’re seeing clear improvements when focusing more on matchups and are fully committed to always improving this system with your feedback. Morale Changes Now, younger players or those with lower overall ratings will see bigger morale boosts after a breakout game. This change is meant to reward under-the-radar players who get a chance to step up—often because a regular starter is sidelined with Wear and Tear. If they perform well, their morale goes up, giving them a better chance to stay hot the following week. It’s designed to support long-term progression and keep players motivated, even if they’re on a losing team. They can still stand out, even when the wins aren’t coming. This also benefits players battling to hold onto a starting job. A boost in Player Morale could mean a small ratings increase, which might give them an edge over a backup with a similar overall rating. Think about the Saints QB situation this year. If someone steps up and performs, they deserve a reward—and we’ll do that by raising their morale. We saw this play out during a Franchise playthrough with the Steelers. Rookie Kaleb Johnson started after Jaylen Warren went down for two weeks. Johnson rushed for 130 yards and scored twice in his debut. That gave him a solid morale boost. The next week, he followed it up with 115 yards and got another bump. Thanks to that momentum, he progressed faster, and when Warren returned, Johnson kept the job—not just because of performance, but because his overall rating had climbed slightly higher. Revamped Player Tags Logic The QB of the Future tag has new logic that only assigns this tag to players you’d expect would receive it in real life. In Madden 25, you’d see any young QB get assigned that tag, regardless of their overall rating. Since this has an impact on starters in the depth chart and progression, we want to be careful that we’re applying this to the right players. The Day 1 Starter tag has new logic that only assigns this tag to players who are drafted in the first couple of rounds during that year’s Draft AND have an overall rating that is expected of someone who should start. Again, in the past, we’d assign this tag to players who were a 60 overall rating, and that didn’t help that player or their team much. The Future Starter tag is now applied to non-QBs who have been in the league 4 years or less, are not currently starting for their team but were drafted in the 1st or 2nd round and have an overall rating that projects to being able to start for their team in the near future. The Mentor tag has new logic that only assigns this tag to older players who have the ‘Leader’ personality type. The Trade Target tag has new logic, too. Let's talk about veteran Trade Target players first. The logic now looks at how a player’s team is performing and whether that team is in rebuilding mode or not. If it makes sense for teams like that to move a veteran for a draft pick or two, they will assign this tag to the player and place the player on the trade block. We’ve seen some really interesting trades around the trade deadline between teams that are out of playoff contention and teams trying to find that one missing piece to make a playoff run. For younger players, the Trade Target tag is applied very rarely now and only really for players who are buried on the depth chart on winning teams. They may not be good enough to start for their team and aren’t players that their team wants to build around. In that case, those players will receive the Trade Target tag and will be placed on the trade block in the hopes that another team in a rebuilding phase will have a spot that will give them a chance to get on the field. The Bridge Player tag is now applied to non-QB starters with an overall rating less than 80, who are also at least 27 years old. That type of player in the NFL can and will be replaced by a younger, less expensive option in future drafts, so we want the team to take that account when tagging players who fit this criteria. The Bridge QB tag was also applied too much in the past so this year, we’re tuned the logic to be more focused. In order to have the Bridge QB tag applied, a player has to be a starter, has to have been in the league for 4 years or more and has to be one of the bottom 10 starting QBs in the league in terms of their overall rating. News Stories Last year, we introduced the Top Stories area of Franchise Central, which brought the stories that mattered to your attention as soon as you completed a game, advanced the week or loaded your franchise. We’re continuing to add more stories to that area of Franchise Central and our focus is on making those stories visual and interesting each week. One of our favorite new stories is the Weather Forecast Top Story. You’ll now be alerted entering the week whether there is rain, snow, heavy rain or heavy snow in the forecast for the week. You’ll also see forecasts for other games around the league. If you’re coaching the 49ers, but there’s snow in the forecast for the Buffalo/Miami game this week, you’ll know about it. We’ve also given Draft Prospect Top Stories a major upgrade. Now, throughout the season, you’ll see stories clearly labeled as Draft Preview, Combine Report, and more. No more confusing or cryptic social media-style posts that mention a random kick returner—you won’t be left wondering what team they’re on or if they’re even a Draft Prospect. From now on, it’ll be obvious which stories are focused on Draft Scouting. Even better, you’ll actually understand what each story is communicating. These updates are tied directly to Draft Prospect projection changes, so you can track how players in your league rise or fall throughout the season. We couldn’t be more excited for you to get your hands on everything we’ve added to Franchise Mode this year. This has been a true labor of love for our development team, who are die-hard Franchise players themselves. From the reimagined coaching abilities metagame and deep coach personalization, to enhanced weekly strategy, weather impact, revamped AI, and the most immersive game planning tools we’ve ever built, this is Franchise Mode’s biggest leap forward in over a decade. We can’t wait to see the incredible stories you’ll create and we’ll be right there with you continuing to listen, learn, and push the mode forward in the seasons to come. Thank you for your continuous feedback and support, see you on the sticks! [Source]379Views0likes0CommentsMadden NFL 26 - Presentation + Authenticity Deep Dive
Welcome back, Madden players! Thanks for checking in to Gridiron Notes, your home for all news and updates for Madden NFL 26 straight from the development team. Are you here after checking out the Franchise Mode Deep Dive? If not, make sure you check that out after reading here! We’re proud of the strides we’ve made in immersion, presentation and authenticity this year in Madden NFL 26 and can’t wait for you to jump on the sticks! Let’s dive in. Gameday Experience What you witness at NFL games is orchestrated by the talented gameday operations staff of every team across the league. In Madden NFL 26, we collaborated with those groups at every NFL franchise to deliver updates to: Field Art Mascots Stadium Motion Graphics Stadium Sounds Uniforms Field Art So, what does this coordination with NFL teams actually mean? How will it impact your game of Madden? For starters, you’ll get real world recreations of the different field art that appears when alternate uniforms are worn at home. If the Buccaneers are rocking the creamsicles at home, the field art at Raymond James will be, too. The differences on the field can be seen in the midfield logo, end zones, edge walls, and typography. You’ll see whiteouts in Cincinnati and Minnesota, as well as blackouts for the Eagles, Jets, Panthers, and Ravens. Equipping classic uniforms will result in retro field art being shown in Atlanta, Denver, Miami, New England, Philadelphia, Seattle, and Tampa Bay. And then there’s the Texans! They’ve got annual events with specific looks to celebrate Battle Red Day, Reppin’ H Town, and their White Out. There are plenty of other combinations of alternate uniforms and field art to be discovered in Madden NFL 26 and we’re excited to hear about your favorites! Mascots For the reintroduction of mascots to Madden, we committed to delivering the best possible recreations. This started with full scans. We scanned mascots at events such as the Pro Bowl. Some teams even sent us their only full costume so that we could scan it at Madden’s Orlando headquarters! You’ll see mascots throughout a matchup in pregame runouts, during gameplay on the sidelines, and reacting between plays. These are the 18 mascots available at launch: 49ers - Sourdough Sam Bears - Staley Da Bear Bengals - Who Dey Bills - Billy Buffalo Broncos - Miles Buccaneers - Captain Fear Cardinals - Big Red Chiefs - K.C. Wolf Commanders - Major Tuddy Cowboys - Rowdy Dolphins - T.D. Eagles - Swoop Falcons - Freddie Falcon Jaguars - Jaxson De Ville Lions - Roary Rams - Rampage Ravens - Poe Texans - Toro We plan to include additional mascots in an upcoming title update. And as a little bit of sports trivia, here’s a list of NFL teams that don’t have official in-stadium mascots (Chargers, Jets, Giants, Packers, and Raiders). Stadium Motion Graphics Another unique characteristic of NFL stadiums are the motion graphics that appear on the scoreboards and ribbon boards. As of this writing, we have authentic motion graphics for 26 teams: 49ers Bears Bengals Bills Broncos Buccaneers Cardinals Chargers Colts Commanders Dolphins Eagles Falcons Jaguars Lions Packers Panthers Patriots Rams Ravens Saints Seahawks Steelers Texans Titans Vikings Similar to mascots, we plan to add more team-specific motion graphics in an upcoming title update. Stadium Sounds Close your eyes, and put yourself in your favorite team’s stadium. It’s kickoff on opening day. What do you hear? Sound is a crucial element to sports immersion. Our collaboration with NFL teams gives us access to the specific sound effects used at home games! For example, Minnesota has two types of Gjallarhorn sounds for specific game events. When the Vikings get a 1st down, they use a high-pitched version of the horn sound. When they’re on defense for a third down, you’ll hear the lower-pitched and more menacing version. Coordinating with NFL teams also gave us an opportunity to identify and disable the SFX that are now outdated (goodbye electric zap sound for the Chargers!). We also leveraged our partnerships with NFL Films and ESPN to continue building our library of crowd chants and reactions. Whether it’s the “Who Dey” chant in Cincinnati or the “Who Dat” chant in New Orleans, you’re hearing authentic recordings with tens of thousands of fans. Equipment Equipment. Swag. Drip. Whatever you prefer to call it, we’re all about it, but we’ll start with our refactored uniform content. Uniforms have been completely redone via compositor. You might want to head into instant replay in Madden NFL 26 and take a look at the much more realistic, animating wrinkles and jersey twisting. You’ll also see a much tighter, and more realistic fit for players who wear flak jackets and back plates - those have also been visually redone! Bonus here, our coaches on the sidelines have 3D embroidered team logos on their hats and visors. Small detail? Sure, but that is how authentic Madden NFL 26 is. We even have team logos on thigh pads - and of course, if you have been paying attention, the guardian cap, both sleeved and unsleeved, is in the game. We heard you on being able to easily select a facemask that matches the helmet style, it became a process of “highlight every facemask till the game tells me it fits.” Now, facemasks automatically sort for you based on the helmet you have selected. We also brought in new branded gear like Adidas and Nike cleats, including the Adidas Impact Snakeskin and Nike Edge Pro 360 2. More glove options included Adidas and Under Armour. Oh yeah, Under Armour gear is back! Seven different Under Armour Cleats, including the UA Blur and UA Spotlight Suede… so you can look real nice when celebrating your way into the end zone. We don’t want to spoil everything but that’s not all, make sure to head in and take a look! Team Builder Our team has been hard at work polishing and improving the overall site performance. Team Builder now has a completely new look and the site is 2X faster. Overall render performance is greatly improved, so Team Builder will now work on a wider array of devices and lower end machines. You now have an upload limit of 5 MB per team. This means you can upload as many custom images and textures as you want until you hit the 5 MB limit, increasing your creative power. Setting the Stage When we began the creative process for Madden NFL 26, our goal for creating the gameday experience was driven by this phrase: Every stadium, a stage. Every game, a spectacle. Those words directly led to the creation of “light show” runouts for primetime games with a powerful orchestration of sights and sounds. You got sneak peeks at some of those runouts in the Madden NFL 26 Reveal Trailer with Baltimore, Buffalo, Kansas City, Minnesota, New Orleans, and Philadelphia. Near the start of that reveal trailer, Vikings legend Randy Moss is shown taking part in the Skol chant before he blows the Gjallarhorn at U.S. Bank Stadium. He’s one of a collection of NFL legends returning to their former teams to perform a pregame tradition. Here are some other examples (the rest are being kept as a surprise): Rob Gronkowski ringing the bell in New England as the Keeper of the Light Greg Olsen returning to Carolina to bang the Keep Pounding drum Charles Woodson lighting the Al Davis Memorial Torch in Las Vegas Joe Montana blaring the foghorn in San Francisco Some of the mascots also take part in traditions! For example, Big Red gets things fired up by cranking the Big Red Siren in Arizona. One of the most challenging traditions to pull off was Freddie Falcon doing his spectacular zip line stunt in Atlanta. Hat tip to our animators! Close to home here in Florida (specifically, Tampa Bay) we finally see the cannons firing on the pirate ship in addition to hearing them! Stadium Music We licensed 40+ songs from a variety of genres for stadium music. Some of these songs will be nostalgic for longtime Madden players! Personally, “Take Me Out” by Franz Ferdinand takes us back to Madden 05 with Ray Lewis on the cover. Our stadium songs include: Lil Uzi Vert “Just Wanna Rock” Beastie Boys “Sabotage” Chappel Roan “HOT TO GO!” Flo Rida ft. Kesha “Right Round” Foo Fighters “The Pretender” Metallica “For Whom the Bell Tolls” Last year, we heard your feedback about the stadium songs being Off by default in the soundtrack, and fixed that in a title update. This year, we’re launching with all stadium songs set to On by default. Speaking of settings, we’ve added one to allow you to customize your listening environment. Your options are: Headphones TV Speakers Soundbar Surround Sound Same Field, New Faces The newly-hired coaches will be roaming the sidelines at launch: Ben Johnson Brian Schottenheimer Liam Coen Pete Carroll Mike Vrabel Kellen Moore Aaron Glenn Notable rookies will also strap up their helmets in Madden NFL 26, with more likenesses coming throughout the season! Ashton Jeanty Mason Graham Travis Hunter Jalon Walker Abdul Carter Tetairoa McMillan Kelvin Banks Jr Tyler Warren Tyler Booker Nic Scourton Mykel Williams Cam Ward Luther Burden III Jihaad Campbell Josh Simmons Will Johnson Emeka Egbuka Shemar Stewart Omarion Hampton Jahdae Barron Jaxson Dart Malaki Starks Grey Zabel Matthew Golden (The Other) Gameday Experience If you’ve read our Franchise Deep Dive Gridiron Notes, you know about the primetime broadcast packages coming to Madden NFL 26 for Thursday, Sunday, and Monday night games. Those primetime packages are among the many things we’ve done to expand upon the gameday experience in Madden. Now let’s talk about what we’ve done for the gameday experience of playing Madden. It begins at Press Start, where the actual day of the week determines the song that’s heard. For example, if it’s a Thursday, you’ll hear our theme song for Thursday Night Primetime to set the stage. When you go to Play Now, you’ll see a Team Select screen with a night sky in the background to reinforce the Thursday Night theme for that particular day. When you ready up your team, you’ll hear a sound effect or chant that’s specific to that franchise. For example, choose the Eagles and you might hear a snippet of “Fly, Eagles Fly.” During that Play Now game on a Thursday, you’ll see and hear the custom broadcast package elements that are specific to Thursday Night Primetime. The default setting for Play Now is based on the real world calendar, but you can always choose one of the other broadcast packages. Soundtrack Last year, we were thrilled by the positive reception to our soundtrack. And we’ve got another special collection of tracks for Madden 26. We’re targeting 30+ songs from various genres for the soundtrack. And when you consider the 40+ songs I mentioned earlier for stadium music, that’s at least 70 that’ll be available in our menus. You’ll also find the theme songs that were composed for each primetime broadcast package in the soundtrack as well. Whether it's mascots bringing the sidelines to life, legends returning for pregame traditions, or the thunder of your favorite stadium anthem echoing through your speakers, every stadium is a stage and every game is a spectacle. We can’t wait for you to experience it all when Madden NFL 26 kicks off. See you on the field! MVP Bundle Pre-order* the MVP Bundle by August 14 and receive: Madden NFL 26 Deluxe Edition Madden NFL 26 3 Day Early Access 4600 MUT points Bundle Exclusive MUT Item Early Access Solo Challenges MUT Season 1 Elite Player Item (choice of 1 player item from select list of player items) MUT Cover Athlete Elite Player Item Franchise Coach Ability Points Super Star Legendary XP Boost Player Card Exclusive Item College Football 26 Deluxe Edition EA Sports College Football 26 3 Day Early Access 4600 CUT points Bundle Exclusive CUT Item Early Access Solo Challenges CUT Top Prospect Pack (choice of 1 player item from select list of player items) CUT All Hands Pack (choice of 1 out of 2 items) Dynasty Coach Points Road to Glory Skill Points Deluxe Edition Pre-Order Pre-order* the EA SPORTS™ Madden NFL 26 Deluxe Edition by July 24 and receive: 3 Day Early Access 4600 MUT points Early Access Solo Challenges Limited Time: Season 1 Elite Player Item (choice of 1 player item from select list of player items). Pre Order by July 24th. MUT Cover Athlete Elite Player Item Franchise Coach Ability Points Super Star Legendary XP Boost Player Card Exclusive Item Standard Edition Pre-Order Pre-order* EA SPORTS™ Madden NFL 26 today and receive: MUT Cover Athlete Elite Player Item Franchise Coach Ability Points Super Star Legendary XP Boost [Source] --- Madden NFL 26 launches worldwide on August 14, 2025. Pre-order the Madden NFL 26 Deluxe Edition and play early. Conditions and restrictions apply. See disclaimers for details. Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and the EA Forums.74Views0likes0CommentsMadden NFL 26 - Superstar Deep Dive
Hello Madden players! Welcome back to Gridiron Notes, your home for Madden NFL 26 news and updates. Today’s the day we dive into both College Football 26’s Road to Glory and Madden NFL 26’s Superstar Mode! This year marks the 20th anniversary of Superstar Mode and it’s the fastest-growing mode in Madden over the last two years. We’re excited to bring you a host of information about everything new in the modes, straight from the developers! Superstar Introduction Madden NFL 26 marks the 20th anniversary of Superstar, the first completely player-centric career mode in Madden history. Twenty years ago, experiencing a team sport like football through the lens of an individual player was an entirely new concept, but its inception inspired a new genre of gaming. To celebrate this twenty-year milestone, the dev team is proud to announce the largest and most impactful update in Superstar’s history. Built on some of Madden’s strongest technical systems, we have completely revamped the core experience and created a future of possibilities. Our three new core features are Game Day Beats, Sphere of Influence, and Career Chapters. They all work together to amplify the most authentic and engaging career path Superstar has ever seen. From challenging gameplay modifications on the field, to relationships and consequences off the field, the player journey brings every week of the NFL season to life. For years, our fans have been asking for higher stakes, more consequences, and better agency in the weekly loop. While skill progression will always be a core part of player development, being an NFL Superstar is more than just an OVR number. In Madden NFL 26, we will deliver a more holistic experience that brings out the Superstar in YOU! Let’s break down the three new core features and explain how they all work together to redefine the mode. Career Chapters Missing from previous iterations of Superstar was a sense of where you stood in your journey at any given time. Yeah, you had an OVR, and maybe you were on a Super Bowl winning team, but how close were you to becoming a true NFL Superstar? The path to stardom has many steps, and with the addition of Superstar Career Chapters, you’re tangibly stepping your way up to greatness. You will know WHO you are and WHAT you need to do to reach the next level. Start as a backup and grind your way to full-time starter by impressing your coach. From there it only gets harder as you strive to win over teammates, fans and the media, en route to becoming a bonafide legend. Each Chapter of your career comes with clear goals that must be met to move forward in your journey. But with a path to greatness comes the peril of consequences. If you don’t meet your goals, you can find yourself regressing and losing playing time to a hungrier teammate.. Only through a combination of skill, success, and personal balance can you eventually reach the top. It’s important to know that becoming a Superstar is a balancing act. If you only please your coach, you may never get the love you need from the media to be accepted as a legend. Or if you only please your fans, and disregard your coach, you’ll be a man of the people… seated firmly on the bench. Career Chapters - The Backup Experience The dev team issued a challenge to itself at the beginning of the year; let’s make it FUN to play as a backup. We all know it’s great to be a starter and get all the snaps, but over the years our fans have told us they covet a challenge. Our goal was to capture that sense of challenge in a backup experience that felt interactive, exciting and even dramatic. Luckily, we had great real-life NFL examples, such as “Mr. Irrelevant” Brock Purdy checking in for the injured Jimmy Garoppolo. Or Russell Wilson coming out of nowhere to unseat a highly-paid free agent and shock the depth chart in Seattle. We also imposed a design rule; backups shouldn’t have to play through endless chains of drills week in and week out. We believed the backup experience should have realistic game action intertwined with other meaningful opportunities to earn a look as a starter. This game action could be mop-up duty in a blowout where your coach gives you a couple drives to showcase a specific proficiency. Maybe the starter gets banged up and you get a game or two to show what you’ve got. These organic moments that mirror real-life NFL will bring excitement to the daily grind of earning a starting job. Career Chapters - Getting Benched Another key element missing from previous versions of Superstar was the threat of consequences. No matter how poorly you played, you always trotted out as next week’s starter. While Career Chapters can be a path to stardom, they can also work the other way. Not meeting coach objectives can put you in hot water, leaving you susceptible to depth chart demotion. Benched? Don’t fret. Like Baker Mayfield, Sam Darnold, and Geno Smith, there is a redemption chapter ahead. These chapters allow you to rehabilitate your career and earn favor back with the coaching staff. There is nothing stopping you from earning your spot back and becoming a legend. Career Chapters - Demanding a Trade We’re pleased to announce the addition of another feature our fans have been asking for - Trade Demands! Earn enough influence with your agent, and you will have the option to demand a trade at the end of every season. You’re no longer stuck in a bad situation, just demand a trade and pick the new team you want to go to. Your agent will figure out the rest of the details and get you to your new destination before the next season starts. However, changing teams comes with some consequences. You may have to earn the starting job on your new team, and you will definitely have to build relationships with new teammates all over again. Career Chapters - Progressing Through Chapters Moving through chapters requires you to earn influence with key characters by meeting objectives. This is all managed by the Sphere of Influence feature (more on that in a bit). From the Superstar menu, you can always view your current chapter and the objectives you need to hit to reach the next chapter. Chapter List: High Expectations Move Up the Depth Chart Prove You Belong Next Steps Becoming Team Leader Fan Sensation Superstar Hall of Famer Redemption Chapters: Find Your Footing Earn Your Spot Back A Step Back All Chapter progression has been fully integrated with the next core feature we will be discussing! Sphere of Influence The measure of a Superstar is more than just how they perform on the field. It takes strong relationships and a great support system to become a legend. This year, Superstar Mode introduces Sphere of Influence, a feature that allows you to form relationships both on and off the field. These relationships are unlocked organically, meaning the way you play will dictate who you bond with. This extends to both the choices you make during gameplay and how you spend your free time during the week. Balancing all these relationships is one of the greatest challenges of being a Superstar. You can’t please everyone, so deciding how you build and maintain each relationship will impact your career. As a QB, is it best to quickly maximize the connection with your WR1 while ignoring WR3? Or would you rather let everyone eat from the beginning and bring all your WRs along at the same time? The way to build a relationship with a character is to gain Influence Points with them. These points can be earned by meeting objectives for each character. On the other hand, you can lose Influence Points with a character by doing something they don’t like. A QB not throwing to a star WR is a great example of a way to lose influence quickly. Any time you earn or lose Influence Points, you will see an update either in game or in the Superstar notification system. Some characters don’t have a negative side to their relationship, you can only earn points with them. These tend to be support characters who don’t depend directly on your performance. The Sphere of Influence Hub will showcase your top relationships while also giving you a direct link to everyone you have connected with. You can view the unlockable rewards for each character, and in some cases, the negative impacts of having a poor relationship. Use this screen as a way to keep tabs on all the people in your orbit. Sphere of Influence - Inner Circle Like many of the NFL’s iconic duos, there’s a way to form a lasting relationship that can never be tarnished. When you have maximized an Influence level with a particular character, they are enshrined in your Inner Circle. At this point you can no longer lose Influence Points with them, so you never have to worry about getting on their bad side. Collecting characters in your Inner Circle also provides another advantage. For every character in your Inner Circle, you will be given an Influence modifier to everyone else in your Sphere of Influence. This means you earn Influence Points at a higher overall rate. The more friends you have, the easier it is to earn the trust of new ones. Sphere of Influence - Coach The most important relationship you will have is your head coach. If you want to earn playing time, unlock more of your playbook, or use pre-play commands, you’ll need to have influence with your coach. Hitting weekly objectives and achieving good player grades is the best way to keep your coach happy. But beware, he is also the quickest character to lose confidence in you if things start going south. Hey, the guy has a job to do! Losing influence with him can result in you losing all the privileges he gave you, and it’s also how you can get demoted on the depth chart. Sphere of Influence - Teammates We’re very excited about the living world created by teammate Sphere of Influence. As you play, relationships will react to your playing habits in real time. Are you the type of QB who likes to target your Tight End? You can expect to form a quick bond with him. Maybe you’re a RB who loves running behind the Left Tackle? He will appreciate how you maximize the holes he gives you. Sphere of Influence utilizes gameplay systems to analyze all your actions and assign influence values, both positive and negative, to the teammates around you. Teammate influence unlocks some of the most powerful rewards in all of Superstar. These influence paths grant rating boosts and Abilities to your teammates, giving you a way to improve those around you. Suddenly, it becomes easier for you to make plays when your supporting cast is happy and firing on all cylinders. Sphere of Influence - Other Characters One of our goals in adding Sphere of Influence was to interject some “character” into the mode (pun intended). We are thrilled to introduce characters, based on real-life archetypes, who you would not typically expect to find in Superstar. These characters are scattered about the experience, with some of them even a bit hidden. They all have a reward path with exclusive rewards, and of course they provide an opportunity to add to your Inner Circle modifier. For example, the Tattoo Artist can be unlocked in several different ways, and his reward path contains tattoos that you won’t find anywhere else. We’d hate to spoil the fun and give you a list of all these characters, but we’ll tell you a little about the Sports Psychologist. Earning influence with her is a bit of a grind, but once you reach the top level, you are “in the zone!” This gives you max ratings for a game, vaulting you to a 99 OVR. After the game, the influence resets and you start the grind again. Sphere of Influence characters add an entirely new aspect to the player-centric career experience. It’s collection, it’s balancing, and it’s a great way to earn meaningful power. Sphere of Influence - Weekly Activities You’re dominating on Sunday, but what does your life look like in between gamedays? The all-new Weekly Activity system lets you further define your story by choosing how you want to spend your free time every week. Fully integrated with Sphere of Influence, every choice you make has a meaningful impact on your relationships and in turn, your Superstar. Coaches, Teammates, and other characters in your Sphere of Influence will react to your decisions; sometimes positively and other times negatively. You can even unlock new Sphere of Influence characters by engaging in certain activities. Every choice comes with positive and negative outcomes to your Sphere of Influence. Do you host an autograph signing to earn kudos with your fan base? Or will you take your star receiver to dinner as you try to form a better connection with him? Your choices off the field will help forge your path to stardom. Your weekly set of choices are not just random or repetitive prompts, either. Each activity list is generated based on things you have done in your career. Managing Wear & Tear will be an important part of Weekly Activities as well, so you can stay at your physical peak as you enjoy a long career. Game Day Beats Throughout its history, Superstar Mode has never had a feature or system that dramatically impacted the in-game experience from week to week. While skills progression, narrative, training, and other supporting features have evolved, the core gameplay piece has remained largely similar. As NFL fans, we know that while the lead up to game day is a big part of the sport, the real action unfolds on the field. To this end, the dev team is committed to making Superstar more than a “menu mode” by fully integrating into gameplay. To make this happen, we are introducing a revolutionary new system called Game Day Beats. Every week will feel different. Every week will have a purpose. No longer will a game in Superstar Mode feel like just another date on the calendar. Each week will deliver a unique story, complete with dynamic gameplay and bespoke objectives from your coach. Are you a road underdog in the biggest game of your life, like the Commanders beating the Lions in the playoffs? Maybe you’re facing a high-pressure blitz scheme with your reliable Left Tackle missing due to injury. What about the challenge of a snow game in Buffalo, where you’ll need to change your entire gameplan to survive? Game Day Beats ramp up the stakes while personalizing every game. The key to this system is the organically generated themes based on the many variables of your league, opponent, and Superstar. The weekly Beat will make sense for your career, and no two league playthroughs will ever be the same. You can expect the same drama, excitement, and challenge that NFL players and fans experience every week. Every position has a unique set of Game Day Beats, with tailored objectives and modifiers that map to the role of the position. As your Chapters change, and your Superstar status evolves, you will see new Game Day Beats that you have never seen before. Even subtle storylines such as statistics, win streaks, and rivalries can trigger Game Day Beats. In all, there will be more than 500 different Game Day Beats at launch! Here are just a few examples of some Game Day Beats: HOT POCKET - face a defense that relies on a relentless blitzing scheme. SHOVELS OUT - a game played in heavy snow conditions. JET LAGGED - fight off the sluggishness of a cross-country road trip. UNDERDOGS - face a top team in a game you are expected to lose. BREAK THE SLUMP - end a losing streak. PUT IN WORK - you’re QB2 and getting a shot to play in the preseason. Changing Gameplay in Superstar Mode As stated earlier, one of our goals was to sunset the days of Superstar gameplay feeling repetitive. Our top goal was to bring the front-end feeling of narrative, fiction and achievement into the actual game. Sphere of Influence, integrated with Game Day Beats, gives us several new ways to impact the game day experience: Gameplay modifiers provide tangible challenges, such as beating a specific scheme, overcoming an injury, and adjusting to inclement weather. Coach Objectives are predicated on the modifiers for that particular game, and your coach will ask you to do things that map to the challenge at hand. These are NOT just random objectives, they are part of the organic challenge of that week. Earning influence with teammates and other characters will also impact the way you play on gameday. You may be faced with a decision to please your coach or build up your relationship with a teammate. Maybe you can even double up and win favor with both of them in a game. Introducing spot duty and shorter gameplay experiences in the backup role will also deliver a new way to play. Objectives will fit the shorter time windows, giving you a meaningful way to play when you’re earning your role. You can see how these core systems are all working toward the same goal of making gameplay different. It’s not just for the sake of difference, you will experience curated content that maps to the real stories and drama you see in the NFL. Superstar Live Madden NFL 26 is ringing in a new era of Superstar. We overhauled Live Events with new gameplay rules, new environments and exclusive new rewards. Showdown, the human-controlled 3-on-3 squad mode, gets even more competitive with the addition of Ranked Divisions. Form a squad and work your way up the leaderboard, earning seasonal rewards throughout the year. Limited Time Events will be released all year long, featuring new and challenging twists on football. Stay tuned for more details. We’re also excited to announce the return of Online Mini Games! After a 16-year hiatus, competitive mini games are making a comeback in Superstar Live Events. Grab your Superstar and compete against other Superstars in skill-based games to reign supreme over the online community, racking up exclusive rewards as you play. Lastly, Superstar the League will see new content releases throughout the year. Expect level cap increases, new Abilities, and even new Sphere of Influence characters. For the first time in its history, The League is truly a living game mode. Superstar in Madden NFL 26 is fixated on customization, choices mattering on and off the field, meaningful goals and objectives that lead to player-driven storytelling. Thanks for sticking with us through this deep dive into Madden NFL 26’s Superstar Mode. As we celebrate 20 years of this player-centric experience, we want to take a moment to thank you for your continued passion, feedback, and support. Everything you’ve read today was built with one goal in mind: Deliver a richer, more immersive, and more meaningful career journey than ever before. From the moment you enter the league to the final chapter of your legacy, every decision, relationship and play shapes your story. We, the dev team, poured our hearts into transforming this mode and we can’t wait for you to get in, explore every path, discover every secret, and create a Superstar that’s truly your own. See you on the sticks! [Source] --- Madden NFL 26 launches worldwide on August 14, 2025. Pre-order the Madden NFL 26 Deluxe Edition and play early. Conditions and restrictions apply. See disclaimers for details. Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and the EA Forums.73Views0likes0CommentsMadden NFL 26 - Closed Beta Details
Hey Madden fans! Welcome back to our Madden NFL 26 Gridiron Notes. Today, we’ll be sharing all the details on what you need to know about the Madden NFL 26 Closed Beta.* Before we get started, let's take a look at the Madden NFL 26 Gameplay Deep Dive that dropped last night! We’re excited to give you a week-long sneak peek at Madden NFL 26 with our Closed Beta! Whether it’s on Xbox Series X|S, Playstation®5, or PC, players have an opportunity to get an early look at some of the features and modes in Madden NFL 26 before the game launches worldwide on August 14th. Keep in mind: This Beta Technical Test is limited in scope and does not represent the final version of Madden NFL 26. We’re going to walk you through when game modes will be available, rules to keep in mind while playing, known issues and most importantly, where you’ll be able to leave your feedback. When participating in the confidential Madden NFL 26 Closed Beta, you must refrain from recording, streaming and/or capturing any portion of the closed beta. WHEN THE MADDEN NFL 26 CLOSED BETA WILL BE AVAILABLE TO PLAY: Start: June 18th at 12:00pm ET End: June 26th at 11:59pm ET Who: Our team focused on getting invites via email to the most engaged Madden NFL 25 players across multiple modes to ensure the highest quality feedback. WHAT WILL BE AVAILABLE IN THE MADDEN NFL 26 CLOSED BETA: Play Now Online H2H Practice Mode Madden Ultimate Team Mini Games Superstar Things to know: PLAYBOOKS, RATINGS, & MORE: We can’t wait to tell you more about upcoming features & details in Madden NFL 26 via our Gridiron Notes, so stay tuned! We want to remind you that playbooks, ratings, and players in the closed beta are not final, and will be updated before the World Wide Launch of Madden NFL 26. MADDEN ULTIMATE TEAM: Madden Ultimate Team will be available for the Madden NFL 26 Closed Beta, however, some Ultimate Team modes and features will not be available. The following will be the available ways to play in the Closed Beta : Events Challenges: Training Camp Ultimate Preseason Forge Epic Challenges Solo Modes: Solo Champions: Easy Solo Champions: Normal Solo Champions: Hard The League (Solo Seasons) The Run (Solo Seasons) Events: College OT: Study Hall (Requires 1 82, 83, or 84 OVR Starter) College OT: Beta Head 2 Head: MUT Ranked Gauntlet Regular Season Sick Six Squads Regular Season Play A Friend: H2H PAF All-Madden H2H PAF Squads PAF Practice Mode RULES ABOUT THE MADDEN NFL 26 CLOSED BETA Madden NFL 26 Closed Beta is available on PS5™ and Xbox Series X|S consoles, and is also available on PC via EA app. You must be 18+ and in the U.S. or Canada to participate. When participating in the confidential Madden NFL 26 Closed Beta, you must refrain from recording, streaming and/or capturing any portion of the closed beta. You also must not post videos, thoughts, discussions, screenshots or stream the closed beta on social media or the Internet. Doing so will result in removal from the closed beta as well as potential bans on all Madden NFL accounts. FEEDBACK ON THE MADDEN NFL 26 CLOSED BETA - EA Forums We wanted to share a few best practices to keep in mind when coming across issues or giving feedback in general. Please keep in mind the more detailed information you can provide when reporting issues, the better our team can address them. Below are some questions to think about when reporting an issue or providing feedback: What platform are you playing on? Where specifically did you see the issue? If you chose to participate on PC, please include the following in your feedback: CPU: RAM: OS: GPU: DirectX Version: The following details are extremely important: Game Mode Game Style (Arcade, Simulation, Competitive) Game Difficulty Teams Used Playbook Used Play call - If a specific play is not applicable, what kind of playcall are you seeing? (e.g. Screen, Play Action, Outside Run, Inside Run, etc.) Any adjustments used during the play? If applicable, what buttons did you press? If you’re playing Franchise, are you playing an offline or online Franchise file? Were you doing anything specific in-game? Is this a repeatable issue? What did you do prior to identifying an issue? What game settings are you using? Did you change any settings at any point? Have you seen the issue before? Please be sure to submit all feedback on the EA Forums website. The team is also interested in hearing from you about the following topics: How do you feel about online H2H, are there other options, settings, and additional ways to play you feel would benefit your experiences? What do you think of the pass coverage, where do you feel it could improve? Let us know your skill level and game style when providing us feedback on this topic. How is the balance between the run/pass ratio AI Playcalling? How accurate are teams calling plays to their real-world counterparts Are there any plays you'd like to see for a specific team that are not currently included? HOW TO DOWNLOAD THE MADDEN NFL 26 CLOSED BETA To download the Madden NFL 26 Closed Beta to your system, please follow the instructions below: To download on Playstation: Use your existing Sony Entertainment Network account on PSN™. Select the PlayStation®Store icon on the system home screen. Select Redeem Codes at the bottom of the menu on the PlayStation®Store. Enter the code and get ready to play. To download on Xbox: Go to Games under Store. Select Use a Code. Sign in if prompted. Select or enter the 25-character code and get ready to play. To download, go to Settings>Account>Payment and Billing> Order History Select the Madden NFL 26 Beta >install To download on EA App: Go to your EA App Library. Select “Redeem Code”. Enter your provided code and get ready to play. MADDEN NFL 26 CLOSED BETA KNOWN ISSUES Gameplay Known Issues: Coverage Outside Deep Zone Match Defenders are sometimes taking unintentional missteps giving up deep ball passes. 2 Man Under defenders will sometimes move towards the LOS taking themselves out of position to play deep passes. Users attempting to select a DB covering a Streak route are sometimes getting switched to the Safety instead of the CB running with the Streak. Sometimes “Show 2” Coverage Shell does not work when attempting to use it on a Single High defense. QB & Passing When attempting to playmaker the receiver up the field you sometimes get an unintended Truck move. Sometimes attempting to throw on the cut on an outside breaking routes is off target even when the QB rolled an accurate pass. Catching We have some catch holes when throwing to the back of a receiver on a Flat or a short out route. Dev Note: A catch hole is when a targeted receiver may not trigger a catching animation when a ball is in range for a catch. User controlled defenders have a low catch chance when running up the field attempting an interception. Pass Rush Some Stunts & Twists selections from the Stunts & Twists menu are not playing out on the field. Pass Rushers will sometimes attempt Defender Pass Rush Skill moves after the QB has already started scrambling out of the pocket. Offensive Linemen are sometimes incorrectly turning their backs to defenders resulting in defenders coming in unblocked. Offensive AI AI teams in the redzone often throw short of the endzone on 3rd & 4th Downs. AI teams attempt 50+ yard field goals in heavy snow games. Data-Driven Playcalling is recommending the same play too frequently. Mini Games The game sometimes crashes at the end of the Pocket Presence or when progressing into Trench Battle. Pre/Post-Play Players walking in place after the play. Superstar Known Issues: Some rewards may appear delayed and may require re-entering the mode. Some rewards may not be granted properly. Some Notifications may not be interactive. When completing a Weekly Activity and then navigating the Play tab, Gameday Shorts may become unavailable until re-entering the mode. Presentation Known Issues: No highlights at halftime. Banners can appear with incorrect data and/or player portrait. Character and/or camera clipping in pregame runouts. The camera sometimes doesn’t track action properly in post play or replay. A highlight montage sometimes can’t be skipped. Please note that licensed music is not allowed in the beta. Some volume levels in the audio mix are not final. The playlist button does not open the playlist (it’s disabled in beta). Xbox Series S is rendering at 30 fps during gameplay (fixed for launch). Xbox Series X and PS5 in Favor Resolution and Favor Performance mode are rendering at 30 fps during gameplay (fixed for launch), Favor Visuals mode is unaffected. Shadow quality issues. For the best gaming experience across all platforms, please select the "Favor Visuals" mode in the Graphics and Performance settings. The other two options are currently not functioning correctly but will be fixed by launch. We recommend that Xbox Series S Players specifically perform these steps. To adjust these settings: Go to Graphics. Select Performance Mode. Choose Favor Visuals. Ultimate Team Known Issues: House Rules text is too far to the left and overlaps the text box. The Progression Rewards UI elements on the right side of the Event Screen exhibit visual overlap and alignment is off. Strat items have duped names. The name is displayed twice for all non player items. "Unopened Packs" header on the top left corner of the screen overlaps with the number of unopened packs. Event entry option doesn’t indicate token/lock requirement There is no clear indicator on the event select screen that the option is locked until the user goes to access the event. Select Events tab, Gauntlet for an example. Various issues with card flipping - Scrolling while flipping cards in catalog will result in multiple player card issues. Wildcard player image OVR blocked by plus sign within sets. Within events the drop down has no visual for what button to press. Note: The NFL player and Rookie Ratings throughout the Madden NFL 26 Closed Beta have been scrambled/randomized and are not final. COMMUNITY FREQUENTLY ASKED QUESTIONS Q: IS CROSS-PLATFORM FUNCTIONALITY AVAILABLE FOR THE MADDEN NFL 26 CLOSED BETA? A: You will have the opportunity to use crossplay features in Play Now, H2H Ranked and Madden Ultimate Team. Crossplay will be automatically enabled when entering the closed beta. To disable cross-play, Playstation and PC users can disable the feature in their Madden NFL 26 settings. Xbox Users will have to disable crossplay from their console settings outside of Madden NFL 26. Q: IF I DIDN’T RECEIVE AN EMAIL WITH AN INVITATION TO THE MADDEN NFL 26 CLOSED BETA, WHAT IS THE BEST WAY TO GET IN AND PLAY? A: This beta is designed for our most dedicated players in Madden NFL 25 who can provide us the best quality feedback about this Beta. Q: HOW DO I ACCESS THE FORUMS TO PROVIDE FEEDBACK? A: Players will be able to access the forums after they have first downloaded the beta and opened it using their EA ID, and then by following the link provided in your invite email. *Registration does not guarantee access to the Madden NFL 26 Closed Beta. Requires persistent internet connection, EA Account, acceptance of (i) Pre-release Feedback Agreement (Closed), (ii) EA's User Agreement (terms.ea.com), and (iii) EA's Privacy & Cookie Policy (privacy.ea.com), installation of EA app (ea.com/ea-app) (for PC users), and, for console users, applicable platform accounts or subscriptions (sold separately). Must be 18+. Gameplay progress, progression, characters, character data and/or any other value or status indicators achieved in the Madden NFL 26 Closed Beta will not transfer to Madden NFL 26 main game. Madden NFL 26 Closed Beta is pre-release software, may contain errors/defects and is provided “as is” without any express or implied warranty. -- Madden NFL 26 launches worldwide on August 14, 2025. Pre-order the Madden NFL 26 Deluxe Edition and play early. Conditions and restrictions apply. See disclaimers for details. Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and the EA Forums. *Conditions & restrictions apply. See https://www.ea.com/games/madden-nfl/madden-nfl-26/legal-disclaimers for details [Source]373Views0likes0Comments