Pre-Alpha · Core Gameplay Development
The first Wheelchair Rugby League video game

Feel theimpact.Own the pitch.

Built specifically for Wheelchair Rugby League — not adapted from a standing-rugby game. Chair control, body position, contact, passing rules and player individuality are being designed around the sport itself.

Built for the Sport

Not a reskin.Built around the chair.

Wheelchair Rugby League has its own rhythm. Momentum matters. Body position matters. Space closes differently. A pass cannot simply go anywhere. Contact can change the whole play. The game is being built around those differences from the start.

01 / CONTROL

Chair-first handling

Acceleration, momentum, grip, sprinting, steering and pushing combine to make the chair itself part of the skill ceiling.

02 / BODY

Position has purpose

Leaning changes handling now and is being connected to stability, recovery and how reachable a shoulder tag actually is.

03 / RULES

WRL, not generic rugby

Passing respects the no-forward-pass rule, scoring is deliberate, and tackling is being built around tags, tipping and chair contact.

04 / IDENTITY

Players, not presets

Attributes and traits are intended to change what each player can do, not simply decorate a team-selection screen.

Wheelchair Rugby League players
Built from the sportSpeed. Contact. Personality.
Wheelchair Rugby League England players
The Game

More than movement.Build the whole play.

The foundations already go beyond a wheelchair prototype. Movement, possession, passing, kicking, scoring and match state are beginning to connect into a real game loop.

Working in-game01

Control the chair

Build speed through acceleration, carry momentum, find grip through turns, sprint, push and use upper-body position to change how the chair responds.

AccelerationMomentumGripSprintLeaning
Working in-game02

Play the ball

Pick up possession, pass left or right without breaking the WRL forward-pass rule, and kick forward with a controlled arc.

PossessionPassingKicking
Working in-game03

Finish the play

Tries are manual: enter the correct in-goal with possession and choose to score. Home and away scoring feed the game state and scoreboard.

Manual triesScoreboardMatch clock
In development04

Survive the contact

Stability and tipping are the bridge into the tackle system. Speed, steering, lean direction and contact will determine whether a player holds the chair, lifts a wheel, recovers — or goes over.

StabilityTippingRecoveryContactTags next
Playable nowMovement · Possession · Passing · Kicking · Manual tries · Score & clock
Current focusChair stability · Wheel lift · Tipping · Recovery
Coming nextShoulder tags · Contact tackles · Restarts · Deeper passing
Inside the Build

Early development.Real gameplay.

These screenshots are taken directly from the current development build. Movement, possession, passing, kicking, scoring and the match clock are all already playable.

WRL development build — front view showing HUD and player
Match HUD, scoreboard and player model — current build ⤢ Expand
WRL development build — rear view showing pitch and player jersey
HOLMES #4 — player identity already in-game ⤢ Expand

Pre-AlphaEnvironments, crowd, lighting and visual polish are all in progress. Full gameplay footage is coming as development continues.

The Build

From prototype.To player.

The character and chair have gone through several distinct stages — from early placeholder mannequins getting something moving in engine, to a fully rigged player on a dedicated sports wheelchair.

Stage 1 — placeholder mannequin on basic chair
Stage 01

Getting something in engine

A placeholder mannequin on a basic chair — the goal at this point was simply to establish scale, proportions and get a character sitting in a wheelchair inside Unreal Engine 5.

Stage 2 — mannequin on developed chair geometry
Stage 02

Chair geometry developing

The placeholder mannequin remains but the wheelchair is taking shape — frame structure, tyre geometry and proportions are being refined before a real character model is introduced.

Stage 3 — first real player model in stadium environment
Stage 03

First real player model

The mannequin is replaced with a properly modelled player. A stadium environment is dropped in to start seeing the character in context of the game world.

Early Footage Basic chair movement only — animations, advanced movement systems and contact mechanics are not present in this clip and cannot be seen here.
Player Identity

Ratings you canactually feel.

Player data is designed to affect the game itself. Speed and Acceleration shape movement. Agility already controls functional lean range. Handling, Passing and Kicking can shape ball play, while Tackling, Aggression and Recovery can feed the physical contest.

SpeedAccelerationAgilityStaminaHandlingTacklingAggressionPassingKickingRecoveryOverall
This is the feeling

Fast.
Physical.
Unpredictable.

Every push should matter. Every angle should matter. Every hit should change the next decision. The game is being built around momentum, positioning and interaction so matches do not feel like the same sequence repeating over and over.

Road Ahead

From prototype tofull match day.

There is a clear path from the systems working today to the 5v5 game the project is aiming for. No dates are being promised — the focus is on building each layer properly.

Next on pitch

Contact becomes gameplay

Stability, tipping and recovery lead directly into tag removal, defender reach, body-position accessibility, chair contact, big-wheel defence and match restarts.

  • Readable wheel lift before a fall
  • Tag reach based on position and angle
  • Tipping as a valid tackle outcome
  • Pass power and teammate targeting
  • Variable kicking behaviour
Building the match

Turn systems into 5v5

The next major leap is getting full teams on pitch and making the match flow around the core mechanics already being built.

  • Team rosters and player data
  • AI teammates and opposition
  • Player switching and control modes
  • Traits and individual play styles
  • Conversions, halftime and complete restarts
Match-day vision

Make it feel broadcast

Once the game underneath is strong enough, presentation can turn a playable match into an event that looks and sounds like Wheelchair Rugby League.

  • Authentic venues and pitch layouts
  • Kits, chairs and team identity
  • Crowds, benches and officials
  • Replays and broadcast cameras
  • Full match-day UI and presentation
Connections & Conversations

A game with the potential togrow the sport.

The long-term ambition is bigger than a prototype: work with people around Wheelchair Rugby League, broadcast and the wider Rugby League community to create something credible, visible and worth following.

Rugby Football League
Betfred Super League
League on Wheels
Sky Sports
BBC
RGK Wheelchairs
RMA Sport

Logos are shown as context for conversations and future collaboration ambitions and do not imply endorsement, licensing, sponsorship or an official partnership unless separately announced.

Stay in the Loop

Built in public.Be first to play.

Sign up for development updates and be first to hear when alpha testing opens up. Or follow the build in real time through the development log.

No spam. Development updates only. Unsubscribe any time.