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  • Rivals Hover League is the new standard for vehicular arena-based combat
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Rivals Hover League is the new standard for vehicular arena-based combat

A high-octane experience like nothing you've ever seen before: hover hard, hit harder.
ThePawn.com April 17, 2025 3 min read
Rivals Hover League is the new standard for vehicular arena-based combat

A high-octane experience like nothing you've ever seen before: hover hard, hit harder.

Rivals Hover League is a new vehicular combat game where you laugh in the face of gravity and compete to become the galaxy’s top pilot. If you like Rocket League but occasionally think your opponents could use a rocket up their exhaust pipe, this is the fast-paced new contender for you.

Rivals Hover League (RHL) has elements of co-op shooters and a new trailer revealed at Galaxies Showcase demonstrates the different hover vehicle classes and playstyles each brings. The ambush-oriented Hunter can pop out of nowhere and get the jump on enemies, or perhaps you prefer the precision of the one shot / one kill Sniper? For those who just want power and pace there’s the Raider, but I think I’ll be going for death from above with Jet.

Developer EF Games, founded by the Ruipérez brothers Joaquín and Gonzalo, builds on their extensive experience leading Estudiofuture and RHL is being built-out with care by a small but talented group, blending indie spirit with high ambitions. PCG got the chance to put some questions to the studio about this ambitious project, and here’s the low-down.

PCG: What was the first vehicle you developed for RHL?

EF Games: The very first vehicle we developed was Jet, which served as the baseline for our original gameplay. Initially, our game featured only one main vehicle, customizable through various weapon loadouts. You could say all other vehicles naturally evolved from this initial concept.

The second vehicle we modeled was Hunter, which actually helped us define the final artistic style of the vehicles and the game.

What motivated you to develop the different vehicle classes?

We’re huge fans of games like Overwatch, which brilliantly create drastically different experiences depending on your character choice. We wanted to adapt this concept into RHL, embracing all the strategic depth and team dynamics it implies. Additionally, this approach allowed us to experiment with a wide variety of fun and exciting shooting and “driving” mechanics!

What is your favorite/top-pick to play and the reason?

Our ultimate goal is that every type of player finds their ideal vehicle. Everyone at the office has their personal favorite, and if someone hasn’t found theirs yet… well, that’s a sign we still need to create it!

That being said, as the game director, my current favorite (changes each month) is the Mech, because I love its ability to swiftly move from one side of the arena to another, feeling a bit like something out of Attack on Titan. Our CEO, however, prefers the Jet, mainly because he’s obsessed with laying mines and, between you and me, because it’s probably the easiest to use!

Any fun facts you’d like to share?

The origins of RHL are quite the story. Initially, we set out to remake and port a previous VR game of ours called Fusion Wars to PC VR. To improve the game we began exploring lots of crazy ideas and mechanics to enhance the driving experience. Little by little, we realized just how fun and promising these new systems were. Eventually, we decided to leave VR behind altogether to fully unleash the acrobatic and dynamic gameplay our new mechanics enabled, giving birth to Rivals Hover League as you know it today!

Hover League Rivals vehicles in action. Hovering. Being rivals.

(Image credit: Krafton)

Wishlist Rivals Hover League and join the official Discord now to stay in-the-loop on updates, playtest opportunities, and launch news (you can also follow the game on YouTube, X / Twitter, and Tiktok). This is a community-driven project where the devs are listening, and player feedback will shape the final game, so this is your chance to get in on the ground floor.

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