- Another Quickfix 9/10/26 - 11 September 2026
Sorry for multiple patches in the same day, but this update was too important to hold off on. I was excited to get this out as quickly as possible after I received feedback that the game was a little slow for some players. I'm committed to providing the best possible game experience and when I get feedback I will act decisively to fix as quickly as possible. Performance Simulating a big batch of AI games at once — a multi-day fast-forward, catching up an entire season's worth of other teams' games, or hitting "Sim All Remaining" on a bracket — now spreads that work across multiple CPU cores instead of running one game at a time on a single core. On a modern multi-core machine this can meaningfully cut the wait on those larger jumps. A normal single "Next Day" click won't feel any different — it was already fast, and this change specifically targets the bigger catch-up moments. Bug Fixes…
- Quick Fix Update 9/10/26 - 11 September 2026
Bug Fixes Fixed a rare but serious bug where clicking the end-of-season "Advance to Awards" button more than once (e.g. clicking again because nothing seemed to happen right away) could cause the game to process the season transition twice in a row. This could skip an entire season for your own team — leaving it stuck at 0-0 for that year in your season history — while every other team in the league shows a normal record. The button now shows "PROCESSING..." and disables itself the moment you click it, so a second click can no longer slip through, and the game itself now refuses to run two of these transitions at the same time no matter what triggers it. Fixed the starter indicator (●) in the box score sitting so close to a player's name at smaller sizes that it could read as a stray period. This was causing the live game starting five to sometimes cut off a small portion of the players…
- Blue Chip Recruits and the Pre-Season Coach's Poll - 4 September 2026
This is the biggest update since launch, and most of what is in it came out of conversations with you. Bug reports, questions about why a number looked wrong, and a few "why does the game not do this yet" posts turned into almost everything below. Blue Chip RecruitsEvery so often a player walks into a high school gym who was never going to be a normal recruit. Blue Chips model that. A Blue Chip can show up in two situations. The first is a dynasty situation, where a Legendary coach with twenty or more years, a Champion with multiple state titles, or a Proven Winner with a title and a run of conference championships has built a program that talent wants to be part of. The second is one of the established private school powerhouses, which draw that kind of player regardless of who is coaching. They are rare on purpose. A 5A season can produce at most three across the entire division, 4A a…
- Small Player Development Tweak - 29 August 2026
Made a small tuning pass on player development this update. A few things should feel a bit smoother:Slightly adjusted how quickly players close in on their potential over a season.Small tweak to free throw shooting consistency.Minor pacing adjustment so growth is a little more spread out across a player's four years, rather than most of it happening early.Fixed bug where if a player gets hurt during "crunchtime" just before halftime, he is still available to play.As always, this mainly affects new recruits going forward. Nothing drastic for your existing roster. Let us know if you notice anything!
- Quick Fix 8/28 Player Development - 28 August 2026
We found and fixed a few issues affecting how players develop over their careers:Free throw shooting was drifting down over multiple seasons. Fixed the underlying formula so it stays realistic long-term.Some players' overall potential was getting capped too low, especially on rebuilding programs — this was quietly limiting how good a lot of your recruits could ever become. Fixed, so weaker programs can still develop real talent.Freshmen were sometimes hitting their ceiling almost immediately and then plateauing for the rest of high school. Every player now has a hidden development curve — some blossom early, some are steady throughout, some don't come into their own until junior or senior year. You won't know which is which up front, so keep an eye on your roster over time.These changes mainly affect new recruits and new saves going forward — existing players on established rosters won'…
- Try the Demo! Take a Free Hour to Explore the FULL Game. - 28 August 2026
The demo is here! Try American High School Basketball Dynasty for free!We've put together a demo so you can get a real feel for coaching before you buy. Here's what you're getting:The full base game. Same rosters, same schemes, same engine as the full release. Nothing's stripped down or simplified.One hour to play. Build your program, run practices, coach your games, and see how your team develops. The clock only starts once you've actually picked a team and entered your season, so setting things up doesn't cost you any time.Keep exploring after time's up. Once your hour runs out, you can still browse your roster, standings, and season history. Starting a new season or advancing further is what's locked, so you always get to see how the story you started played out.Ready to keep coaching past the hour? Grab the full game and pick up right where you left off.
- QuickFix 8/26 - 26 August 2026
There was a bug that was skipping some games due to a league scheduling error. This build includes the round-robin scheduling fix on top of everything from earlier (ceiling system, season-length picker, work-rate curve, minutes-distribution fixes).
- Back To School Update and Sale! - 26 August 2026
The Back to School Sale starts tomorrow! Grab it while it's discounted!We've also got a solid update for you this patch. Here's what's new:New player development system. Every player now has individual ceilings per skill instead of one blanket number. Expect 1-3 real stars per roster surrounded by role players who are strong in a couple of areas and limited everywhere else.Choose your season length. 3A/4A/5A saves can now pick a shorter, more realistic regular-season schedule at setup. Existing saves are unaffected.Work rate now reflects playing time. Players who earn real minutes build their work ethic faster year to year. Guys stuck on the bench can lose motivation instead.Best players get ridden harder for minutes. Yours and the AI's. This especially helps losing teams that were previously shorting their own best player.Roster page. Added Athleticism and Work Rate to the attributes v…
- QuickFix Update 8/23 - 23 August 2026
**QuickFix Update 8/23** - Fixed a critical bug where creating a new game could fail with an "Internal Server Error" - Fixed player cards sometimes getting stuck on "Loading..." after clicking through several players - Fixed the physical mouse back button not reliably returning to the previous screen - Fixed Homecoming being able to trigger more than once per season — now happens once, always before Senior Night - Fixed team practice letting a player's attribute grow past the ceiling that individual practice already locked - Individual Practice: added sortable/filterable columns, a "?" help guide, and opened it up to JV players - Added a Back to Menu / Exit Game option during games - Player names throughout Training and pre-game screens are now clickable to open their player card - Added an info popup on offense/defense schemes (Setup screen and Coach page) showing key attributes and pr…
- No Portal. No Transfers. No Excuses. - 22 August 2026
In high school basketball there's no way to buy your way out of a bad year. You go 6-18, you look down your bench, and the answer to next season is already sitting there.Your three seniors are out the door. They gave you everything they had. It wasn't enough this year and it was never going to be.What's left is a junior who plays hard and loses his head when it's close. A sophomore who's been waiting two years for someone to hand him the offense. A freshman who gave those seniors all they could handle in practice and doesn't know yet how good he's going to be.When the weather turns cold next November, those three are your team. They'll need to be men by then.Can you get them there?What this game isThere's a gym, a group of teenagers, and you.Every practice hour you spend running your motion offense is an hour you didn't spend on positioning in the full court press. Every minute you give…
- Three Divisions, Three Different Paths To A Championship - 15 August 2026
Eight teams go to State. That is true in every division, and it is the only thing all three have in common. How you get there, how many programs you beat to do it, and how much of the road is at home changes completely depending on where you take a job. Here is the full breakdown.3ARural township gyms and the private schools tucked inside the bigger cities makeup this cozy division. Thirty six programs, six conferences of six, the tightest division in the game and the one where everybody knows everybody.The season is short at 22 games. Teams play on Tuesday and Friday of every week. Individual practice time is hard to come by at the smaller schools, so it can only happen on Saturday early mornings and Wednesday after team practice. Two sessions a week is all you can find to bring in up to five student athletes and work with them. This makes development harder for 3A schools.Four of the…
- Every Season, Every Box Score, Kept Forever - 13 August 2026
Short version: you asked for this, so I built it. Nearly everything in this update traces back to something said in Discord or on the forums over the past few months. Buried stats. A box score that didn't tell the whole story. History that vanished at rollover with zero warning. You brought it up. This is what came back. The Fix Everyone Asked For This came up more than anything else. Every completed season's box scores were quietly wiped at rollover, so a save with six seasons behind it had zero recoverable stats from any of them. No screen ever showed it happening, which is exactly why it took this long to surface as a fix instead of staying an invisible hole in the game. It's fixed for good. Full box scores, player game logs, and team stats now persist permanently, season after season, for the life of the save. Your senior puts up 34 in the district final tonight. Nine seasons later,…
- Quick Fix 8/10/26 - 10 August 2026
Fixed a crash where the Individual Practice screen could show a blank page. Fixed a bug causing a team's state ranking to display inconsistently between the Next Game screen and the Top 10 Teams list.
- Massive UI Overhaul and Simulation Features - 7 August 2026
Massive UI Overhaul Changelog addition (under Strategy/Game Day Screen):Set each player's minimum and maximum minutes directly from the roster sidebar — the MIN/MAX inputs are now larger and color-coded (light blue) for quick scanning during game prepLive Game ScreenBox score now always shows exactly the 5 players currently on the floor — fixed a bug where it could show 4 (or occasionally more with recently-subbed players mixed in)Hovering a teammate's name shows their full attribute breakdown; hovering an opponent's name now correctly shows only what a coach could realistically scout (Height/Speed/Athleticism/Strength) — never your own team's full internal ratingsHover popups now close almost instantly (150ms) instead of lingeringPlay-by-play ticker now shows full player names (first + last) instead of abbreviated initialsOpponent's current pace of play now displayed next to their name…
- Improvements To Practices - 5 August 2026
Quick quality of life update...I zeroed in a bit more on practice modules and how much those practices were contributing to a players attribute categories. Nothing too overly complicated, just minor tweaks here and there.Don't forget...practices are the life blood of your team. As this is a coaching game, practice has a big impact on a teams current and future performance.Hiding in the plain sight is also the ability to hold individual practices. On certain days and times (different for 3A vs 4A/5A), you can train up to five players on certain stat categories. There is a limit to how far a player can reasonably move overall and with certain attributes. Be on the lookout for players on your JV team that have hidden potential and could use that extra coaching time.You will also notice a shift in the Game Plan Window. A big exciting change is coming in the next day or two for those of you…
- Player Height Changes, Crunch Time Update, Coaching Logic - 2 August 2026
American High School Basketball Dynasty — Update NotesNew FeaturesAdded Crunch Time — a dramatic, second-by-second play-by-play sequence for the final 10 seconds of any close half, game, or overtime period.Added a coach-team fit system — AI coaches now pick offensive/defensive schemes suited to their actual roster, gated by coaching experience, and can re-tailor their approach from year to year.Added a demo mode with three difficulty-tiered save starting points for players to try before buying.Player Generation & DevelopmentFixed player heights so post players (PF/C) are no longer unrealistically tall, with realistic variation by division size (3A–5A).Added a rule that a player under 6'3" can never be generated as a true post — they become a wing or guard instead.Fixed a training bug where composure and basketball IQ were boosted by nearly every practice drill regardless of focus, causi…
- Height Overhaul: Fixing a Real Bug, Then Rebuilding the System - 1 August 2026
A member of our Discord flagged something that felt off: post players at smaller schools, especially in 3A, were running way too big. That one report kicked off a much bigger investigation than expected, and the game will be better for it.The bugMy first instinct was that it was just randomness working against a few conferences. It wasn't. A while back I'd added a rule so no player under 6'3" could be listed as a post player, since anything shorter didn't make sense for that role. The problem is that 6'3" sat almost exactly at the peak of the height curve itself. Instead of trimming off a few outliers, that rule was quietly throwing out roughly the bottom half of every post player generated, leaving only the taller half behind. 3A was supposed to average around 6'4" at post, but was actually landing closer to 6'5" or 6'6", with nearly 15 percent of posts standing 6'8" or taller. 4A was…