SBSUDZ
BOWL
EIGHT ON EIGHT 3D FOOTBALL
SUDZ BOWL · HEAD TO HEAD

ONLINE EXHIBITION

Invite a friend to a live one-on-one match. Each side gets a random team and fresh random player ratings.

Both players need this page open. The live game uses a direct encrypted browser connection.

THE FIELD GUIDE

EIGHT PLAYERS.
ALL YOURS.

Take control

These are default controls. Open Settings to change keys, volume and movement sensitivity. Each play has one 1% injury roll. Injured players leave the game and miss their team’s next game; healthy reserves fill in automatically.

WASD or arrow keys move the highlighted player. Up always moves toward the far goal in the drive camera. On phones, slide the joystick to steer; hold SPRINT to run faster.

Space snaps before a play, then jukes on offense or attempts a tackle on defense. Shift sprints on offense.

Before snapping, select Inside zone, Sweep left/right, Delayed draw, Power left/right or Counter. Each receiver can run a Slant, Out, Curl, Go, Post or Drag route. Route arrows preview each receiver route before the snap. During a pass, click the large numbered marker above WR1 (1), WR2 (2) or the tight end (3) to throw.

T attempts a defensive hit stick within tackling range. A successful hit can force a live fumble and rolls a 2% ball-carrier injury chance once per play. Misses briefly stun your defender. Run onto a loose football to scoop it up and return it for a score. C switches between your eight teammates before the snap or during play. On offense, a ball carrier you switch away from runs automatically; Your manual choice stays locked across downs and possession changes until you switch again. Without a manual selection, catches and handoffs follow the ball carrier.

Choose HB Run to start with the running back. Choose Pass or QB Keeper to control the quarterback. H hands off to a nearby running back behind the line.

Click a receiver on the field or their THROW tag to pass. You can also use 1 WR1 · 2 WR2 · 3 tight end. Throw once from behind the blue line. Without a manual player lock, you control the receiver after a catch. Defenders can intercept.

Linemen hold sustained blocks. If your defender is blocked, repeatedly tap your juke/tackle key (default Space) or the on-screen button to shed the block. Baby Mode needs fewer taps; All Sudz Mode needs more. On defense, C cycles all eight defenders. Chase the ball carrier and make contact, or press Space for a longer tackle attempt. Esc pauses.

Built for eight

80 yards between goal lines, 40 yards wide. Four downs to gain 10 yards. The yellow line is the line to gain.

Offense: LT, center, RT, tight end and WR1 on the line; QB, running back and WR2 behind it. Eight players total.

Defense: 3 defensive linemen, 2 linebackers, 2 cornerbacks and 1 safety. Eight players total.

Touchdown 6 · kick try 1 · run/pass try 2 · field goal 3 · safety 2. Choose your try after a touchdown. Touchbacks start at the 15.

NFHS-inspired arcade adaptation, not an official rules simulator. Kickoffs, punts and interceptions have playable returns. Kickoffs follow touchdowns and the try. Move toward the far goal to return a kick or interception for a touchdown. Field goals and extra points use a live kicking meter: aim left/right, start the power meter, set power near full, then stop accuracy in the green center. Press the action key or click the kicking button at each step. Kicker ratings affect range and accuracy. Clock runs during live downs only; pre-snap delay uses 25 seconds. Live fumbles can be recovered by either team. Most fouls and timeouts are not modeled. A tied game enters playable NFHS-style overtime: both teams receive four downs from the opponent’s 10-yard line, with no game clock. If still tied, repeat with first possession alternating. State associations may set different overtime procedures. Choose 30-second, 1-, 2- or 3-minute quarters. Two minutes is the default.

Sources: 2026 eight-player differences (NSAA) · NFHS rules updates · NFHS clock and overtime procedures. Full NFHS rulebook requires purchase.

TAKE A BREATHER

TIME OUT.

Your game is paused.

ROSTER MOVE

TRADE PLAYER

Trades must be one-for-one and match both position and star level.

PLAYER PROFILE

CAREER STATISTICS & HISTORY

INDIVIDUAL HONORS

MAKE IT YOUR GAME

SETTINGS

Baby Mode is easiest. Middy Mode is balanced. All Sudz is tough. Insane Sudz gives opponents elite speed, tight coverage, faster block sheds and sharper plays. It is designed to be almost impossible. Changes apply immediately.

Higher quality uses sharper rendering, more detailed shadows and clearer field textures. Low is smoother on phones and older devices.

Make the game HUD smaller or larger. This changes the scoreboard and play menu size.

Lower sensitivity gives slower direction changes. Higher sensitivity makes turns respond faster. Arrow keys always work for movement.

MOVE YOUR SAVE

Export your franchise, SUDZ COINS, rosters, season, coaches, awards and settings. Transfer the file to another device running Sudz Bowl and import it there. Finish your game first; games in progress are not included.

KEYBINDINGS

Click a key, then press its replacement. Esc cancels. Changes save automatically.