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This setting is amazing. Best camera mode I've ever had in an AFL game. Gives you the best of both side camera and end to end allowing you to get handball chains going when running down the ground, but also hit up targets and play a kick to kick game too.Just wanted to ask, have you tried enabling "End-To-End For Frees/Marks" in the camera settings?
If you’re in lockdown and bored, I’d recommend just buying it and having fun - I’m loving playing upcoming dees games before the real life ones, along with a few other games (for example, I’ve cranked the tops teams’ stats, so when I played as Adelaide vs Richmond, I found it a bloody tough match, which I lost by a few goals)Waiting for a sale on the PS store to give this a shot!
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If you’re in lockdown and bored, I’d recommend just buying it and having fun - I’m loving playing upcoming dees games before the real life ones, along with a few other games (for example, I’ve cranked the tops teams’ stats, so when I played as Adelaide vs Richmond, I found it a bloody tough match, which I lost by a few goals)
On another note wrt the sliders, im still experimenting and trying to find the happy medium balance between endurance, stamina and running speed (can’t remember the actual names).
My goal is to have matches where players aren’t supercharged runners in terms of ongoing speed, sprint is still rewarded but not unlimited, faster players are noticeably quicker than slower ones (this requires manual player stat tweaking), and overall, players don’t stay on each other as much as default.
Getting closer to what I’m hoping to achieve, but still not quite there. As another variable to all this, team strategy also plays a big part in the man on man matchups as far as I can tell.
While I want players to not “tag” each other as heavily as default, I also want players to run forward and get offensive when I have the ball.
After originally only setting every teams strategy to either Offensive or Balanced, I’m now finding Balanced or Defensive is actually working better.
I think this is keeping numbers behind the ball like real life, but they still do run forward when I intercept/take possession. I’ve also mentioned it before, but every team has now had their other strategy to “extra man in defence”, which again creates extra numbers behind the ball.
- Trying to work out which of your wingers will sprint back to defence is the hard part. I want Lever to be this player, so put him on a wing, but it sees to be absolute 50/50 whether he’s the guy who sprints back - you need to watch the wingman/men at the bounce, and try to see who takes off for defence.
Still hoping Wicked Witch add some more strategy options, including important things like setup for the switch/spread across the ground, flood back, ice the clock etc.
Another idea I had was maybe something like a “team lift” option, which you can use once a game for a set period, but it drains everyone’s stamina more after that period ends. That way you could try and gain some momentum, but at the cost of the longer timeframe (which is why things like ice the clock/flood back tactics would be great to recharge the batteries)
One thing that is entirely missing (and probably hard to model, but I’d even cop it if completely CPU controlled) is holding the man. Even if occasionally the umps plucked one out either way, it would make it much more realistic.
I don't understand - if you tackle a player without the ball it's htm - am I missing something?If you’re in lockdown and bored, I’d recommend just buying it and having fun - I’m loving playing upcoming dees games before the real life ones, along with a few other games (for example, I’ve cranked the tops teams’ stats, so when I played as Adelaide vs Richmond, I found it a bloody tough match, which I lost by a few goals)
On another note wrt the sliders, im still experimenting and trying to find the happy medium balance between endurance, stamina and running speed (can’t remember the actual names).
My goal is to have matches where players aren’t supercharged runners in terms of ongoing speed, sprint is still rewarded but not unlimited, faster players are noticeably quicker than slower ones (this requires manual player stat tweaking), and overall, players don’t stay on each other as much as default.
Getting closer to what I’m hoping to achieve, but still not quite there. As another variable to all this, team strategy also plays a big part in the man on man matchups as far as I can tell.
While I want players to not “tag” each other as heavily as default, I also want players to run forward and get offensive when I have the ball.
After originally only setting every teams strategy to either Offensive or Balanced, I’m now finding Balanced or Defensive is actually working better.
I think this is keeping numbers behind the ball like real life, but they still do run forward when I intercept/take possession. I’ve also mentioned it before, but every team has now had their other strategy to “extra man in defence”, which again creates extra numbers behind the ball.
- Trying to work out which of your wingers will sprint back to defence is the hard part. I want Lever to be this player, so put him on a wing, but it sees to be absolute 50/50 whether he’s the guy who sprints back - you need to watch the wingman/men at the bounce, and try to see who takes off for defence.
Still hoping Wicked Witch add some more strategy options, including important things like setup for the switch/spread across the ground, flood back, ice the clock etc.
Another idea I had was maybe something like a “team lift” option, which you can use once a game for a set period, but it drains everyone’s stamina more after that period ends. That way you could try and gain some momentum, but at the cost of the longer timeframe (which is why things like ice the clock/flood back tactics would be great to recharge the batteries)
One thing that is entirely missing (and probably hard to model, but I’d even cop it if completely CPU controlled) is holding the man. Even if occasionally the umps plucked one out either way, it would make it much more realistic.
BigAntStudios
Do you foresee the mid season draft players and AFLW changes being added to folks who purchased the DLC?
I promise I’ll post them next time I turn the game on.
Apparently it was unplayable due to frame rate issues, wonder if it improved.I'm tempted to pick this up on Switch for $36. If this had been last year with where Sydney were at comparatively, I'd have been all over it to fill the void.
Apparently it was unplayable due to frame rate issues, wonder if it improved.
Hoping this goes on sale on steam soon, still at $70.
Do you foresee the mid season draft players and AFLW changes being added to folks who purchased the DLC?
Hey guys, the mid-season draft players are now available in Evo Data if you have Season Pack 2021.
You can grab the updated Evo Data through the AFL Gameday screen in AFL Evolution 2 Season Pack 2021.
PLEASE NOTE: This data update is completely optional and updating your Evo Data will overwrite any customisations you have made to official players and team line-ups in AFL Evolution 2 Season Pack 2021. Existing career and competition saves will be unaffected however.
Finally bit the bullet and purchased this on Xbox X this weekend and got the new DLC content. Have to admit I was very happy with it, graphically looked fine apart from the players eyes. Most players have the likeness , gameplay with smooth just got to find the right camera angle. Had a bit of fun playing multiplayer with my cousin so haven't dived into career or coaching mode just yet but with the patches and content its actually a pretty enjoyable game.
Thanks True Blu Games.
Can you please answer a question - when you set the Team of the Week as your default team in a single player season, the bench disables and you are stuck with the exact same line up for the rest of the season. Is this by design? (PC version).