Poly Strike Axperia Studio

Two pitches

The game modes

Poly Strike offers two formats which are not two moods of the same match, but two ways to play, with distinct throw-in rules.

An 11v11 penalty shoot-out: the striker facing the goalkeeper, seen from the line of players at the halfway line.

5v5 — fast and urban

The opening format, playable from 1v1 up to 5v5. Open enough that every gesture counts, tight enough that no mistake goes unnoticed.

There are no stoppages. The pitch has boundaries but no walls: if the ball goes out, two seconds to fetch it, otherwise it is sent automatically towards the nearest opponent. The rhythm never drops.

11v11 — tactical

The full format: eleven robots per side, and team coordination on top of individual technique.

Throw-ins are taken with the foot, which makes them one more technical gesture rather than an interruption. Ties are settled on penalties, where an attacker feinting a volley faces a goalkeeper charging a jump.

Why having no walls changes everything

This is the least visible and most structural difference between the two formats. In 5v5 the pitch has boundaries but nothing to bounce the ball back: no wall to rebound off, no pass to slam against a surface.

The consequence lands directly on positioning. A deflected ball genuinely leaves, and it is up to the nearest player to go and get it. The two-second delay therefore turns every ball out of play into a race, where a wall would simply have kept it alive.

The automatic throw-in punishes waiting. Once the delay is up, the ball is sent towards the nearest opponent: not going to fetch it means handing it over.

What eleven players add

Moving to 11v11 does not dilute the technique, it layers reading on top of it. With five players everyone sees the whole pitch; with eleven you have to choose where to look, and dynamic offside comes into its own — runs become currency, since an illegal position at the moment of the pass stops being illegal if the defender gets back.

Foot throw-ins pull in the same direction. Where 5v5 returns the ball automatically so the rhythm never breaks, 11v11 makes it one more technical gesture: aiming at a team-mate with the same leg control system you use for a shot.

Which one to play, and when

5v5
Available at launch. This is the format for learning the mechanics: open enough that every gesture counts, tight enough that no mistake goes unnoticed.
11v11
Planned after release. This is the full format, with team coordination and penalty shootouts.

What does not change

The mechanics are identical in both formats: one mouse command per leg, infinite volley, tackles on the joints, zero falls. Only the number of players and the throw-ins differ.

The goalkeeper plays the same way in both, with its own controls.