Arcade hockey like you remember. Big hits, fast goals, and fights that are completely ridiculous. 24 made-up clubs, captain abilities, a franchise mode that keeps you playing, basic pond hockey, online and couch play.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Old Time Hockey is a one-person passion project, and arcade hockey lives or dies on how it feels; the weight of a hit, the timing on a deke, whether a slap shot from the point feels worth winding up. I can tune that on my own all day, but nothing beats getting it in front of people who grew up on '94 and the Hitz games. Early Access lets me do that - put out a game that's already genuinely fun to play, then sharpen the feel, the balance, and the content alongside the people actually playing it. I'd rather build the rest of this with a community than guess in a vacuum.

Approximately how long will this game be in Early Access?

“I'm planning on roughly 6 months, but I care more about getting it right than hitting a date. The game is already a complete, playable package, so for me Early Access is about polishing and adding to it, not finishing something half-built. How long it takes will depend a lot on what players want me to focus on first.

How is the full version planned to differ from the Early Access version?

“The Early Access build is already a full game, so my goal for the full version is to deepen it, not fill in missing pieces. Things I plan to work on:

More teams and arenas, plus a new rink model and finished team logos and kits.
A deeper season/franchise layer on top of the existing season, career, and Cup Run modes.
More ways to play: couch multiplayer for up to 4 (2v2), a pond-hockey free-play mode, and a skills-competition night.
A real announcer/commentary pass, and more music and crowd audio.
An art and animation polish pass across the board.
Ongoing improvements to online multiplayer.

These are the directions I want to take it. Exactly what lands, and in what order, will lean heavily on player feedback during Early Access.”

What is the current state of the Early Access version?

“It's a complete, playable arcade hockey game today — not a demo. What's in right now:

Full 5-on-5 hockey against the CPU, with real goalies, line changes, and shift fatigue.
Online head-to-head multiplayer and local play.
The whole arcade schtick: momentum skating with turbo, charged wrist and slap shots, puck dekes (toe drag, dangle, spin-o-rama, fake shot), deliberate poke and body checks, big board hits, one-timers, and Punch-Out-style fights (local only, online is button mashing).
Penalties, power plays, and special teams that follow real rules.
6 fictional teams, each with its own roster, stats, and identity.
Modes: exhibition, a 5 game mini season with playoffs, Challenge modes, practice/training camp, and CPU-vs-CPU spectate.
Presentation: pre-game intros and anthem, three-stars, instant replays for goals, a photo mode.
Full controller support, accessibility options like high-contrast kits, and 27 achievements.

It runs well and it's fun to play start to finish. Early Access is about making it deeper and more polished. not making it work.”

Will the game be priced differently during and after Early Access?

“I plan to start at a early access price and raise it gradually as I add new content and features.”

How are you planning on involving the Community in your development process?

“I plan to be hands-on with regular updates driven by what players run into. I already tweak the game constantly off playtest notes, and I want to keep doing that out in the open: balance changes, feel adjustments, and which features to build next. If something feels off, ex a hit that doesn't land right or a mode you wish existed, let me know because I want to hear it, and a big chunk of the roadmap will come straight from that. There are in game feedback areas and will monitor the community hub.”
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Join the Old Time Hockey Playtest

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This game is not yet available on Steam

Planned Release Date: To be announced

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About This Game

WELCOME TO THE LEAGUEOld Time Hockey is what happens when you grow up on 16-bit and y2k era hockey games and really miss that vibe. Only a handful of buttons that matter, and a body check that can send a helmet into the third row. You'll score inside your first minute, but getting good is another story.

Basic shooting controls for those you just want to try and get some garbage goals, but depth within the controls and techniques also allow you to learn to be consistent. 

When the gloves come off the game turns into an actual fighting game, not a cutscene. Jabs and haymakers, blocks, counters, flying kicks, jump attacks. There's a super meter. Win by knockout and you get to stand over him for a bit. If none of that is your thing, there's a simple three-button version, or turn fights off and the game settles them without you.

24 made up teams, and making them up means they follow classic archetypes of the city they're based in. Every club has its own city, colors, and barn, and the captain carries a signature ability. Boston's guy is THE HAMMER and hits like a truck. Miami's raises his game late when it's close. Philadelphia's captain has BAD INTENTIONS and he does not lose fights. Underneath all of it the hockey is real five on five: line changes, fatigue systems, penalties and power plays, injuries, faceoff battles, overtime, shootouts, and more.

There's a lot to do. A quick Exhibition mode with plenty of modifiers. A franchise career with draft nights, a trade deadline, free agents who start bidding wars, a salary cap, aging, awards, rivalries that carry over, and more. Pond hockey outside with milk-crate goals and a bonfire and a rink dog to fetch pucks, plus an endless KING OF THE POND ladder if you think you can hold the ice all night. Short Season modes, training camp drills, 3-on-3 arcade style, tournaments, GOLDEN GOAL best of 3, HAT-TRICK HERO to see how fast you can score. Online has quick match and join codes. The couch just needs a second controller.

Nothing is licensed, so the teams, the players, the league, are all fictional. Just old time hockey the way it's supposed to feel.

Key features

  • Pick-up-and-play controls you'll recognize

  • Arcade skating with turbo, big open-ice checks, helmet pops, and more.

  • A real fighting game when the gloves drop, with combos, supers, and KO finishers (or use the simple mode, or skip fights entirely)

  • 24 original clubs with full rosters, lines, and captain abilities

  • ON FIRE hot streaks, broadcast callouts, instant replays, organ and crowd chants, a synth PA announcer

  • Franchise mode with draft lottery nights, deadline trades, free agency, a cap, aging, awards, and rivalries

  • Lots of ways to play: Exhibition, BLITZ for faster action, Franchise, Short Season, Training Camp, 3v3, tournaments, Mutant League modifiers, Golden Goal, Hat-Trick Hero, and pond hockey

  • Online 2-player with Quick Match, join codes, and rematch, plus local couch versus

  • Full controller support, a Steam Deck graphics preset, and accessibility options (one-button mode, hi-vis puck, reduced motion and flashing, high-contrast kits)

  • Fully unlicensed: original teams, cities, and leagues, no real-world names or likenesses

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core x86-64, ~2.4 GHz
    • Memory: 4 GB RAM
    • Graphics: Vulkan-capable, ~2 GB VRAM
    • Storage: 3 GB available space
    Recommended:
    • OS: Windows 10/11 (64-bit)
    • Processor: Quad-core (Core i5 / Ryzen 5)
    • Memory: 8 GB RAM
    • Graphics: GTX 1060 / RX 580
    • Network: Broadband Internet connection
    Minimum:
    • OS: 64-bit
    • Processor: Dual-core x86-64, ~2.4 GHz
    • Memory: 4 MB RAM
    • Graphics: Vulkan-capable, ~2 GB VRAM
    • Storage: 3 GB available space
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