Built In Public

News

One developer, one football game. Every devblog entry from day six onward: the wins, the architecture, and the bugs worth laughing at.

Monday, 24 August 2026devblog

Kit editor

Recolour shirt, shorts, socks, trim and boots from 24 curated colours with a live 3D preview. Hit save and all eleven of your players wear it in the match engine.

Thursday, 20 August 2026devblog

Two humans, one screen

Local multiplayer works. Two players, each controlling their own team on a shared screen. Switch players, pass, shoot, tackle each other. The first time the brand promise is literally true.

Tuesday, 18 August 2026devblog

Shooting has no aim assist

No lock-on, no magnetism, nothing pulling the ball toward goal. The shot fires exactly where your player is facing. If you are not lined up, you are not scoring.

Monday, 03 August 2026devblog

I never store a face

Every player is procedurally generated from their unique ID. Skin complexion first: nine regional profiles, continuous ranges, no two players alike, and nothing saved.

Thursday, 30 July 2026devblog

The sole rolls the ball back

The animation now says exactly when the sole is on the ball. Roll it back, stop it dead, then a second notify kicks it forward under real physics.

Wednesday, 29 July 2026devblog

"The ball is on rails." They were right.

Players said the ball felt like it was on rails while dribbling. It literally was. So I rebuilt it from scratch, then broke it, repeatedly. The honest answer tonight is "closer."

Tuesday, 28 July 2026devblog

A goalkeeper with a brain

Tore out the old keeper and started building a real one. He cuts the shooting angle, rushes central shots and stays home for wide ones, driven by geometry rather than a line.

Sunday, 26 July 2026devblog

Dribbling is a ball problem

Right- and left-footed dribbling and a drag-back turn. The animation was the easy part. Making the ball look glued to the boot was the whole day.

Tuesday, 14 July 2026devblog

Eleven a side

I did not write AI for 22 players. I wrote it for two. One Team Brain per side, and team shape and performance turned out to be the same problem with the same fix.

Monday, 13 July 2026devblog

Real bodies, real kits

The kit colour is not something I picked. It is pulled straight from the club record in the database. Change the club, the shirts change. Keepers must clash, as Law 4 says.

Wednesday, 08 July 2026general

Where the playable football goes next

Throw-ins are in. Next: goal kicks and corners you take yourself, charged lob passes with real over- and under-hit error, smarter AI, and 11v11 on a full-size pitch.

Wednesday, 08 July 2026devblog

Throw-ins you actually take

Ball goes out, your player raises it overhead, you take control of a team-mate and run them into space, then throw it to their feet. The ball leaves the hands on the exact animation frame.

Friday, 03 July 2026devblog

Squad hub

Turned plain Unreal menus into a proper squad hub: a formation pitch tile, action tiles, and a sortable squad list underneath. Menus should feel as good as the match.

Monday, 29 June 2026devblog

Power shooting

Hold to charge with a live power bar over your player. Release in the green to slot it in the upper 90. Hold too long and you sky it.

Monday, 29 June 2026devblog

The manager sim and the pitch are one game

Club codes on the scoreboard instead of "You vs AI", and real player names and numbers on the HUD, updating as you switch. Westgate FC vs Brackfield United, for real.

Sunday, 28 June 2026general

The engine room: 640 players, 32 clubs

Before the rippling nets and the on-pitch action, I built the part nobody sees: a full management sim with promotion, relegation, finances, facilities and a transfer market.

Saturday, 27 June 2026devblog

The net ripples

Proper 3D goals with posts you can clatter, a net that ripples when you smash one in, and a ball that settles in the back of it. Scoring finally feels like scoring.

Saturday, 27 June 2026devblog

Pace and shape

Slowed the players down to realistic run and sprint speeds, and suddenly positioning matters. Plus 3v3 triangle positioning and a controller-native pause menu.

Thursday, 25 June 2026devblog

The camera was never the problem

Two hours chasing a "choppy camera". The camera was fine. The pitch lines were shimmering under motion, motion blur was smearing them wider, and the look-at was snapping every frame.

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