Product Roadmap · Updated 7 September 2026

The road to Early Access

Where we are, what is next, and what "done" means. Directional, not a dated promise. The order and the priorities are what matter. The filter for every feature from here: does it make a duel better, or give a duel meaning? If neither, it waits.

Shipped In progress Planned
Shipped & in the build

The Foundation

The hard architecture is done — so everything ahead is content, depth and polish, not "build the engine."

Match Engine
  • 11 v 11 on a regulation, data-driven 105 × 68 m pitch
  • Team Brain — team shape as a sliding, compressing block
  • Five formations — 4-3-3, 4-2-3-1, 4-4-2, 3-5-2, 5-3-2
  • Utility AI — pass evaluator + off-ball movement (triangles, spacing)
  • Power shooting, charged passing (both feet), lobbed passes, celebrations, sprint & stamina, player switching
  • Full set-piece suite — throw-ins, goal kicks & corners, player and AI, with contact-synced animations
  • MetaHuman players with club-coloured kits from the database
  • Broadcast scoreboard, HUD & camera; keeper AI; ball physics & dribble
Management & Systems
  • FM-style database — 25 attributes, jersey numbers, club identity & colours
  • Save system + League, Manager, Match Sim, Tactics & Transfer subsystems
  • Match ↔ season bridge — real lineups on the pitch, results back to the league
  • UI kit — frosted panels, a sortable squad list & squad hub
  • Gamepad as the primary input
Early Access$19.99

Early Access

Everything below ships during Early Access, in order — one price, every update, including the Online Era. Launch first, then depth, then we go online.

Across all of Early Access · 5 shipped · 17 in progress · 47 planned
Milestone 01 · Launch

The Complete Season Loop

Pick a club, manage it through a full season — playing or simming every match in 3D — and it feels like a real, complete football game.

5 shipped · 13 in progress · 25 planned
Match Engine — make it a real match
  • Defensive AI — press, cover, mark and hold jobs handed out by the Team BrainTrap-and-cover defending shipped; tackle animations still to come
  • Offside detection & enforcement
  • Fouls, free kicks & penalties — player + AI
  • Cards & discipline — yellows, reds, sendings-off
  • Referee logicFouls, advantage, added time
  • In-match substitutions
  • In-match tactical changes — shape, mentality, press
  • Attributes drive play — the database shows on the pitch
  • Headers & aerial duels
  • Player-controlled crosses, through balls & tackles
  • Difficulty levels
  • Full 90-minute match flowClock, kickoff, goal→restart & full-time shipped; half-time + injury time to add
Animation & Feel — it has to look right
  • AI passing animationsGround and lobbed passes
  • AI set-piece animationsThrow-ins, goal kicks & corners — run-ups struck on the contact frame
  • AI shooting animationsThe AI still strikes without a wind-up — give it the shot montage on the contact frame
  • Defensive animations — slide & standing tackles, blocks, jockeying, shielding
  • Goalkeeper brain & animations — positioning, dives, catches, parriesPositioning and diving saves shipped; distribution next
Management — a season you can run
  • Season engine — fixtures, table, rolloverLeague subsystem + result bridge built
  • Match simulation for games you don't playSim subsystem built; quick-sim UX to finish
  • Squad & lineup — XI, bench, rolesSortable squad, hub & number editing shipped
  • Tactics — formation, mentality, instructionsFormation selection shipped
  • Transfers — buy/sell/loan, contracts, windowsTransfer subsystem built; market UI to finish
  • Player stat tracking — goals, assists, shots, passes, tackles & match ratings, per match and per season
  • Finances — transfer & wage budgets, income
  • Player development — growth with age & minutes
  • Injuries & suspensions
  • News / inbox
  • Player profile screenData already on squad rows; page to build
  • Board & objectives
Modes & Front End
  • Start menu & career setup — pick your club with its history, transfer budget, wage bill and board expectations in front of youHub → match → return flow works; front end to build
  • Local two-player — two humans, one screen, opposite teams
  • Play Now mode — pick two teams and kick off, no career required
  • Pre-match screen — lineups, tactics, opposition
  • Post-match screen — stats, ratingsFull-time result shipped
  • In-match HUD — radar, scoreboard and player cards for both teamsRadar draws all 22 players in kit colours in a single pass
  • One fully populated leagueClubs + players seeded; fixtures to wire
Audio — reviews live here
  • Crowd atmosphere — reactive ambience
  • Core match SFX — kicks, whistles, net, tackles
  • Basic commentary — event-driven lines
  • Menu music
Tech & Performance
  • 22-character performance pass — LODs / impostersFull stadium and instanced crowd running at ~73 fps; LOD pass to do
  • Save/load robustness across a careerSave system shipped; hardening to do
  • Settings — graphics, audio, controls
  • Gamepad supportShipped as the primary input; rebinding to add
Definition of "Early Access Ready"
  1. Start a career, pick a club, and play/sim a full season start to finish.
  2. Every match is playable in 3D with fouls, cards, offside, subs & defensive AI — and it looks right: keepers dive, defenders tackle, strikers strike.
  3. Transfers, finances, injuries, stats & player growth all persist and matter.
  4. It runs smoothly with 22 players and doesn't lose your save.
  5. It has atmosphere — crowd, SFX & basic commentary.
Milestone 02 · Updates

Depth & Breadth

React to player feedback and widen the world — more football, more club, more of the things you'd miss if they weren't there.

4 in progress · 16 planned
Build your club — marquee feature
  • Club investment & infrastructure — spend what you earn on coaching staff, training facilities, the youth setup and the stadium itself And watch it land: a bigger stand goes up, the ground physically grows around you next time you walk out for a match
  • Staff — assistant manager, coaches, physios, scouts (better staff, better development)
  • Stadium variety — grounds and crowd sizes that reflect what you have builtFirst full stadium with an instanced crowd is in the match engine
Match Engine
  • Skill moves & richer dribblingPhysics-driven ball, drag-back and ten turn animations shipped; the feel pass is ongoing
  • Goalkeeper depth — 1v1s, sweeping, distribution decisions
  • Advanced tactics — line height, width, tempo, marking schemes
  • Momentum & form
  • Replays + replay camera
  • In-match injuries
Management
  • Multiple leagues & divisions — promotion / relegation
  • Cup competitions
  • Scouting — reports, shortlists, hidden attributes
  • Youth academy — intakes & development
  • Training — schedules & individual plans
  • Contracts & negotiations — agents, clauses
  • Player morale & happiness
Presentation
  • Kit & badge editorKit editor shipped: shirt, shorts, socks, trim and boots; badges to come
  • Unique player facesBase head + portrait system built; blocked on morph targets
  • Goal celebration cutscenes
  • Menu/UX pass across management screens
Milestone 03 · Flagship

The Online Era

Play together. Sequenced after the single-player loop is stable, and rolled out incrementally so networking risk never breaks the game you already own.

6 planned · ships in the order below
Rollout order — each a major update
  • Backend & accounts — identity, cloud saves, secure sessions
  • Online friendlies / head-to-head
  • Online leagues — competitive seasons vs other players
  • Online Career Mode — co-op or competitive multi-manager careers in a shared world ★ the marquee feature
  • Matchmaking & leaderboards
  • Anti-cheat & fair-play
Why it's staged
Online is effectively a second project — netcode, servers, accounts, anti-cheat — and the biggest scope risk on the plan. It's de-risked by starting only once the single-player match and season loop is rock-solid, then shipping the pieces in order (friendlies → leagues → career) on an isolated backend, so a networking bug can never break single-player.
Full Release$39.99

The Complete Package

The game a full-price buyer expects — with the Online Era systems now mature and fully featured. Early Access owners upgrade free.

16 planned
Match Engine
  • Full commentary — a proper commentary team
  • Weather & pitch conditions
  • Broadcast presentation — TV intros, replays, overlays
  • Refined animation set — motion-matched, contextual
  • Deep keeper & defensive systems
Management
  • Press conferences & media
  • Player interactions — man-management
  • Board depth — takeovers, expansion, deep finances
  • International management
  • Records, awards & season narratives
  • Dynamic world — AI clubs live their own careers
Content & Tech
  • Full club/league breadth
  • Editor suite — clubs, players, leagues, kits
  • Localization
  • Accessibility — colourblind modes, remapping, aids
  • Console readiness · mod support · deep optimization
Post-1.0

Live & Beyond

Keep it living — ongoing support once 1.0 ships.

5 planned
Ongoing
  • Live content cadence — competitions, events, data updates
  • Online expansion — tournaments, ladders, spectating
  • Community — Workshop / mod support
  • New platforms — console ports
  • Balance & features driven by the player base
How we prioritize
  • Protect the core loop before widening it.
  • Depth over breadth at EA — one great league beats ten shallow ones.
  • Atmosphere is a feature — it's in the EA cut, not deferred.
  • If it looks broken, it is broken — animation counts as a feature.
  • Every stored attribute should visibly change the game.
  • Refactor, don't rewrite — the foundation is solid.
Directional, not a dated commitment. Features may move between milestones as we learn from Early Access players — the order and priorities are what matter.