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.
The Foundation
The hard architecture is done — so everything ahead is content, depth and polish, not "build the 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
- 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
Everything below ships during Early Access, in order — one price, every update, including the Online Era. Launch first, then depth, then we go online.
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.
- 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
- 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
- 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
- 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
- Crowd atmosphere — reactive ambience
- Core match SFX — kicks, whistles, net, tackles
- Basic commentary — event-driven lines
- Menu music
- 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"
- Start a career, pick a club, and play/sim a full season start to finish.
- Every match is playable in 3D with fouls, cards, offside, subs & defensive AI — and it looks right: keepers dive, defenders tackle, strikers strike.
- Transfers, finances, injuries, stats & player growth all persist and matter.
- It runs smoothly with 22 players and doesn't lose your save.
- It has atmosphere — crowd, SFX & basic commentary.
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.
- 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
- 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
- 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
- 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
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.
- 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
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.
- 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
- 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
- Full club/league breadth
- Editor suite — clubs, players, leagues, kits
- Localization
- Accessibility — colourblind modes, remapping, aids
- Console readiness · mod support · deep optimization
Live & Beyond
Keep it living — ongoing support once 1.0 ships.
- 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
- 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.