Q&A FEBRUARY: YOUR QUESTIONS ANSWERED

28-02-2025

HEY FOOTBALLERS!

Welcome to our second Q&A of the year!

Alongside our usual answers to your questions and suggestions, we've prepared some exciting news and fresh details about the Q1 update coming to the game on March 31.

You'll also get a sneak peek at the event roadmap for the upcoming month, helping you plan ahead for the next big challenges.

And we can't forget to mention a major change regarding the servers—soon, the Speed and Legacy servers will merge! This is a huge step toward a more unified experience, unlocking new possibilities for our entire community.

In the "Leaks Drop" section, you'll find insights on the Bottle Buyback module and the HERO STARS system overhaul. The new mechanics will ensure a more balanced character progression, giving everyone a fair shot at success without creating disproportionate advantages.

Ready for the details? Let's dive in! 🚀

 

 

TABLE OF CONTENTS:

SERVER MERGER

EVENT ROADMAP 

MARCH ACTIVITY REWARDS

SHOP UPDATE

DEVELOPERS’ CORNER

PLANNED WORKS

SUMMARY OF NEWS AND CHANGES

REJECTED IDEAS

LEAKS DROP 

PLAYERS’ QUESTIONS

ADMINISTRATION QUESTIONS

SUMMARY

 

 

SERVER MERGER

We have an important announcement for you—on March 31, we’re merging the Legacy and Speed servers!

This is a huge step toward an even more integrated and dynamic gameplay experience, opening up new opportunities for our entire community. We want to thank all Speed server players for their dedication, passion, and the unforgettable moments you’ve brought to the game.

Additionally, we’ll soon be introducing special Speed server cards to honor the legends who have played there. These exclusive collectibles will serve as a tribute to your achievements.

We believe this server merge will strengthen both the competitive and cooperative spirit of the game, creating an environment where everyone can reach their full potential. Thank you for your trust—we look forward to building this exciting new chapter together on the Legacy server!

 

SPECIAL EVENT 

Before the Legacy and Speed servers merge, we’ve prepared a dedicated event for each server, running from March 3 until the merge day.

Speed server bonuses:

  • Training: 600% more trainings (total 1000%!)

  • Training: Possibility to train four skills at once

  •  Work: Energy cost x5, Euro reward x5 (instead of standard x3).

Legacy server bonuses:

  • Training: 100% more trainings

  • Training: 20% cheaper training (Energy and Euro)

  • Work: Energy cost x3, Euro reward x3 

  • Work: 100% more Euro at Work.

Don’t miss out on this opportunity and join the event!

 

 

 

EVENT MAP – MARCH  

 

 

ACTIVITY REWARDS IN MARCH

This March, we’ve prepared tons of gifts for all active players! 🎁

Every day brings a new surprise—don’t miss a single one! Log in daily and claim your free bundles in FootballTeam!

March 8 is also a special occasion—it’s a day to celebrate all the amazing women out there! In honor of International Women’s Day, we’d like to send our warmest wishes to all football fans (and beyond!).

On this day, every player will receive a special surprise bundle, so don’t forget to log in and claim your gift!

The only thing you need to get all the presents in March is 200 OVR.

And this is just the beginning… Stay tuned for more FootballTeam updates because March is packed with even more surprises! 🚀⚽

 



 

SHOP UPDATE

CHANGES TO OVR BUNDLES

We're introducing an innovative OVR bundle distribution system in our Shop!

From now on, a maximum of five bundles will be visible at a time, making the purchasing process clearer and more organized.

We understand that some players felt overwhelmed by the previous number of bundles, so we're addressing this by streamlining the display. Once you purchase a bundle, a new one will automatically take its place—however, the total number of visible OVR bundles will never exceed five.

Bundles will be displayed in ascending order, from the lowest OVR to the highest.

Additionally, we’re introducing special bundles at the following OVR levels: 500, 1000, 2500, 5000, 12,500, and 25,000—each packed with exclusive content!

 

SEASON PASS UPDATE

Starting March 1, the packs available in the Season Pass for Credits in the shop will be regularly updated! This means that with each new season, we’ll adjust their content to match the latest in-game events.

This change also applies to daily rewards from the Season Pass—we’ll continuously tailor them to fit the current game environment.

We believe these updates will make the Season Pass even more engaging and rewarding for all players! 🚀

 



DEVELOPERS CORNER

The February Developers Corner – Update is coming!

📌 We've been working hard on the first major update of the year, and everything is on track! Now, we can officially confirm: 🔥UPDATE DROPS ON MARCH 31! 🔥

📌 Check out the "Leaks Drop" section—today, you'll get more details on the Bottle Collection module and Hero Stars changes!

📌 New Enchanting rules—we managed to implement this update ahead of schedule! We hope you're enjoying the changes!

📌 Training counter (for both basic training and the Training Center)—this feature will be introduced with the Q1 update, making it easier to complete daily tasks!

📌 Energy usage counter for daily training—this will also arrive earlier than planned and will be available on the Dashboard with the Q1 update!

📌 Booster collection revamp—unfortunately, we need to push this to Q2 to ensure we fine-tune all the details.

Stay tuned—March 31 is just around the corner! 🚀

 

Permanent Change on the Legacy Server!

Starting in March, the event-based Work option—Energy cost x3, Euro rewards x3—will become a permanent feature! 🎉

This means faster player progression and even more intense competition! 🔥

 

Full list of ongoing works: 

💎 NEW  Rebalance of item unlocking costs

💎 NEWRebalance of Augmentation, Enchanter, Crafter, Unboxer, and Training Packs

💎 Dashboard: Adding a counter of Energy used for training on a given day. 

💎 Dashboard: Adding information about the number of Basic Training and Training Centre sessions completed, making it easier to complete daily challenges.

💎 Achievements: Adding new milestones and rebalancing rewards for the "Everything Matters" achievement (up to 200,000 OVR).

💎 Achievements: Introducing new milestones and rebalancing rewards in the 8 core Player Skills achievements.

💎 Achievements: Adding new achievements related to cards.

💎 Achievements: Adding new achievements related to basic and special collections.

💎 Achievements: New seasonal rewards related to club extension and collective training - Team Achievements.

💎 Challenges: Update of calendar challenges.

💎 Gameplay: Rework of Hero Stars.

💎 Gameplay: Introducing Team Hero Stars.

💎 Calendar: Daily Achievements won’t be connected with the Calendar anymore (it won’t be necessary to complete Calendar Challenges before completing Daily Achievements). 

💎 Collections: Adding new special collections.

💎 City: “Bottle Buyback” module that will allow players to exchange excess drinks for useful resources, helping to reduce unnecessary items.  

💎Gameplay: Changes to SuperLeague  – it will be changed into SuperLeague Tournament.

💎 Sorting: Adding new sorting options in private messages.

 

 

PLANNED WORKS

 

Here’s a full list of the current planned work:

💎 NEWTraining: Night Training – Season Pass holders will be able to complete a 420-minute (7-hour) training session! This option will be available between 00:10 and 01:00 (server time).

💎 NEWTraining:Season Pass holders will gain access to 180-minute and 240-minute training sessions.

💎 NEWTraining:Training Centrewill now remove speciality locks (and may also reduce or completely eliminate the unlocking cost).

💎 NEWTraining: Rebalance of crafting costs for Rocket Fuel drinks in the Manufacturing module.

💎 NEWMarket: Listing auctions on the market will now require a minimum OVR level (purchasing remains available from 10 OVR as before).

💎Affilliaton: Rework of affiliation for players.

💎 Sorting: Adding new sorting options in private messages.

💎 QuestLine: Adding QuestLine that will replace the tutorial and help introduce new players to the game.

💎 Ranking: Adding a point-based ranking system to evaluate a player's performance in matches.

💎Games: Stance This new feature will allow players to temporarily boost a character during a match, likely for 5 ticks. It’s designed to promote in-game activity. Players can activate this option up to three times per match: the first activation is free, while the next two cost 0.5% of Chemistry + Energy per click.

💎 Games: Changing tactics during a match will no longer reduce the team's power. You’ll have 6 free tactic changes per match. Any additional changes will deduct chemistry from all players involved, but this penalty will only apply after the match ends. This adjustment aims to prevent deliberate weakening of the club during matches and to encourage more strategic use of tactics.

💎City/Cafeteria: Adding an automatic Cafeteria for Season Pass holders, allowing players to schedule multiple meals in a queue.

💎 Polls: Introduction of pop-up polls available in the game.

💎 Sounding: Sounding of cards. Each card will be assigned a unique sounding - 1292 recorded sounds.

💎 Sounding: New sound design in various game modules (Work, Cafeteria, Daily Challenges, Seasonal Challenges, etc. – about 1500 recorded sounds).

💎 Website: New landing page (game homepage).

💎 Website: New blog and Wikipedia for FootballTeam players.

💎 Club Manufacturing: Adding animations for crafting items in the Manufacturing module.

💎 Club Manufacturing: Adding a new building feature allowing clubs to craft and enchant items (Balls, Wristbands, Jerseys, etc.). This building will generate EURO for each club member, in addition to their salary/contract, whenever someone outside the club uses the Manufacture. 

💎 Team invitations: Adding the possibility to send team invitations.

💎 Club: Implementation of Phase II of the Club extension – Adding the CLUB SPA building. 

💎 Club: Implementation of Phase II of the Club extension – Adding the Marketing Agency building. 

💎 Club: Implementation of Phase II of the Club extension – Adding the Fan Shop building.

💎 Club: Implementation of Phase II of the Club extension – Adding the Radio Station building. 

💎 Club: Implementation of Phase II of the Club extension – Adding the TV Station building.

💎 Club: Implementation of Phase II of the Club extension – Adding the Science Academy building.

💎 Club: Implementation of Phase II of the Club extension – Adding the Development Academy building.

💎 Club: Implementation of Phase II of the Club extension  – Adding the Tactical Academy building.

💎 Club: Implementation of Phase II of the Club extension  – Adding the Club Manufactory building.

💎 Club: Implementation of Phase II of the Club extension  – Adding the Distillery building.

💎 Cards: The first fitting of cards from the Speed server (planned number - 84 pieces). 

💎 Cards/Platinum Card Creation: Cards will be created by merging three identical level 5 legendary cards.

💎 Rewards: Adding team rewards for completing Daily Challenges by all team players on a given day.

💎 Boosters: Booster collection revamp.  

 

 

SUMMARY OF NEWS AND CHANGES

 

💎  Item enchanting: Rebalance of enchanting module.

💎 Shop:New distribution system regarding  OVR bundles. 

💎 “Character” tab: Adding icon with the flag of the player’s country (selected by players).

💎 Enchanting: Easier booster exchange – we've added + and - buttons to help you quickly select the number of boosters for exchange.

💎 Support: First improvements implemented to enhance player support quality—we now respond within 12 hours in most cases, including on weekends!

💎 AI Assistant: Launched! Our AI Assistant is now available to answer basic player questions.

💎 Collections: Optimized the card collection exchange process (basic version).

💎 Club: Added a Euro earnings ranking in the Club tab, showing the amount earned from Work.

💎 Cards: Released the next batch of card sounds75% of all cards now have voice lines!

💎 Cards:Card duels are now fully voiced! 🎙️🔥

 

 

REJECTED IDEAS

💎 City/Market:  We've planned to add market history, showing the last X transactions made with Credits. However, due to a technical issue that arose during development, this change will be temporarily postponed. The challenge comes from needing to create a system that detects and displays the market history in the player's language (since the game is translated into multiple languages). This is a time-consuming task, so we’ve decided to prioritize the Q1 and Q2 updates first.

💎 Support: We were working on adding a rating system for support tickets, where players could rate the conversation and leave comments. However, as we’re currently monitoring ongoing changes to improve player support, we’ve decided to temporarily place this feature in our “task freeze” to focus on more immediate updates.

 

 

LEAKS DROP 

Welcome to our favorite Q&A section! It’s time for a second leaks drop this year. Happy reading and commenting! 

 

“Bottle Buyback” Module

Ever wondered what to do with all those unused drinks? Are they just taking up space in your locker, and you’re not sure how to get rid of them?

We’ve got a solution for you:

The Bottle Buyback module allows you to trade in drinks (both locked and unlocked) for valuable Energy! Throughout the season, you can get rid of your extra drinks and earn up to 150,000 Energy!

 

Changes to HERO STARS module

We’ve noticed that some players reach the maximum HERO STARS level quickly, while others take much longer to collect them. This disparity led to imbalances in gameplay, creating huge gaps between players.

We understand that players with 125 stars want to continue developing their characters. However, the old system caused the unlocking of additional HERO STARS levels to lead to even greater inequality in gameplay.

💡 Solution? A new HERO STARS bonus table!
Our goal is to ensure smooth and fair progression, where every new star still provides benefits, but without creating overpowered advantages.

Here’s how the new table benefits you:

✅ Gradual HERO STARS collection with meaningful rewards.

✅ Keeps game balance intact, preventing skill imbalances.

✅ Opens up the potential for unlimited character development.

With this change, each new star will continue to strengthen your character in a balanced way, ensuring that competition remains fair and rewarding for everyone! 🚀

Additionally, this update will allow us to integrate HERO STARS into various achievements, making it more accessible for all players.

 

Table of changes for HERO STARS

 

Team Stars

Team Stars work similarly to regular stars, but with a twist: they’re tied to the club where they were collected. This introduces a whole new layer of strategy and teamwork.

It’s a fantastic opportunity to develop your club together and gain extra bonuses that enhance team integration. Each player’s contribution helps grow the entire community, and the progression of characters becomes even more satisfying!

 

Table for team bonuses based on the number of TEAM STARS

 

 

Teaser of upcoming achievement update

 

In the next Q&A, we will present the details about the upcoming achievement updates! Here's what you can expect:

  • NEW Auction listings on the market starting from a certain OVR level (buying from the market remains unchanged from OVR level 10).

  • NEW Rebalancing of Augmentation, Enchanter, Crafter, Locksmith, and Training packs.

  • One-time achievements related to cards.

  • New achievements related to Augmentation.

  • 18 new seasonal team achievements involving team training and the collective extension of club buildings.

PLAYERS’ QUESTIONS

 

Lomax20001: Create a special in-game message – Transfer Offer – maybe with a different color and font. 

Hey Lomax20001! We’d like to let you know that the club invitation system has been completely revamped to make it clearer and more user-friendly.

Now, when you receive an invitation, a popup will appear with the message: "You’ve just received a club invitation!" Clicking "CHECK" will take you to your inbox, where you'll find all the details: the club’s crest, name, number of players, and average OVR.

We’ve also added new options – you can accept or decline the invitation directly from the message. Plus, you now have the ability to opt out of receiving similar invitations in the future.

To help you filter offers, you can set a minimum club OVR in your account settings to control which clubs can send you invitations. If you accept one, all other pending invitations will be automatically declined. Every decision – whether accepting or rejecting – will send feedback to the club that sent the invitation.

Clubs now have access to a list of pending and declined invitations, and each invitation remains valid for 24 hours before it expires and disappears.

We hope that the upcoming changes planned for Q2 will make joining clubs even easier and the whole process more transparent!



Lincoln: I suggest considering the possibility that team training could increase player chemistry. It makes sense because chemistry is about the interaction between players on the field—the more they train together, the better they understand each other.

Hey Lincoln, thanks for your message! We agree with you—team chemistry increases whenever players compete in matches together. The longer they stay in the same club, the higher their chemistry level can become.

Team training, on the other hand, is designed to improve skills. An additional benefit is a stats bonus, which grows when more club members participate.

Your suggestion is interesting, and we’ll definitely consider it for future gameplay updates. Thanks for your engagement!



GrubyTymek: I suggest adding the ability to trade cards with other players.

Hey GrubyTymek, thanks for the suggestion! We understand that trading cards between players could be an interesting option, but we’ve intentionally decided not to include this feature in the current system.

There are no shortcuts—every card must be earned individually, emphasizing each player’s personal development. We want collecting and upgrading cards to be a personal challenge rather than a mechanical exchange. This also makes every card you obtain feel more valuable.

We appreciate your idea, but we’re committed to keeping this feature unique and ensuring that every player builds their own card collection independently.



Bzykacz69: I’d like the daily chalenges in the calendar to truly reflect daily activity rather than just consuming resources. Chellenges should be achievable for every active player without requiring resource spending.

Hey Bzykacz69, thanks for your feedback! We understand that some daily challenges may require spending resources, but all of them are visible in advance, allowing players to plan their resource management accordingly. Every achievement is designed to be achievable for active players.

We want to reward all active players, which is why we’ve also introduced a daily login reward bundle that can be claimed in the special bundles section. Additionally, players on the Legacy and Speed servers can collect a free starter pack every day. This ensures that active players can earn in-game bonuses completely free of charge.



Andrzejek: Is it possible to completely remove the prison system in card duels or at least reduce its duration from 7 days to 3 days (weekend)?

Hey Andrzejek, thanks for your suggestion! We understand that the prison system in card duels can spark different opinions, but many players actually enjoy this mechanic. We regularly see positive feedback about it, and for many, it’s an important part of the gameplay.

Because of this, we don’t plan to remove it or shorten its duration. However, we’re always open to ideas for improvements. We appreciate your input. Thank you for sharing your thoughts!



Anderson Luís de Souza: Is there a possibility of updating card duels by increasing the number of rounds from 11 to 15, making the prison system permanent, and setting each round to last 20 seconds?

Hey Anderson Luís de Souza, interesting suggestion, but if we increase the number of rounds and make the prison system permanent, we’re afraid Andrzejek might have a heart attack! 😄

Opinions on card duels are very divided—some want the prison time reduced, while others, like you, would prefer it to be even harsher. We always aim to find a balance that satisfies as many players as possible.

Thanks for the idea—we always appreciate creative suggestions!



Lincoln: Please review the matchmaking system for duels because it doesn’t seem optimal or fair. I just played for the last 20 minutes and only faced Elite players, from top 1 to top 5—the strongest players—while I’m not even in the same league as them. What’s worse, I checked their duels, and they don’t face any other Elite players or each other. I’ve read that the top duel players will always remain the same because they never compete against one another. I suggest adjusting the matchmaking priority so that players face opponents from the same bracket with similar scores to ensure real competition—or bringing back the option to duel teammates.

Hey Lincoln, the MMR (Matchmaking Rating) system always tries to match you with an opponent whose ranking points are closest to yours. If no suitable opponent is found, the system gradually expands the search range. Many players in the Master division belong to the same club, which is why they don’t compete against each other.

We’re planning to change this by introducing an event mode that will allow duels between teammates.

Additionally, we suggest playing at different times, as checking the duel history can help identify when other players are active. Thanks for your feedback—we appreciate your insights!



GUTO: I suggest considering the option of setting up a Credit shop with prices based on the country’s currency.

Hey GUTO, thanks for the suggestion! We’ve considered different pricing models, but maintaining a single, fixed price is a way to show our commitment to players and ensure transparency and equal treatment for everyone.

If we were to implement dynamic pricing based on each country’s currency, factors like exchange rates, commissions, and other transaction costs would end up raising the final prices, rather than making them more accurately adapted to different markets.

We want the shop to be simple, transparent, and fair for all players, which is why we stick to a unified price list. Thanks for the idea and your engagement!



Gemeiu: We request that the duel accumulation limit be increased so that players who can't play during the week have a better chance to play on the weekend and claim seasonal rewards.

Hey Gemeiu, thanks for your suggestion! Based on available statistics and player feedback, we can confirm that the current number of unplayed duels that can be accumulated and used later is optimally balanced. The system is working as intended and ensures the right pace of gameplay.

Because of this, we don’t plan to make changes in this area, but we’re always open to further feedback. Thanks for sharing your opinion!



Lomax20001: I suggest increasing the number of players in a team to 22.

Hey Lomax20001, the current game settings were designed with the assumption that a team consists of 20 players.

Changing this limit would require adjusting several key mechanics, such as balancing the costs for extending club buildings, player health regeneration, and other aspects of gameplay.

Additionally, a larger number of players would mean that more players couldn't participate in matches since the number of players on the field can't be increased. This could lead to less engagement from some team members.

For these reasons, we don’t plan to make changes in this area, but we appreciate your feedback!



Lincoln: I suggest that the game should reward a player's trained skills based on their position. For example, a striker and a midfielder who both have 100 Efficiency and 100 Playmaking would receive a 20% bonus for Efficiency for the striker and a 20% bonus to Playmaking for the midfielder. This would help differentiate players more effectively based on their chosen positions.

Hey Lincoln, in the most recent update, we rebalanced the skill power for each position during matches. For reference, here’s the table:

 

What to train for each position?

Goalkeeper: defensive play, anticipation, stamina, set pieces.
Defender: defensive play, pressing, stamina, set pieces.
Midfielder: playmaking, offensive/defensive play (whether it’s an offensive or defensive midfielder), pressing, stamina, set pieces. 

Forward: offensive play, efficiency, stamina, set pieces.

You can find more information on this topic in our FAQ, where we have detailed the impact of individual skills on gameplay. If you have any additional questions, we are happy to help!

 

Main Skills:

Offensive Play: increases the player's skills during an attack. The basic skill for forwards and offensive midfielders, when it comes to shots from open play.

Defensive Play: increases the player's skills during defense. The basic skill for goalkeepers, defenders, and defensive midfielders, when it comes to interventions during action.

Passing: the skill of effective passing. Additionally, the main skill for midfielders is to intercept the ball in the central area of the field.

It is worth noting that some skills for a given position provide a smaller bonus, such as pressing for forwards and finishing for goalkeepers, which does not mean that they should not be trained when playing in these positions.



Modification Skills:

Pressing: forces the opponent to make mistakes (e.g. inaccurate pass, losing the ball, inaccurate shot) by increasing randomness and reducing the impact of finishing. Pressing lowers the opponent's main skill in 1v1 situations when the OPPONENT has the ball (proportionally to the ratio between their finishing and your player's pressing). For goalkeepers, part of the role of pressing is taken over by anticipation.

Efficiency: increases the chance of performing a given action in the match (reduces randomness and the impact of pressing). Efficiency lowers the opponent's main skill in 1v1 situations when YOUR player has the ball (proportionally to the ratio between the opponent's pressing and your efficiency).

 

Special skills:

Set Pieces: Take over the role of attack/defense when a play results from a dead-ball situation (e.g., penalty, corner, free kick). For example, when defending a corner kick, a defender's performance will be determined by their Set Pieces skill rather than their Defensive Play.

Anticipation: Allows players to predict where the ball will go and who will receive it. This skill is especially important for goalkeepers, as it helps them track the ball's trajectory.

Stamina: Affects all other skills. At the start of each match, the engine selects the player with the highest trained stamina among the 22 players on the field. This player can maintain 100% of their abilities for the full 90 minutes (excluding stoppage time and extra time—beyond 90 minutes, all players start losing energy). The highest stamina level in the match is tracked in real time, reflecting in-game conditions and adjusting based on equipped items that boost stamina.

 

When to Equip a Stamina Item?

Use the formula: your stamina / highest stamina in the match × 90 minutes

Example:

Your stamina: 86

Highest stamina in the match: 140

Calculation: 86/140 × 90 min = 55th minute

From the 56th minute onwards, the player will start losing 1% stamina per minute until the end of the match unless an additional stamina-boosting item is equipped.



BOB: Suggestion – Community Challenge – Similar to Team Games, but based on the entire server’s performance. We set several milestones (e.g., 40/60/80 million clicks) and reward all players equally once each milestone is reached, regardless of individual contributions. Standard rules apply: rewards will be locked and require at least 200 OVR to prevent abuse.

Hi BOB, thanks for your suggestion! A very similar idea is already on our task list. However, it’s not being implemented at this time, as we are currently focused on higher-priority features.



Tigerr miłości: Hello! I suggest changing the current auction system, which follows a Dutch auction format (where prices decrease over time), to an English-style auction, where players bid against each other, and the highest bid wins.

Hi Tigerr Miłości. Thank you for sharing your idea! A similar concept has already been considered in our plans, but for now, we are not implementing it, as our focus is on other key areas.



Mr Messive: New Suggestion – Match Engine Changes. Example: Position and side matter—if you play on your preferred side, your effectiveness increases by 110%.

Hi Mr Messive, thanks for your many suggestions! We’re happy to address them.

Regarding this proposal, we will discuss its feasibility in our development meeting. However, these are long-term changes, requiring significant modifications to the current match engine.



Option to Skip Animations – for enchanting, augmentation, pack openings, tier upgrades, item skill changes, etc.

Currently, implementing this feature would be quite time-consuming, as such a system is not yet in place. However, this is something we may consider at a later stage, potentially in Q3 2025, after the club update.



Training boost – Adding a drink that reduces the Energy cost for unlocking specialities by 20%/40%/60%/100%. Additionally, the energy cost for unlocking specialities above 10K+ will be reduced by 20%.

This is an interesting idea, but we need to analyze it further. At this stage, we are unsure whether such a drink will be introduced. Currently, we are focusing on booster collection changes, which will halve speciality unlock costs—as mentioned in a previous QA. Additionally, team training already allows free speciality unlocks. If we decide on further improvements in this area, we’ll be sure to update you!



BOB: Card Duel Fun Mode – 1 golden card, 14 blue or grey cards, round time reduced to 5 seconds (first round 10 seconds).

Hi BOB, thanks for your suggestion! We aim to introduce more diverse card sets to make gameplay even more exciting and dynamic. If you have other specific ideas, we’d love to hear them!



Qualliar: A drink that increases Cafeteria earnings.

Hi Qualliar, thanks for the suggestion! We’ll try to introduce such a drink into the game in the near future. If there are any updates, we’ll be sure to inform you!



Drastolth: Refreshing the item collection system with rewards similar to card collection exchanges.

Hi Drastolth, thanks for your suggestion! Right now, we are focused on achievements and special collections. In the upcoming update, the number of special collections will increase to 88 and achievements to 64!

After the club update in Q2, we will also review standard collection rewards. If any changes are made, we’ll let you know!



Devast: What will be the new limit for Hero Stars?

Hi Devast, thanks for your question! You can find all the details in today’s LEAKS DROP section. Be sure to check it out!



Thanks for all your questions and suggestions in this Q&A! Your feedback is incredibly valuable and helps us improve the game to meet your expectations. Keep sharing your ideas—together, we’re shaping FootballTeam! ⚽🔥

 

 

ADMINISTRATION QUESTIONS

 

  1. What types of tournaments or challenges (team duels, eliminations, etc.) would interest you?

  2. Would you be interested in themed seasons on new servers?

 

 

SUMMARY

Thank you for all your questions and suggestions—your engagement drives the development of FootballTeam! 🚀 Every comment provides valuable insight, which is why we closely follow your feedback and work on improvements.

We’re not slowing down for a second, so stay tuned – more updates are on the way!

 

 

Best regards,
The FootballTeam Crew ⚽🔥

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12 Comments

7684
2 days ago
Takie pytanko z innej beczki czemu paczki z sklepu (za kupno season passa) są po 500 a nie po 150 jak były wcześniej?
177
2 days ago
PROPOZYCJA:A MOZE ZROBICIE ZE BEDZIE MOZNA MOWIC NA CZECIE ZESPOLOWYM?
177
2 days ago
PYTANIE:CZY MOZNA WROCIC DO KLUBU?
160
2 days ago
jest blokada 30 dni, po tym czasie można wrócić
719
2 days ago
wincyj rzeczy za kase, tego potrzebuje kazdy
92
2 days ago
Co dokładnie masz na myśli? 😊
756
2 days ago
Wydaje mi się że idealnym balansem dla rozgrywek w serwerze Classic byłoby wprowadzenie drużyn narodowych. Które losowo będą miały dobieranych graczy. Wtedy szansa dla każdego byłaby na wygranie czegoś. Oczywiście przy tym trzeba usunąć zmęczenie, albo zrobić to w jakiś inny sposób. Odwagi Adminie przed tobą kolejne zmiany :)
10663
2 days ago
Przecież temat reprezentacji jest wałkowany od lat i nic z tego. Żadnych korzyści nie będą z tego mieć 😜
92
2 days ago
Ciekawy temat, przekażemy wyżej co by nie uciekło! 😊
10168
2 days ago
Cześć Andrzejek. Dzięki za sugestię! Rozumiemy, że system więzienia w pojedynkach karcianych może budzić różne opinie, ale wielu graczom właśnie ta mechanika się podoba. Regularnie widzimy pozytywne opinie na ten temat i wiemy, że dla wielu jest to ważny element rozgrywki. Niestety, ale mamy zupełnie inny feedback w tej sprawie, ale mam pomysł! Może sprawdzimy to w ankiecie na discordzie i zobaczymy jaki jest finalny głos graczy FootballTeam. Co Wy na to? ;)
10663
2 days ago
Ankieta na dsc będzie niemiarodajna, bo nie wszyscy mają dostęp do ich serwera 😜
92
2 days ago
Niestety Bioxoholik ma rację - ograniczenie głosu ludu do Discorda byłoby niemiarodajne. Musisz mi zaufać na słowo, że są ludzie, którzy chwalą ten tryb i to otwarcie (nie na Discordzie, bo by go zjedli)

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