Q&A JUNE: ANSWERS TO YOUR QUESTIONS
30-06-2025







HEY FOOTBALLERS!
We’re happy to be back with another Q&A! 😊
Thank you for all your messages, comments, and activity – it’s your engagement that allows FootballTeam to grow at such a dynamic pace.
Below you’ll find a summary of the key new features we’ve added to the game:
We’ve introduced a number of changes that improve gameplay, enhance user convenience, and expand existing systems. You can now automatically open Energetic and Card Packs, and we’ve simplified the skin implementation process. Historical TOP Items can now be enchanted up to +50 and receive additional skills, while green and red items can now be enchanted to higher tiers.
Training now offers new session lengths (180, 240, and 420 minutes) for Season Pass holders, along with cost summaries and new beginner bonuses. The Manufacturing module has been rebalanced – fragment costs were adjusted, drinks (Golden and the new Charged Drink) were improved, and item sale value was increased. Collections also received updates – rewards were changed in the basic collections, and guaranteed Hero Stars were added to the one-time collections.
We’ve added the possibility to send club invitations and introduced new rewards for Top of the Week. Auctions were improved by filling in missing items, and landing pages were refreshed across all servers.
Now that the latest update is behind us, it’s time to look ahead!
We’re working on several changes that will significantly improve gameplay comfort and pace. We’re introducing health-restoring drinks as exclusive rewards for the most active players. The Cafeteria overhaul will reduce meal times by up to 15x, allowing players to recover Energy much faster.
The Augmentation System is getting upgrades: you’ll be able to unlock locked crystals and retain Augmentation when boosting items. We’ll also raise the betting limits.
A new way to interact with news is coming – the possibility to like posts.
In matches, we’re lowering the minimum health threshold from 50% to 25%.
A major addition is the extensions of clubs with 10 brand-new buildings, including a SPA, Marketing Agency, TV Station, and Science Academy. We’ll also be adding the Club Manufacturing module, allowing players to craft items and generate EURO for club members when used by players outside the club.
An exciting update is just around the corner!
TABLE OF CONTENTS:
GAMEPLAY CHANGES: HEALTH REGENERATION AND NEW PLAYER LINEUP THRESHOLD
SERWER ROYAL: NEW RULES OF CREDIT TRANSFERS
SERVER CLASSIC: BOOST FOR NEW PLAYERS
SERVER ROYAL: BOOST FOR NEW PLAYERS
AUTOMATION OF CARD PACKS AND ENERGETIC PACKS OPENING
GAMEPLAY CHANGES: HEALTH REGENERATION AND NEW PLAYER LINEUP THRESHOLD
On Friday, June 27, we introduced small but significant adjustments to player health on the Classic and Royal servers:
🔹 Health regeneration for the SuperLeague winner has been increased from 4% to 5%
🔹 The minimum health threshold required to line up a player has been lowered from 40% to 25%
These changes aim to better balance the gameplay and offer greater tactical flexibility.
📅 The same changes will be implemented on the Legacy server on July 3.
SERVER ROYAL: NEW RULES OF CREDIT TRANSFERS
In response to your numerous suggestions, starting July 1, we’re introducing changes to the Credit transfer rules between servers:
Transfer reset – On the 1st of each month, the possibility to transfer Credits to any server will be reset.
Transfer cost – The transfer fee is 1000 Credits – a special bundle will be available in the Shop.
Transfer fee – A 15% fee will be applied to the amount of Credits being transferred.
The previous Credit transfer system was too rigid — the decision was one-time only, and players felt pressured and limited. But Royal was created for fun, freedom, and giving players the power to choose!
That’s why we’re introducing an important change:
👉 From now on, you can decide to transfer your Credits multiple times – no stress, no restrictions.
We want you to play on your own terms and enjoy the game without unnecessary limitations. With this change, you’re in full control of how and where you want to use your resources.
Play your way. We're just giving you more options. 🎮✨
SERVER CLASSIC: BOOST FOR NEW PLAYERS
EXP Boost on Classic – making it easier for new players to get started!
We've introduced a new EXP boost system on the Classic server to help new players develop their characters faster and dive into the world of FootballTeam with even more fun! ⚽🔥
🔹 We've implemented specific EXP bonus thresholds that we’ll be closely monitoring and adjusting as needed.
🔹 This is a long-awaited change designed to support new players without disrupting game balance – it won’t negatively affect the Top of the Week or Team Games.
Your feedback, as always, is incredibly important to us!
💬 Let us know in the comments what you think about the new thresholds and how they’re working in practice.
❓Will the EXP boost system also appear on the Legacy server?
At this stage, we’re focusing on analyzing how the system performs on the Classic server. We're gathering data, monitoring how the thresholds affect gameplay, and listening to your feedback.
📊 Only after this analysis will we decide if, when, and in what form the EXP boost system will be implemented on the Legacy server.
Stay tuned – the best is yet to come! 👀💬
SERVER ROYAL: BOOST FOR NEW PLAYERS
EXP Boosts on Royal – New Thresholds to Kick Things Off!
Since we plan to merge the Royal server with the Classic server in the future, we’ve decided to unify the EXP threshold system right away. This means Royal now follows the same EXP rules as Classic, but adjusted to match the current progression of its players.
🔍 What does this mean in practice?
The best player on Royal hasn’t yet surpassed 4999 OVR, so we’re starting with the following thresholds:
🔹 10 – 499 OVR → +75% EXP
🔹 500 – 999 OVR → +50% EXP
🔹 1000 – 1999 OVR → +30% EXP
📊 Additional thresholds will unlock automatically as the top players cross new milestones: 5000 OVR and 10000 OVR.
Thanks to this, new players on Royal get a strong head start, while the system remains scalable and fair for everyone.
💬 Got questions or suggestions? Let us know in the comments!
ITEM MARKET: OVR REQUIREMENT
📉 New Market Rules – limitations for new accounts
We've introduced a change to how the market works across all servers, aimed at improving security and reducing abuse.
🔒 New accounts with OVR below a certain threshold will no longer be able to list items on the market.
❗️This restriction applies only to selling – purchases will still be available to all players, regardless of OVR level.
📌 Here are the required OVR levels to list items on the market:
Legacy: 500 OVR
Classic: 250 OVR
Royal: 250 OVR
This change shouldn’t affect regular players, but it will help better protect the in-game economy.
AUTOMATION OF CARD PACKS AND ENERGETIC PACKS OPENING
📦 Automatic Pack Opening – the first step is here!
Some of you may have already noticed a new feature in the game:
👉 The possibility to automatically open Energetic Packs and Card Packs!
This is just the first stage of the changes we’re planning in terms of pack opening. 🎯
We know the current system still needs refinement, but we're not stopping here – we’re actively working to make it as intuitive, convenient, and enjoyable as possible.
💡Your suggestions and feedback are incredibly valuable – thank you for sharing them with us and helping make FootballTeam better!
EVENT MAP
SHOP UPDATES
🚀 Return to the Old OVR Bundle System! 🚀
Recent changes to the OVR-based bundle system didn’t bring the expected results — and thanks to your clear feedback, we heard you loud and clear. Many of you felt the previous setup worked better and was more satisfying.
That’s why… we’re bringing the old system back!
To make everything work smoothly, we had to reset the entire configuration, which also means a bundle reset. Along with that, we’ve introduced a few small improvements that we hope will make your experience even better.
Thank you for all your messages, opinions, and support. It’s because of you that we continue to grow!
🚀 Changes to Event Bundles 🚀
🎁 New Event Bundle Content – More Energy, More Rewards!
We’ve updated the content of Event Bundles, which will now only be available through dedicated offers. This is a step toward greater personalization and thematic uniqueness for each event! 🌟
📦 What’s inside the new bundles?
Large amounts of Energy
Additional Event Packs
Valuable Hero Stars
This continues the changes we’ve mentioned in previous Q&As. Our goal is to give each event a unique vibe and make the offers match the theme of the event as closely as possible.
🚀 Dedicated Bundles for Season Pass Subscribers available! 🚀
Dedicated bundles are now available in the Shop, exclusively for players with an active Season Pass! This offer is packed with Energy and bonuses that truly support your player's development. 💥
Within one month, there will be four additional bundles available exclusively to players with an active Season Pass.
If you have an active Season Pass, be sure to visit the Shop and check out what we've prepared for you! 🛍️⚡
🚀More Energy for Credits in the Shop 🚀
We’re updating the Credit shop offer – we’re increasing the amount of Energy available in the packs without changing their price. 🔥
This means that from now on, when you buy Energy with Credits, you'll get more of it, resulting in a better price-to-value ratio and more rewarding purchases.
More Energy = more training, more progress, more satisfaction from the game! 💪
DEV CORNER
Here’s a list of changes and new features already planned for the upcoming update. Some are currently being implemented, while others are in the testing phase:
💎 NEWDrinks: Introduction of a health-regenerating drink.
💎 NEWCafeteria: Overhaul of the Cafeteria module.
💎 NEWAugmentation:Unlocking Crystals of Success.
💎 NEWAugmentation:Inheritance of Augmentation in items and a rebalance of Euro prices.
💎 NEWBets: Increased maximum Euro stake in bets.
💎NEWNews: New interaction option.
💎NEW Match: The minimum health threshold in matches will be lowered from 50% to 25%.
💎 Gameplay: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.
💎 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 Agency 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 Growth 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 Manufacturing building.
💎 Club: Implementation of Phase II of the Club extension – Adding the Distillery building.
💎Club/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 manufacturing.
PLANNED CHANGES
Below you’ll find a list of topics we plan to add or update in the future. Our roadmap includes both technical improvements and fresh features that will bring more variety to your daily gameplay. Many of these ideas came directly from your suggestions, and for that, we thank you! This is just the beginning, so stay tuned – lots of exciting changes are on the way!
💎NEWCards: Classic server cards – 84 pieces.
💎NEWCards: Royal server cards – 84 pieces.
💎NEWCards: New events in card games.
💎NEWCards: New card collections (as part of an expansion with additional cards).
💎NEWCards: New card-based gameplay – Match Mode – 1v1 PvP battles between players.
💎 Cards: Speed server cards – 84 pieces.
💎 Cards: Extra Legacy server cards – 84 pieces.
💎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.
💎Gameplay – Stance: This 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.
💎 City/Work:Adding an automatic Work for Season Pass holders.
💎Polls: Introduction of pop-up polls available in the game.
💎Sound: Sounding of cards. Each card will be assigned a unique sound – 1292 recorded sounds.
💎Sound: New sound design in various game modules (Work, Cafeteria, Daily Challenges, Seasonal Challenges, etc. – about 1500 recorded sounds)
💎Website: New blog and Wikipedia for FootballTeam players.
💎Club Manufacturing: Adding animations for crafting items in the Manufacturing module.
💎 Cards/Platinum Card crafting: Adding an option to craft Platinum Card from Legendary Cards.
💎 Boosters: Revamp of booster collections.
💎 Gameplay: 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.
SUMMARY OF NEWS AND CHANGES
Recently, we’ve introduced a number of important changes and new features aimed at improving gameplay, increasing player satisfaction, and giving you even more development opportunities. 📈⚽
Below is a complete summary of everything that’s already been added in recent updates – if you missed anything, now’s your chance to catch up! 👇
💎 Packs: Automation of Card and Energetic Packs opening.
💎 Items:Historical TOP Items can now be enchanted up to +50.
💎 Items:Extra skills added for Historical TOP Items.
💎 Market: Only accounts with a certain minimum OVR can list items (buying is still available from 10 OVR).
💎 Trening: Added unlocking costs to the summary of daily training costs.
💎 Skins: Automation of skin implementation process.
💎 Gameplay: New rewards for Top of the Week.
💎 Drinks: Added crafting button to drinks where it was missing.
💎 Auctions: Added missing items to auctions – more auction possibilities.
💎 Gameplay: Bonus for beginners.
💎 Cards: New levels for enchanting card slots.
💎 Manufacturing: Rebalance of fragment costs regarding item crafting in the Manufacturing module.
💎 Items: Possibility to enchant green items +16 to red items +0 and red items +18 to golden items +0.
💎 Manufacturing: Charged Drink – a new drink that increases the amount of Energy received for selling items.
💎 Team/Invitations: Added the possibility to send club invitations.
💎 Training: Added 180- and 240-minute training options for Season Pass subscribers.
💎 Training: Night Training – the possibility to start 420-minute (7h) training for Season Pass subscribers. The potion is available from 00:10 to 1:00 AM server time.
💎 One-time collections: Adding a guaranteed Hero Stars reward.
💎 Basic collections: Changes to basic collections rewards.
💎 Manufacturing: Changes to basic fragment crafting. Chance changed to 100%.
💎 Manufacturing: Golden Drink – increasing the drink bonus values from 40%, 75%, and 150%, to 70%, 125%, and 250%.
💎 Packs: Possibility to exchange Free Keys for Premium Keys.
💎 Training: Training Centre will remove speciality locks (and may also reduce or completely eliminate the unlocking cost).
💎Training: Rebalance of Rocket Fuel drink crafting costs in the Manufacturing module.
💎Landing Page: Refreshed Landing Pages across all servers.
💎 Items: Increased selling value of items for Golden Balls, Euro, and Energy.
💎Club: Added information about the expiration time of team invitations.
💎Drinks: Fixed display issues in the drink activation module.
💎Auctions: Fixed a bug occurring when starting an auction.
💎Calendar: Fixed an issue with bonus display.
💎Shop: Adding bundles for Season Pass subscribers.
💎Shop: Rebalanced the amount of Energy in the Shop.
💎Cafeteria: Shortened the duration of Cafeteria meals.
REJECTED IDEAS
💎City/Cafeteria: Initially, we planned to introduce an automated Cafeteria for Season Pass holders, allowing meals to be queued up in advance. However, we ultimately decided on a different approach — a major performance boost by reducing meal durations by 15 times.
LEAKS DROP
Welcome to our favorite part of the Q&A — it’s time for another Leaks Drop of the year! 🕵️♂️💥
We invite you to dive in and share your thoughts in the comments!
All the changes presented in this edition of Leaks Drops are direct responses to your suggestions and feedback.
We’re thrilled that you continue to actively shape FootballTeam with us and share your ideas. It’s thanks to your engagement that the game keeps evolving and becoming even better.
Thank you for every message, comment, and bit of constructive criticism — we’re building this together! 💬⚽
🚀 Changes in Augmentation 🚀
💎 Item Augmentation – important changes you’ve been asking for!
We’ve received tons of suggestions regarding the Augmentation system – many players felt that progressing this module during early and mid-game wasn't really worth it. Also, locked Crystals of Success remained useless for those who weren’t investing in Augmentation.
That’s why we’re introducing two key changes to turn that around:
Augmentation Inheritance During Upgrades
From now on, items will retain their augmentation when their tier in the Manufacturing module is improved.
👉 Example:
You have a rare (green) ball +18 with 150% Augmentation.
After successfully improving to epic (red) tier, you’ll get an epic ball +0 — but with the 150% Augmentation preserved!
With this change:
It's now worth investing in Augmentation earlier
Crystals gain real value for all players
Item progression becomes more rewarding and predictable
Unlocking Crystals of Success
Many of you reported that locked Crystals of Success (with a padlock) often just clutter inventory and can't be used — for example, in collections.
Now you’ll be able to unlock these Crystals and either use them or sell them on the market!
📊 The unlocking cost depends on the crystal’s tier – full pricing can be found in the table below:
We hope these changes make the FootballTeam experience even smoother and more motivating!
🚀 Health-regenerating drink 🚀
If you’re a hardcore player going all-in — we’ve got great news!
One of the calendar rewards will now be health-regenerating drinks.
These drinks will only be available by completing all 30 days of the Calendar. They will not be craftable in the Manufacturing module – we want them to remain exclusive to the most active players.
There will be two types of drinks:
🥤 Health-Regenerating Drink (locked) – received after completing 30 calendar days.
🥤 Health-Regenerating Drink (unlocked) – tradable on the market, will appear in certain seasons as a reward for Season Pass holders.
💥 Stay consistent and gain an edge on the field!
🚀 Cafeteria Revamp 🚀
Your comments made it clear – the Cafeteria needed an update. Waiting times for meals were too long, and many of you simply stopped using it.
⏱️ Meal duration has been shortened by a whopping 15x!
This means that:
You’ll complete achievements faster
You’ll gain Energy quicker
And you’ll be visiting the Cafeteria a lot more often!
🎯 Our goal was to make the Canteen a real tool for everyday progress, not just a side feature.
Bon appétit — and see you in the Cafeteria! 😄💪
🚀 New Team Achievements – Exchanging Drinks for Energy 🚀
A brand-new Team Achievement is coming your way — one that will not only strengthen team cooperation but also bring specific bonuses to team members!
As part of this achievement, you’ll be able to exchange Drinks for Energy, and after reaching specific thresholds, you’ll receive reduced speciality unlocking costs as well as reduced Euro and Energy costs in training.
This is not only a way to better manage your resources but also a great opportunity to work together toward real savings for the entire team. The more you exchange — the greater the benefits for everyone!
Get your drinks ready and take action together — because this Energy is really worth it! 💪🍹⚽
Bzykacz69: I suggest adding an option to display the top 10 different bets (not the same match 10 times) based on odds rather than Euro winnings.
Hey Bzykacz! Thanks a lot for the idea! 🔥It sounds really interesting — we’ll definitely take a closer look at the possibility of adding a view showing the highest odds from different matches. Great to see you sharing suggestions — we truly appreciate it! 🙌
Brtek Kebab: Betting improvements. After recent changes, with 24 leagues (8x Division 1 and 16x Division 2), 8 Domestic Cups and the Champions/European Tournaments, up to 336 matches per day may qualify for betting, while each player has only 10 bets (13 with premium). Proposal:
Remove the ability to bet on Division 2 matches
Reduce the Domestic Cup from 64 to 32 teams
Increase the bet limit to 15 and remove the extra Premium Assistant bets, instead making them available to Season Pass subscribers
Thanks for the detailed and thoughtful proposal, Brtek Kebab! 🙌 We really value such constructive input and involvement 💡
1️⃣ Removing the ability to bet on Division 2 matches – we’ll definitely consider this idea.
2️⃣ Reducing the number of teams in the Domestic Cup – we’ll look into this as well, depending on the number of active teams.
3️⃣ Increasing the bet limit to 15 and changing the bonus system – we’ll examine this too and see how it could align with current mechanics and gameplay.
Thanks again for your valuable feedback — we’ll discuss all of it with the team! 😊
Gruby Tymek: I suggest adding a ranking of job earnings in clubs (who earns the most) and lowering the Discord rank threshold for Classic server players, since the top 1 has around 30,000.
Thanks for the suggestion, Gruby Tymek! 😊 We appreciate you sharing your ideas and caring about the development of game features.
As for the job earnings ranking in clubs and lowering the Discord rank threshold on the Classic server — we currently don’t plan to introduce such changes. However, we’ll continue to monitor the situation and may revisit this topic in the future if there's more demand.
Thanks again for your engagement! 💬
Lomax20001: I suggest increasing visibility of player activity in clubs – donations, work, training – daily, weekly, monthly. Also, allow purchasing other items like Crystals, Energy, Keys, etc. with in-game currency — not just Energy.
Thanks for the interesting proposal, Lomax20001! 🔍 Your suggestions about better visibility of club activity and expanding the in-game currency shop are very intriguing and definitely worth considering.
At this point, we’re not planning changes in this area, but after implementing Phase II of the building extension, we’ll certainly return to this topic for further analysis.
As for materials like crystals — they can be crafted in the Manufacturing module or bought from other players on the market with premium currency.
Thanks for your engagement and for sharing your thoughts! 💬
Bzykacz69: When a player leaves a club, their earned Euro/training should be removed from the club’s weekly ranking — this would prevent multi-account point farming.
Thanks for the idea, Bzykacz69! 💡 We understand your concern and appreciate that you’re thinking about fair play.
Currently, we don’t plan to make changes in this area — such cases are rare, and we continuously monitor the game for fairness and abuse. If the issue grows, we’ll definitely revisit it.
Thanks for your vigilance and speaking up! 👀
Lomax20001: I suggest adding the option to buy Fame Points for Credits.
Fame Points do appear in special bundles available for Credits during minor events — it’s worth checking the shop at those times!
And as for buying fame... well — real fame can’t be bought with Credits 😄 You have to earn it through hard work, both on and off the pitch!
Thanks for being with us and sharing your ideas! 🌟
Quartis99: I propose an event where the player must throw a card each round. If someone doesn't play a card — the opponent gets double points for their card. If neither plays — nothing happens.
Great idea, quartis99! 🎯
We really like the concept of an event with mandatory moves and bonuses for active players — we’re adding it to our to-do list and will definitely look into it when planning future events.
Thanks for your creativity and willingness to help grow the game! 💪
Andrzejek: Are there any plans to improve the way defender interventions are awarded? Negative interventions look bad and feel unfair. Second question: What’s the plan for the Classic server? Will it be merged with another server?
Thanks for your questions, Andrzejek! 🙌
🎯 Defender Intervention System
The current system takes into account the entire team’s performance, not just individual player actions. Negative interventions might seem harsh, but they’re meant to maintain balance — removing them could let players from weak teams gain an advantage and win rewards regardless of team outcomes. This way, intervention rewards reflect the whole club’s effort, not just isolated plays.
🏟️ Classic server
As mentioned in a previous Q&A, we want Classic to become a Classic Legacy-type server, which will serve as a merge destination for other servers.
The first step will be the merger with the Royal server. Starting from July, you’ll be able to transfer Credits from Royal to Classic multiple times and benefit from the fact that it’s easier to earn Credits on Royal, but easier to spend them on Classic — it’s a great opportunity to breathe new life into Classic!
We’ve also introduced training boosts on Classic. More details can be found here:
👉 Slot Masters – Craftman's Cut
Thanks for your dedication — see you on the pitch! ⚽
Jakub Wierzbowski: I suggest updating rewards for Quick Matches and Ranked Matches.
Thanks for the suggestion, Jakub! ⚽
At this moment, we’re not planning to change the rewards for Quick or Ranked Matches. The current rewards are part of a broader game balance system, but of course, we’ll continue to monitor the situation and listen to player feedback.
Thanks for sharing your ideas! 🙏
Buk_vali: As an F2P player, I’d love to see Event Bundles available for purchase with Credits. It would allow players like me on older servers — who have Credits but no Golden Balls, Energy, or Fragments — to try their luck through random draws.
It would also be a great option for Discord prize winners, since those are usually Credits — and they’d have something to spend them on. Of course, the bundles don’t have to look like the ones available for real money.
Thanks for the great suggestion, Buk_vali! 💬
We understand the needs of F2P players and have good news — in recent minor events, we’ve started introducing special bundles available for Credits! 🎁 This is a step toward players like you who want to use their Credits for valuable items like Golden Balls, Energy, or Fragments — without using real money.
Keep an eye on the Shop during events — we’re going to keep developing this direction! Thanks for your engagement and constructive feedback! 🙌
Quartis99: Team duels. Each team gets a deck of 15 cards. One person is designated (can be changed once per day), sees all team members’ cards, and builds the deck. The duel consists of 3 (maybe 5) rounds. Slots don’t matter (for now), but could be added later. The format is like the Team Cup, but played daily like a league. The best league teams go to the final cup.
Thanks for another super-creative proposal, quartis99! 🧠✨
The idea of team-based duels with card decks is fantastic, and we really like it — it’s an ambitious and strategic concept! 🔥
At the same time, we must admit it would be time-consuming to implement, so we’re saving it for future consideration.
Right now, we’re also focusing on ideas that impact the broadest range of players — but we truly appreciate your involvement and original thinking.
Thanks for being an active part of our community! 🙌
Buk_vali: Add unique MMO-style items inspired by games like Diablo/PoE. Available once every 3 months during Team Games after reaching a high threshold. The system measures player activity (like training), and TOP1 gets a notification about item eligibility.
Examples:
Goalkeeper: Cech Helmet, Kiryl Shorts – permanent skill: Anticipation
Goalkeeper: Maldini Mask, Ramos Band – Pressing
Defensive Midfielder: Keane Band, Matthaeus Jersey – Pressing/Playmaking
Midfielder: Davids Goggles, Nakata Gloves – Playmaking
Offensive Midfielder: Socrates Band, Kaka Jersey – Efficiency/Playmaking
Forward: Charlton Jersey, Baggio Rubber – Efficiency
Central midfielders get one fixed and one random ability.
It could be tied to Team Games. You could also add unique “underwear” (e.g., undershirts) with random abilities for lower thresholds.
Wow, Buk_vali — brilliant idea! 🔥
The concept of unique items inspired by Diablo/PoE is genuinely fresh and atmospheric! We especially love the combination of iconic football legends with themed gear granting specific skills — it’s a great motivator for competition 💪
Your ideas are very well thought-out (especially “Baggio’s Rubber” — great! 😄), and the idea of a random sill in a second slot and versions of Underwear for lower threshold is the cherry on top.
We’ll definitely consider this and add it to our future event/reward planning inspiration board. Ideas like this fuel the game’s growth 💡
Thanks for this massive dose of creativity! 🙌
Anderson Luís de Souza: My idea for Team Games: each team of 20 players places bets daily. The team with the most points from bets at the end of the week wins the Games edition and gets predefined rewards after verification (to check for cheating/match-fixing).
Thanks for the idea, Anderson Luís de Souza! 🙌
Your concept of betting-based Team Games is very interesting and definitely fits the spirit of teamwork and inter-club rivalry. The idea of daily bets and weekly point summaries is a great starting point for further development.
We’ll consider how this could be adapted to existing mechanics — with fairness and anti-abuse in mind, of course.
Thanks for your engagement and creativity! 💡
Bzykacz69: New thresholds for the next Team Games should be based on results from the previous edition.
Thanks for the feedback, Bzykacz69! 💬
Following player feedback, we’ve added a new threshold for Team Games — at 4 million training sessions. Current thresholds are: 4M, 10M, and 20M.
We hope this solution allows smaller teams to participate more actively and enjoy the event even more 💪 Thanks for being with us and sharing your insights! 🙌
Flox: Rewards for TOP3 in leagues and SuperLeague + individual rewards. Since Hero Stars were changed, the rewards should be refreshed.
Proposal for leagues and SuperLeague prizes:
place → 1,5 Team Hero Star
place → 1 Team Hero Star
place → 0,5 Team Hero Star
Proposal for individual prizes (Goals/Assists/Interventions/Clean sheets):
place → 1,5 Hero Star
place → 1 Hero Star
place → 0,5 Hero Star
Thanks for the suggestion, Flox! 🌟
We appreciate your thoughts on league and individual rewards, and your idea to tie them to Team Hero Stars is very interesting — especially in light of recent changes to the system.
We’re actively monitoring how this module is working. Hero Stars have been added to special collections and appear in event bundles. We’ll consider expanding their presence in the future, though for now we believe the current availability is satisfying.
Thanks for your engagement and for sharing your ideas! 💬
20. MiNiS: When will there be any update to the Cafeteria? Its current form is a joke (125 Energy is nothing – not worth the clicks, you can maybe gather ~6000 Energy clicking all day every 15 minutes).
Thanks for this feedback, MiNiS! 💬
We agree with the players’ opinions — we know the current form of the Cafeteria leaves a lot to be desired, which is why we’re planning a full overhaul soon! 🍽️🍽️
To start, we’re significantly shortening the meal preparation times — by up to 15 times!
For example:
“Vegetable Smoothie” will be available every 60 seconds instead of every 15 minutes,
“Post-workout Kebab” every 48 minutes instead of every 12 hours!
Thanks to this, you’ll be able to collect way more Energy throughout the day — without the frustration of constant clicking 😉
We’ll keep monitoring this module’s performance and adjust it according to players’ needs.
Thanks for bringing this up! 🙌
GodVali: Could you add an option to block team invitations? I'm tired of getting 5–10 invites a day ever since that feature was added…
Thanks for the question, GodVali! 🙌
We understand that constant invitations can get annoying — luckily, there’s a way to reduce them! 🎯
Just adjust the OVR threshold for teams that can send you invites. You’ll find this option under the “Club” tab — once you set the right limit, invites from teams that don’t meet it will stop showing up.
Thanks for letting us know your needs — it helps us make the game environment more comfortable for everyone! 😊
Nikoz_Eu: I'd like to suggest betting with Credits (max 5 Credits per bet). The winnings would be paid out at the end of the season, with a fee, e.g., 80% of the total payout.
Thanks for the idea, Nikoz_Eu! 🎯
The idea of betting with Credits, along with a fee and end-of-season payouts, is interesting — but for now, we don’t plan to introduce such a system.
We aim to maintain a balance between the different currencies in the game and the competitive mechanics.
Thanks for your creativity and involvement — every suggestion helps us grow the game in the right direction! 🙌
Lincoln: Suggestion: the ability to activate engagement before a match. Not everyone can be online all day. Idea for a feature: a schedule preview of matches for the day with options to pre-activate. This way, players wouldn’t miss matches due to work or other obligations.
Thanks for the suggestion, Lincoln! 💡
We understand not everyone can be active all day, and the idea of pre-engagement before matches sounds practical. However, we currently don’t plan to introduce this feature.
That said, we constantly analyze player suggestions and try to find a balance between convenience and game dynamics.
Thank you for sharing your insight — it’s truly valuable to us! 🙏
Walterlsjunior: I often browse achievements manually, looking for things like Golden Balls. I suggest adding filters for achievements — so you could search by reward type:
Golden Ball
Energy
Fame Points
Euro
Drinks
Training bonuses
Then the system would only show levels and goals containing selected rewards.
Thanks for the great suggestion, walterlsjunior! 🎯
The idea of filtering tasks by reward type (Golden Ball, Energy, Euro, etc.) makes a lot of sense and has already been suggested by several players.
We know manual achievement browsing can be tedious — unfortunately, building such a search engine in-game would currently place too much load on the servers.
But here’s the good news! 📰 We’re planning to launch a FootballTeam blog/fandom where such features — including an achievement search with filters — can be implemented in a much lighter and more accessible format.
Thanks for sharing your ideas and helping the game grow! 🙌
I'd like to propose a card exchange system, similar to the existing item exchange mechanic. How it could work: players could combine 3, 4, or 5 duplicate cards (depending on the level) to receive a random reward.
Thanks for the idea regarding a card exchange system! 🃏
We understand the desire to unify this mechanic with the item exchange system, but cards have their own independent exchange system that functions separately from the item system.
At this stage, we’re not planning any changes to this module — but as always, we appreciate your engagement and creativity. Thanks for helping us grow the game together! 🙌
Lomax20001: Option to activate multiple drinks in the Training Center at once (e.g., 41/3/5/10 TC 500). Second suggestion — adding a second level to drinks (e.g., increase effect to 3–5%).
Thanks for more great suggestions, Lomax20001! 🚀
Activating multiple drinks at once in the Training Center is something we’re currently working on — we’re looking for the best solution to allow convenient activation of a larger number of Rocket Fuel drinks. If we manage to find an optimal way, we’ll definitely announce it in one of the upcoming Q&As! 💡
As for a second level of drinks (e.g., 3–5% effect) — we don’t currently plan such a change, but as always — we’re monitoring game balance and open to further analysis in the future.
Thanks for your involvement and creative ideas! 🙌
Minis: The number of resources received from bottle recycling is highly disproportionate to the production cost. We suggest that bottles could return the same types of resources used in their creation — just in smaller amounts — or simply provide an average value of those items converted to Energy.
Thanks for sharing your thoughts, Minis! 🧪♻️
We understand your concerns about the imbalance between recycling returns and production costs — that’s an important perspective.
In response to player needs, we’ve added drinks to the special collections, which can now be exchanged for special rewards.
We’re also working on a team achievement linked to the bottle buyback module — it will be available throughout the entire season and will enable the use of various cost reductions: specialities, Euro, and Energy.
Thanks for your valuable insights and support in developing the game! 🙌
Toni Kr8s: Currently, the timer for drinks shows rounded time values (e.g., “1 hour left” might mean anything from 1h01min to 1h59min), which can cause confusion. A clear countdown showing the exact expiration time (e.g., “Expires at 14:37”) would help players manage their boosts more effectively and avoid misunderstandings.
Thanks for the spot-on observation, Toni Kr8s! 🕒
We understand that having precise information about drink durations can help manage boosts and avoid confusion. The current display system works as follows:
Over 1 day – shows the specific date, e.g., ends in 30 days
Under 1 day – shows the number of hours, e.g., ends in 4h (which means less than 4 hours)
Under 1 hour – shows the number of minutes, e.g., ends in 20 minutes
Thanks for pointing out this detail! We’ll be keeping an eye on whether it’s worth further refining this display in the future — the suggestion to show the exact expiration time is definitely interesting 👀💡
Devast: I suggest adding a "skip" button when opening packs.
Thanks for the suggestion, Devast! 🎁
Great news — we’ve already added the option to automatically open Card Packs and Energetic Packs! ⚡🃏
We know that convenience matters in these moments, so we’re planning to expand this feature to other types of packs in the game as well. We’re working on it and will let you know as soon as it’s ready!
Thanks for your idea and support! 🙌
Grzestus Talar OW: I suggest adding the ability to reapply an extra bonus skill on Platinum Underwear/Undershirt for Credits, and the option to increase the bonus using Credits.
Thanks for the suggestion, Grzestus Talar OW! 👕
The idea of reapplying an additional skill on Platinum Underwear or Undershirt and increasing the bonus with Credits is interesting, but at this time, we’re not planning to introduce such a change.
Instead, we’ve added the ability to enchant items up to +50 and the option to choose a boost for items — giving players more control over their development and strategy.
Thank you for your activity and creativity! 🙌
Żniwiiarz Dusz: Currently, the seasonal training achievement maxes out at 2.6 million training points, which can be completed quickly during high-efficiency events like 4-skill training. Suggested solution: Add scalable thresholds (e.g., every additional 500,000 training points grants 0.5 Hero Star as a bonus).
Thanks for the suggestion, Żniwiiarz Dusz! 💪
We understand that with intense training — especially during bonus events — the seasonal achievement may be completed too quickly. Your idea of scalable thresholds with extra rewards (like Hero Stars) sounds logical and interesting.
At the moment, we don’t plan to increase the thresholds in this achievement, but as always — we closely monitor game dynamics and player feedback, so we don’t rule out future changes.
Thanks for sharing your insights! 🙌
Devast: I’d like to share player feedback and suggestions to improve the experience. Private card slots in card duels: Allow players to set their card slots to private during duels. This would enhance the strategic element and make matches more engaging.
Thanks for another great suggestion, Devast! 🃏🧠
The idea of private slots in card duels sounds really intriguing and would certainly add more strategy and tension to gameplay. Hiding cards from the opponent could significantly impact match dynamics and tactics.
We’ll definitely consider implementing this feature — it deserves deeper analysis!
Thanks for sharing player feedback and supporting the development of FootballTeam! 🙌
Poruś: Please add a change where — after a match — if players are automatically removed from the lineup due to health dropping below 50, the system would automatically replace them with random players from the bench.
Thanks for the suggestion, Poruś! ⚽
The idea of having the system automatically fill the lineup after a match when players are removed due to low health is interesting, and we’ll definitely consider adding such an option in the future.
However, keep in mind that filling the lineup is currently one of the responsibilities of the club’s management — giving teams more control over their strategy and setup.
Thanks for sharing your ideas and supporting the game’s growth! 🙌
Władysław Mazurkiewicz: Suggestion: Add an option that allows the club owner to withdraw (cancel) invitations sent to players. This feature would help owners manage club invitations more effectively — especially if they change their mind or the invited player doesn’t respond for a long time. It would improve overall club management and give owners more control over the team lineup.
Thanks for the suggestion, Władysław Mazurkiewicz! 🏟️
We understand the need for more control over club invitations, especially when circumstances change or a player is unresponsive. However, at this time, we don’t plan to introduce an option to cancel sent invitations.
Currently, invitations:
🔸 are active for 24 hours,
🔸 after that time, they expire automatically,
🔸 and if a player does not accept the invitation, you cannot send another one for 7 days.
This system helps maintain balance and limits the potential for abuse.
Thank you for your suggestion and for being involved in the development of the game! 🙌
Meilleur Buteur: I’d like to propose a special tournament format that could be organized if the break between seasons were extended to 4 days.
Thanks for the interesting suggestion, Meilleur Buteur! 🏆
The idea of a special tournament during the break between seasons sounds intriguing, and we appreciate your creativity. However, at this time, we’re not planning to extend the break between seasons to 4 days.
We want to avoid artificially prolonging the break, as we know players eagerly await the start of the new season and the excitement and competition that come with it.
Thank you for your input and for being involved in the development of FootballTeam! 🙌
Dabel1g: Suggestion for new card bonuses. Players could sacrifice a certain number of cards (e.g., 10 cards of a specific type or 1 identical card to the one they want to improve) to temporarily boost a chosen card for a few days.
Example:
• You have one legendary card in a slot and use another card of the same player as a "sacrifice" to gain a temporary bonus.
• Example effect: +25% to that card’s skill for 24 hours.
Additional ideas: The rarity of the sacrificed card affects the bonus strength (e.g., rarer cards = bigger boost).
Benefits:
Gives players a new way to utilize excess cards.
Allows for more personalized team development and strategic growth.
Encourages participation in events and card collecting.
Thanks for a great idea, dabel1g! 🃏🔥
The concept of sacrificing cards to temporarily boost others is a really interesting and strategic mechanic that fits perfectly with the development of the game's collectible aspect. We especially love the idea of utilizing excess cards and scaling the effect based on the rarity of the "sacrifice."
This solution could add a new layer of tactics and personalization while also motivating players to be more active in events.
We’re adding this idea to our to-do list—it’s definitely worth exploring in the future!
Thanks for your creativity and helping us grow the game together! 🙌
Krzysztof Banan: Maybe it would be worth introducing a one-time drink in the Manufacturing module that boosts health regeneration—similar to the Team Cooperation Drink (1%).
The idea of a one-time drink that increases health regeneration is spot on—and good news: such a drink will soon be available in the game! 🎉
For now, we plan to offer it as a calendar reward, but it won’t be available in the Manufacturing module. We want it to remain part of a limited, special reward pool.
Thanks for your engagement and creativity—we appreciate every voice from our community! 🙌
Devast: Like many other players, I’ve been accumulating more and more Augmentation Crystals, which I’ll never actually use because the best ones have already been unlocked. This raises a question that’s probably been asked before: what are we supposed to do with them? At one point, they could be used as a reward multiplier in basic collections, but that option was removed. Now, there’s no way to unlock anything new with them, they can’t be sold—they just sit in the inventory gathering dust.
My proposal:
Re-enable these crystals so they can be used in both basic and special collections.
Alternatively, introduce new special collections consisting exclusively of these "locked" items, allowing players to clear their inventory and earn additional resources in return.
Thanks for the insightful and detailed suggestion, Devast! 💎📦
You’re right—Augmentation Crystals have been piling up in many players’ inventories, and their current use is very limited. So, good news: we’ll re-enable them! 🔓
This way, they’ll find new purpose, and players will get a chance to make better use of previously acquired resources—without them "gathering dust" in their backpacks 😉
Thanks for your dedication and for constantly helping improve FootballTeam! 🙌
MiNiS: Suggestion to allow unused daily bets to accumulate.
Thanks for the suggestion, MiNiS! 🎯
We understand the desire for daily bets to accumulate, but for now, we’re not planning such a change. Bets can be placed in just one minute, so we consider the current system dynamic and convenient enough.
That said, the next planned change for the betting module will be raising the maximum Euro bet from 50M to 100M—opening new possibilities for players who like to risk bigger sums 💰
Thanks for your activity and constant idea-sharing! 🙌
MajuMaster: Currently in FootballTeam, only the player is penalized for terminating a contract early, while the club can dissolve the agreement at any time without consequences. This creates an imbalance and can feel unfair to players. Proposed change: Introduce a system where clubs must also pay a penalty to the player for early contract termination.
Thanks for the suggestion, MajuMaster! ⚖️
We see your point about the imbalance in contract terminations, and the idea of penalties for clubs for early contract cancellations makes sense from a fair-play perspective.
However, we’re not planning to implement this change at the moment. Such a system could lead to abuse—for example, fake clubs being created to funnel compensation payments to each other, which would disrupt the game’s economy.
Thanks for your engagement and sharing your thoughts—every opinion helps steer the game in the right direction! 🙌
Śmietan: We had to forfeit a match because we no longer had enough players ready to play. We managed to save the health of 7 key players, and after one substitution, we had 8 players available. In the 1st league, there are also clubs playing with just 10 players due to similar stamina issues. The biggest problem right now is goalkeepers—we have two in the club, and both end the day at around 50% health. After the latest changes, we’re forced to play every match at 5% engagement or max 33% if we use a drink—but honestly, it doesn’t make much difference.
Thanks for sharing your situation, Śmietan! ⚽
We understand how frustrating player health limitations can be—especially during crucial moments of the season when the squad is already stretched thin. Your case isn’t isolated, so we’ve decided on a specific change!
📢 We confirm an update lowering the required health threshold for play from 50% to 25%. This way, more players can be included in the lineup, even if they’re slightly fatigued.
🗓️ The change will take effect during the next season break on every server.
Thanks for reporting this, and best of luck in your matches—may there be no more forfeits! 🙌
Kyrunio: Suggestion to add drinks to the Cafeteria to make this module more interesting and strategic.
Thanks for the suggestion, Kyrunio! 🧃🍽️
The idea of adding drinks to the Cafeteria to diversify the module and add strategic depth is very interesting.
As part of the upcoming Cafeteria overhaul, we’re focusing on changes to meal duration, which will significantly improve the module’s efficiency. Details can be found in the current Q&A under the "Upcoming Changes" section.
Thanks for the idea and for helping us develop different aspects of the game! 🙌
Kruk Pdz: I propose temporarily disabling the option to add or remove players from clubs during the Team Games event.
Thanks for the suggestion, Kruk Pdz! 🏅
We understand your concerns about club movement during the Team Games, but temporarily disabling player additions/removals isn’t feasible.
Such a change could block access for new players who want to join clubs and start participating in the event. We want everyone to have a chance to get involved, regardless of when the event is running.
Thanks for your feedback and engagement! 🙌
ADMINISTRATION QUESTIONS
What UX improvements would you like to see in FootballTeam?
What do you think would make the Season Pass more attractive?
Did you like the skin giveaway contest organized on platform X?
SUMMARY
Thank you for all your suggestions and questions! FootballTeam keeps growing thanks to you – every message is a valuable hint, and your ideas and feedback motivate us every single day! 🙌
Stay tuned, because we’re preparing lots of surprises for you! ⚽✨
See you on the pitch!
The FootballTeam Crew
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