Q&A MAY: YOUR QUESTIONS ANSWERED
12-05-2025







HEY FOOTBALLERS!
It’s time for the May Q&A — which means another batch of news about what’s coming up next!
We’ll break down the main ideas behind the new Royal server, packed with fresh and totally new features. Plus, we’ll reveal what events we’re lining up for June, so you can already start getting hyped and warmed up for the next challenges.
We’ll also take a closer look at the May Minor Update and give you a little sneak peek at what’s in store for the future of the Classic server. And of course, we’ve got some solid info about changes to the bundles, too.
Let’s get right to it!
TABLE OF CONTENTS:
Classic Server, that is Classic Legacy
Important Information About Minor Events
NEW ROYAL SERVER TEASER
New Royal Server – Innovation That Changes the Game!
We’re super excited to announce the launch of the new Royal server, going live on May 21! It’s bringing a whole new twist to the game with fresh, innovative settings that totally change the rules.
This time, by competing and showing what you’ve got, you’ll actually be able to earn premium currency — depending on how your club performs and how much you get involved in the action.
The goal for this server is simple: create a place that's not only packed with awesome gameplay but also rewards players in a really cool way. The more you play and compete, the more premium currency you can grab to boost your progress.
How does the Credit distribution system work on Royal?
Wondering where the Credits for rewards are coming from? Here’s the breakdown:
1. Guaranteed Seasonal Credit Pool
First off, there’ll be a guaranteed pool of Credits every season. It’ll start at 1,000,000 Credits and with every new season, we’ll add another 200,000 Credits on top. Here’s how it grows:
Season 1: 1,000,000 Credits
Season 2: 1,200,000 Credits
Season 3: 1,400,000 Credits
…and so on, until after 6 seasons, it’ll hit 2,000,000 Credits.
This means the rewards will keep getting bigger the longer you stay in the game.
2. Half of the Market Tax
The second source of Credits will come from the tax revenue on the in-game market. We’re introducing a 20% tax on market transactions, with a minimum tax value of 2 Credits. Half of this tax (50%) will go straight into the reward pool, and the other half will stay "in-game" to help maintain the server’s economic balance and stability.
The reward pool generated by the tax will grow every day, depending on the value of market transactions. Plus, this pool will stack with the guaranteed Credit pool, creating a dynamic and growing reward system.
What does that look like in practice?
Let’s say you list an item for 100 Credits on the market. Here’s how it breaks down:
80 Credits go to the seller.
10 Credits are added to the reward pool.
10 Credits stay in the game (as part of the tax that supports the server economy).
Thanks to this setup, active players will be constantly earning Credits, while the whole server stays dynamic and economically balanced.
Credit Distribution
Joining the SuperLeague — every team that qualifies for the SuperLeague in a given season, no matter what place they end up in, will get an equal share of Credits.
Advancing from the group stage of the Champions Tournament — the 8 teams that make it out of the group stage each season will also get an equal share of Credits.
Winning a Domestic Cup — 8 winners from each Domestic Cup will receive an equal share of Credits.
Splitting the Credit Pool
Since getting into the SuperLeague, advancing from a Champions Tournament group, and winning a Domestic Cup all have different levels of difficulty, they’ll each contribute differently to the overall Credit pool.
This means that making it into the SuperLeague will reward a different amount of Credits than advancing from the Champions Tournament group stage or winning a Domestic Cup.
Special Rules on the Royal Server
On the Royal server, we’ve introduced a few special rules to give players more flexibility and make the gameplay better suited to everyone’s needs. Here’s what you can expect:
Character transfer: Starting from day one, players will have the option to transfer their characters to either the Classic or Legacy server. This means you’ll be able to freely experiment and move your characters if you decide you want a change of scenery.
Credit transfer to the main account: We’re also allowing a one-time transfer of Credits from the Royal server to your main account. To be able to transfer, you’ll need to meet the following conditions:
Your email must never have been changed — the email address tied to your Royal server account must be the same as the one on your main account. In short, both accounts need to have identical email addresses for the Credit transfer to work.
Your account must be clean — no negative flags on it.
Your main account must have been created at least 6 months before the launch of the Royal server. Plus, it needs to meet a minimum OVR requirement.
How does it work?
Players will have two options to choose from:
Character Transfer — after purchasing a character transfer, your character (along with their entire inventory) will be moved to the selected server, just like with transfers in the past. If you go for this full account move, you won't be able to purchase a Credit transfer afterward.
Credit Transfer – you buy a Credit transfer and move all your Credits to a selected character on your chosen server. Your character and inventory will stay on the Royal server.
Thanks to these rules, players will have an easier time managing their resources and taking full advantage of everything the Royal server has to offer.
Special Training Bonus Rules on the Royal Server
We’ve also introduced a brand-new boost system that helps players who join the server later catch up quicker. This system is based on 5 levels of boosts, which will activate over time as the server develops, giving players different XP bonuses based on how trained their skills (OVR) are.
Boost Levels:
Level 1: 30% XP Boost
Level 2: 50% XP Boost
Level 3: 75% XP Boost
Level 4: 125% XP Boost
Level 5: 200% XP Boost
How does it work in practice?
The boost system will kick in based on players' OVR (trained skills), and the level of boost you get will depend on how close you are to the server’s top OVR player. Here’s a breakdown:
Level 1 will activate after the end of Royal server’s 2nd season and will grant a 30% XP boost for all players whose trained OVR is lower than the highest trained OVR on the server.
Level 2 will activate after the end of the 4th season and will give a 50% XP boost for the next group of players whose OVR is below the threshold set at that stage.
Example:
At the end of Season 2, player X, who has the highest OVR on the server, reaches 1000 OVR. All players below 1000 trained PTS will get a 30% XP boost until they surpass 1000 OVR.
At the end of Season 4, player X hits 1500 trained skills (OVR). Everyone under 1000 trained skills gets a 50% XP boost until they pass 1000 OVR.
For players between 1000 and 1500 OVR, the bonus will be 30%, and it will disappear once they go beyond 1500 OVR.
Every two seasons, the thresholds will go up. The player with the highest trained OVR will set the new minimum for the boosts.
This system is designed to help latecomers catch up and give them a real shot at competing with the top players on the server.
Stay tuned — on May 16, we’ll reveal even more details about the new server!
EVENT MAP
Every event, whether it’s a minor or major one, will be enriched with a free reward bundle, thematically tailored to match the event's nature.
This means that regardless of the event's scale, players can expect bonuses to help them progress in the game.
Introducing free, thematic packs for every event offers a chance for faster development and better team preparation – for both new and experienced players.
CLASSIC SERVER – THE CLASSIC LEGACY
Dear Players,
We’ve been getting many questions about the future of the Classic server and its potential merger with the Legacy server. We want to clearly state our position on this matter.
We treat the Classic server as an equivalent to the Legacy server – a stable and full-fledged environment for the further development of the game.
Therefore, we do not plan to merge the Classic server with the Legacy server.
Furthermore, if a merge with the Royal server happens in the future, it will be merged with the Classic server.
We also want to assure you that we plan to take further steps to increase the Classic server's appeal.
We will soon introduce new features designed to maintain an active player base and support this server's continued growth.
Thank you for your support and dedication!
HEALTH REVAMP
With the league changes, health regeneration for teams has been adjusted. Every player in a first-tier club now has a base health regeneration rate of 6% per day.
Additional regeneration comes from items (max. 4%) and the club bonus (1%). Participating in the SuperLeague tournament does not increase health regeneration.
The SuperLeague is no longer a league but a tournament. We hope that these necessary changes will positively impact gameplay and increase competition. Health reduction for league matches, the SuperLeague Tournament, Champions Tournament, etc., will remain unchanged.
This change has already been implemented on the Legacy server, and it will be rolled out on the Classic server at the start of the next season.
We believe these changes will positively impact game balance and elevate the level of competition between players.
IMPORTANT INFORMATION ABOUT MINOR EVENTS
As you may have noticed, recent Minor Events start directly after the technical break. This is a change we’ve implemented to increase transparency and improve communication regarding event start and end times.
From now on, immediately after the technical break:
The Minor Event officially starts,
A news post with all the key information is published,
Special event-related bundles appear in the Shop.
This way, all players will start the event at the same time and immediately gain access to all event bonuses.
The only exceptions to this rule will be events related to card duels and Major Events (large updates), which will start at 10:00 AM server time.
Thank you for being with us and actively supporting the development of the game!
MAY MINOR UPDATE – WHAT’S COMING IN THE NEW PATCH
A Minor Update is just around the corner, bringing a series of improvements and new features designed to make the gameplay even more exciting. The update will include changes in competitions, items, and systems that support team development.
Reward Rebalance: A reward rebalance for Top of the Week competitions has been carried out and is already live on the Classic and Legacy servers (we mentioned this in the previous Q&A).
Nowe Landing Pages: Landing Pages across all servers will be refreshed – with a new visual design making them clearer and more modern.
Item sales: A significant change will also come to the item system. The sell value of items for Golden Balls, Euro, and Energy will be increased, allowing players to manage their resources more effectively.
New drink: We’ll be introducing a new Charged Drink, which will further boost the amount of Energy gained from selling items.
Items: Crafting epic and legendary items in the Manufacturing module.
It will soon be possible to craft epic and legendary items in the Manufacturing module.
To create a basic epic item (jersey, shorts, socks, boots), you will need a rare item with +16 or higher, along with a small amount of Euros, Fragments, and Golden Balls.
To create a basic legendary item (jersey, shorts, socks, boots), you will need an epic item with +18 or higher, along with a small amount of Euros, Fragments, and Golden Balls.
It’s important to remember: if you use a Galacticos item as the ingredient, you will receive a Galacticos item; if you use a Citizens item, you will receive a Citizens item.
This change also applies to special items (ball, wristband, and shin pads).
Crafting an epic special item (e.g., ball) will now require a Rare-tier ball at +16 (previously, a +0 Rare ball was enough). Other crafting costs remain unchanged.
In the case of an unsuccessful attempt to create an Epic or Legendary item, you will not lose the item – only the resources will be consumed.
In the upcoming update, the required club extension levels for crafting items in the Manufacturing module will also change. The levels a club must reach to unlock the ability to craft specific items have been adjusted. Detailed information about the new thresholds is presented in the table:
Manufacturing: The bonus values for Golden Drinks will be increased to 70%, 125%, and 250%, and the chance to create basic fragments will now be 100%. Additionally, while the Euro cost for crafting will rise, the number of random fragments received will also be increased. We'll also adjust the cost of crafting Rocket Fuel drinks to make the process more player-friendly.
Training: There are updates to the training system, too. Season Pass holders will gain access to a special night training lasting 420 minutes (7 hours). This training can be activated for 50 minutes after the server’s technical break. Moreover, new training options lasting 180 and 240 minutes will be available. The Training Centre will allow you to unlock specialities, and in some cases, completely remove the associated costs.
Club: Club systems are getting an update as well – players will now be able to send club invitations, making it easier to build and manage teams.
Collections: Updates are coming to Collections – special collections will now offer guaranteed Hero Stars rewards, and the basic collections will receive content updates, delivering even better prizes.
IMPORTANT!
With the update day, all special collections will be reset. So that every player will have a chance to unlock all the guaranteed Hero Stars.
Keys: Finally, there will be an option to exchange Free Keys for Premium Keys.
The new update is a step towards making gameplay even more dynamic and satisfying. These changes are a direct response to your feedback and aim to better support the development of every team.
SHOP UPDATE
🚀 OVR Bundles – Update! 🚀
New OVR bundles are coming to the shop, aimed at players reaching higher OVR milestones! New thresholds for which packs will be available:
2250 OVR
2750 OVR
3250 OVR
3750 OVR
4500 OVR
17,500 OVR
22,500 OVR
27,500 OVR
30,000 OVR
32,500 OVR
35,000 OVR
37,500 OVR
40,000 OVR
42,500 OVR
45,000 OVR
47,500 OVR
50,000 OVR.
Each bundle will become available once the player reaches the required OVR level.
Important: The OVR bundles will not be reset – all previously available bundles will remain in the shop and can still be purchased.
We are also working on balancing bundle prices in Credits. They are subject to change. The new prices will appear from May 19 (this applies only to the Classic server).
In addition, on May 19, we are making significant changes to the availability of OVR bundles. Starting May 19, as characters develop, bundles with the lowest OVR will be replaced by bundles with higher OVR. This will make the offer more tailored to players' needs depending on their level of character development.
Changes to Special Bundles
We’re introducing major changes to the Special Bundles offer! From now on, regardless of the rotation, Hero Stars will always be available in Special Bundles.
Even more importantly – the entire content of Special Bundles, including packs, drinks, crystals, and other items, will now be unlocked, meaning you can list and trade all these items on the market (doesn’t apply to bundles available for Credits).
Additionally, Team Hero Stars will occasionally appear in some Special Bundles.
This is a big change, giving players more freedom to manage their items and their value.
Starter Bundles – Update
We’re also updating Starter Bundles to better suit the needs of players and those looking to develop their team faster.
From now on, all items included in Starter Bundles – packs, drinks, crystals, and more – will be unlocked, meaning they can be freely traded on the market.
Moreover, the new structure of Starter Bundles will focus more on training, helping players level up and develop their skills faster.
As always, thank you for your support. Every purchase helps FootballTeam grow – and we are truly grateful for that!
DEV CORNER
May Dev Corner – Awaiting May 21
💎NEW Gameplay:Reward distribution system introduced for the Royal server.
💎NEW Landing Page: Refreshed Landing Pages across all servers.
💎NEW Items: Increased selling value of items for Golden Balls, Euro, and Energy.
💎NEW Manufacturing: Introduction of the Charged Drink – a new drink that boosts the amount of Energy earned from selling items.
💎Items:New enchanting options – green +16 items to red +0, and red +18 items to golden +0.
💎Training: 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).
💎Training: Adding the possibility to complete 180- and 240-minute training sessions for season Pass holders.
💎Team invitations: Adding the possibility to send team invitations.
💎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.
PLANNED CHANGES
Here’s a full list of the current planned works for future updates:
💎Items:Adding new skills to historical items TOP.
💎Items:Adding the possibility to enchant historical items TOP to level +50.
💎Market: Listing auctions on the market will 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.
💎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.
💎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.
💎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.
💎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.
💎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 manufacturing.
💎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.
💎Karty: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.
💎Boosters: Booster collection revamp.
SUMMARY OF NEWS AND CHANGES
💎Optimization: Approximately 60 smaller tasks improving the gameplay quality. Examples:
Special Offers: Reduced font size of the label.
Bets: Changed from plural to singular in Hero Star.
Notification History: Fixed notifications about fragment creation in Manufacturing in the player’s language.
Work: Corrected Euro value in work completion notifications.
Golden Balls: Improved visual display of awarded prizes.
Duels: Fixed overlapping layers in Firefox at the start of rounds and in slots.
Homepage: Interface language is set based on the player’s detected location.
Draw Animations: Improved animations and button sizes.
Footer (on desktops): Added link to FootballTeam’s Discord.
Career: Added missing trophy images.
Manufacturing: Fixed oversized font on mobile devices.
Duels: Removed point limit for Top of the Week.
Auctions: Improved drink graphics.
Market: Enhanced redirection mechanics for purchasing drinks.
Bonuses: Added preview for active drinks and bonuses on the progress bar.
Subscription: Fixed image display on mobile devices.
Duels: Added more animations during card duels, including extra spins and red-green flashes.
Manufacturing: Fixed description for guaranteed attempts.
Augmentation: Changed the augmentation cost color to be more user-friendly.
Cards: Updated animations in slots and bonuses for a more attractive appearance.
Player: Removed duplicate bonus entries when previewing other players.
Private Messages: Fixed language for messages regarding receiving responses from players.
Login: Fixed issues with social media registration, restructured action sequence, improved browser language selection.
Manufacturing: Fixed icon sizes when crafting fragments.
Affiliation: Revamped page with graphical updates.
Cafeteria: Changed requirements for earning extra meals, including adding card duels.
Duels: Changed duration for ranked and unranked duels.
Duels: Added a timer on the duel join button.
Collections: Fixed the confirm button in the draw animation.
Club: Fixed overlapping player skills on the mobile version.
Market: Fixed auction date display time.
Cards: Newly created deck is now set as the default for duels.
Cards: Fixed font sizes.
Boosters: Unified the way booster names are saved (capitalization).
Notifications: Shortened history to the last 3 months to improve module performance.
💎Optimization: A number of fixes and updates for mobile systems (IOS and Android).
REJECTED IDEAS
This month, no ideas have been rejected.
LEAKS DROP
Welcome to our favorite part of the Q&A. It's time for another drop of leaks this year! We encourage you to read and share your thoughts!
Increase in Item Sale Values – Golden Balls, Euro, and Energy
We know how crucial Golden Balls are in daily gameplay and how challenging it can be to obtain them. Listening to your feedback and observing the community's needs, we decided to take an important step to make your development easier.
Remember: dedicated drinks will further boost the Golden Ball value of your items.
In the upcoming update, the Golden Ball value for selling selected items across various tiers — from standard to legendary — will be significantly increased.
Our goal is not only to improve access to this key currency but also to make every opened pack more valuable and satisfying.
Euro
With the new update, the value of selected items sold for Euro has been significantly raised.
In many cases, the increases are truly impressive — some items will see a 10x value boost!
This huge improvement will make even lower-tier items a meaningful part of your economic development in the game.
Just like with Golden Balls, our aim is to enhance the profitability of opening packs and trading, rewarding your daily activity even more.
Energy
We've also introduced small improvements to the amount of Energy obtained from selling items.
Combined with the new Charged Drink, which increases the Energy gained from item sales, the value of Energy you can get will now be much higher.
Thanks to this, selling unnecessary items will become even more profitable and will strongly support your character's daily progress.
Changes to Basic Fragment Crafting
Starting with the update, the chance to create a basic fragment will be 100% — no more failed attempts or wasted resources! Every crafting attempt will now guarantee success.
And there's more:
The Euro cost of crafting fragments will increase slightly. However, you’ll receive more random fragments per crafting attempt as compensation.
👉 Thanks to these changes, the crafting system in Manufacturing will become more predictable, rewarding, and dynamic. Managing your fragments will now be an even more important part of your character’s development strategy.
Adding something like a "battle royale" event where teams or players who don't finish a certain number of trainings, cafeteria visits, or achievements by the end of the day get eliminated. The required number would go up each day until there's just one winner left.
Big thanks for this idea — it’s super creative and exciting! We’re sure a battle royale vibe with growing difficulty and eliminations would bring a lot of energy and rivalry into the game.
Right now, though, we’ve got limited resources and are focused on other planned updates, so we can't jump into making this happen just yet.
But don't worry — this idea won’t get lost! We’d love to come back to it in the future when we have more space to develop and test it properly. Thanks again for your creativity and awesome input! 💙
Adding club logos between the ranking position and the club name would definitely make the league table look cooler and more realistic. It’d help players spot teams faster and make everything clearer and more fun to follow.
Thanks a ton for this suggestion! We really appreciate your eye for detail and your passion for improving the game's visuals—it means a lot.
Sadly, we can’t add club logos to the league table because of mobile version limitations — there just isn’t enough space in the interface. That’s also why we don’t show emblems or avatars in other places like rankings.
So for now, we’re not planning to add this feature, but we really value your input — ideas like yours keep us pushing forward! 💙
New OVR Bundles Above 25K - Some players want more OVR bundles. Right now, there are 54 players with over 25K OVR, and after the merge, there’ll be even more.
Thanks for the suggestion and for keeping such a close eye on the game’s situation! We’ve seen a lot of players asking for bundles over 25K, and it’s awesome that you’re hungry for more.
Good news: we can already confirm that we'll add new bundles above 25K! And don’t worry — the current bundles will stay as they are, no resets or changes.
Thanks again for the feedback — see you on the field! ⚽💪
4. → Favorite teams: possibility to mark your fav clubs and track their actions, transfers, and results more easily.
→ Favorite players: keep an eye on your top players’ stats, growth, and transfer moves.
→ Notes section: a spot in-game to jot down strategies, team/player observations, or personal season goals.
Thanks for dropping such a solid batch of ideas! We can tell you’re all about deepening the gameplay experience and supporting strategic planning — we truly appreciate that!
At the moment, though, we’re not planning to add favorites or an in-game notes section. While they’d definitely make tracking and planning easier, we’re focusing on other features for now.
Still, thanks for being so active and sharing your thoughts — the best inspirations always come from players like you! 💙
5. Second Card-Based Game Mode – A simulation mode where you set your starting eleven and subs.
Wow, awesome idea! 🔥 A simulation mode where you set your starting eleven and subs sounds amazing. It could open up a whole new tactical and strategic side to the game!
Right now, we’re still wrapping up the club-related updates, but after that, we’re definitely excited to revisit this idea and see how we can make it happen. Thanks for the inspiration — ideas like this really fire us up! ⚽💙
6. The Cafeteria system needs a few tweaks to make the Energy you get back better match what you actually need for daily training. Right now, the Energy you recover from the Cafeteria (like 125 Energy for 15 minutes or 600 Energy for 12 hours) feels pretty low compared to how much you really need for solid training sessions. Here's the idea: One way to improve it would be to link the Cafeteria system to your daily training activity. Players already get training bonuses based on how active they were the day before (5%, 7%, 12%, 20%, 33%, 50%). We could use those same activity tiers as multipliers for how much Energy you recover from the canteen.
Thanks a ton for your suggestion — it's a really cool and well-thought-out idea! 🔍
Linking the Cafeteria system to the daily training module by using the existing bonus tiers as multipliers for recovered Energy sounds super logical and could make everything feel more consistent while also motivating players to stay active every day.
We definitely want to take a closer look at this and carefully analyze how a change like this could impact game balance and players' daily habits. Thanks again for your effort and for sharing such a solid idea — feedback like this is seriously valuable to us! 💡⚡
7. I would like to propose the introduction of a Club Collections system, where players could jointly donate golden and red cards to their club in order to complete collections together and unlock various bonuses.
Thank you for the interesting suggestion! The idea of introducing Club Collections, where players work together to complete card collections and unlock bonuses, sounds truly inspiring and could greatly strengthen cooperation within clubs.
At the moment, we are not planning any changes to the card module, so we do not foresee implementing this idea in the near future.
Nevertheless, we greatly appreciate your creativity and engagement – every suggestion like this is a valuable source of inspiration for the continued development of the game! 🃏🤝
8. Currently, the in-game item market is very weak – players rarely open packs, which makes it difficult to find the necessary pieces to complete a full set. For this reason, I suggest adding a function to the Manufacturing module that would allow gradual upgrade of equipment, e.g.: green item → red item; red item → golden item.
It's great that you brought up this topic – we fully agree that the item market needs revitalization, and the ability to gradually upgrade equipment would be a big step toward increasing its value and availability.
Good news: we are currently in the process of introducing changes that will allow items to be boosted in exactly the way you mentioned – for example, green → red, red → golden.
We hope this will not only improve the market situation but also add a new layer of satisfying progression for players.
9. Players do not feel motivated to fight for higher places in the leagues because the rewards for the entire month of gameplay are too small, and the amount of Energy awarded for 1st place does not even cover the cost of training.
Thank you so much for sharing this insight! We understand how important it is to have the right motivation for competing in the leagues, especially when it comes to rewards that should realistically reflect the effort and time players put in throughout the month.
We will definitely consider this point and analyze whether the current reward system needs adjustment – so that participating in the league competitions is not only prestigious but also satisfying in terms of character development.
Thank you for the constructive feedback – it's exactly these types of comments that help us better align the game with your expectations! 🏆💬
10. Suggestion – New building: SPA. I suggest creating a new club building called SPA. The building would serve to regenerate players' health – 1% health per day while using the SPA.
Great suggestion – we're really glad you shared this idea! The concept of a new club SPA building fits perfectly with the direction we want to take in developing club infrastructure.
We can already confirm that the SPA building will be introduced with the next major update. Thank you for your engagement and valuable insights – it's thanks to suggestions like this that the game can keep evolving! 🧱✨
11. The recent changes to the league system regarding cups and tournaments are one of the best decisions in recent months. Now all clubs have a fair chance to compete for the cup and European Tournament title on equal terms. I no longer have to compete against the top teams from the SuperLeague, which used to be an almost insurmountable obstacle. Additionally, player health consumption is lower, which significantly improves the comfort of playing. In short: I finally feel that the competition is more balanced, and participating in matches is much more satisfying, regardless of my club’s level.
Thank you for your feedback – it's a real pleasure to read messages like this! 😊
We’re very happy that the changes to the league system have earned your approval and genuinely enhanced your gaming experience.
It’s incredibly important for us that we managed to level the playing field, reduce the frustration of facing the strongest teams, and improve the overall comfort of play. Feedback like this gives us tremendous motivation to keep moving forward!
Thanks again for being part of our community! 🙌⚽
12. Currently, daily achievements expire and are lost if rewards are not claimed in time. I suggest adding a small notification indicator — such as a red exclamation mark or a number — on the achievements icon when a reward is available to claim.
Thank you for your suggestion – it's a very timely topic! 🙌
Indeed, there are currently no external notifications or any kind of indicator directly on the "Achievements" tab icon. This means players have to manually open the tab to see if rewards are available — only then does a red notification with a number appear, indicating achievements ready to be claimed.
For this reason, it’s important to remember to regularly check the achievement section, especially daily achievements — as they reset every day and unclaimed rewards simply expire.
Thanks for your attentiveness and reminder – we know that small details like this have a big impact on game comfort and your daily experience! 🎮🔔
13. After the recent changes, a star icon and a number indicating the current bonus level (e.g., 5 stars = 1%, 10 stars = 2%, etc.) appeared above the club’s lineup. The problem is that the exact number of collected stars is not visible — for example, if a club has 3.5 stars and needs 1.5 more to reach the 1% threshold, players do not have this information.
Thank you for pointing out this detail – it’s a very accurate and practical suggestion!
Indeed, the current way of displaying the bonus level doesn’t provide players with complete information about the exact number of stars collected or how many more are needed to reach the next threshold.
We agree that it’s worth clarifying, so we plan to add this information to the game to make the whole system more transparent and intuitive.
Thank you for your attentiveness and engagement – it’s thanks to observations like yours that we can make real improvements! ⭐📊
14. In the club panel, you can currently check the training activity of each player for the past two days, but when it comes to work — only today's results are visible. Players would love to also see work statistics from the previous day, similar to how it works with training. This would make it easier for the club management to more accurately monitor team members’ engagement.
Thank you for this spot-on suggestion! 🔍
We agree that adding work statistics from the previous day — modeled after the already available training data — could genuinely make club management and monitoring members' involvement much easier. It’s a simple but very practical improvement.
We’ll thoroughly analyze this idea and consider implementing it in one of the upcoming updates. Thank you for your attentiveness and engagement — concrete and well-thought-out proposals like yours are truly valuable to us! 🧾💼
15. Free Keys have lost their usefulness after the recent changes. Achievements requiring item unlocking appear less frequently; Energetic Packs can now be opened without using keys; players are being flooded with free keys, especially from card collections, but don't have an effective way to use them.
Thank you for sharing your opinion – you’re absolutely right that the role of Free Keys has changed after the latest updates, and their usefulness in daily gameplay may indeed be lower now.
We have good news — we are currently working on introducing the option to exchange Free Keys for Premium Keys. This solution will allow players to make better use of the surplus of Free Keys and increase their value.
Thank you for your attentiveness and sharp insight — your observation fits perfectly with our upcoming plans! 🔑✨
16. Andrzejek: What are the plans regarding the Classic server? Can you share what you’re planning to do to revive the competition there?
Hi Andrzejek! Thanks for the question — we know that the Classic server holds great importance for many players, so we want to assure you that we do have special plans for it.
The new server we’re currently working on will have the option to merge into the Classic server, and ultimately, we are planning a full merge of both servers. Thanks to this, competition on Classic should become much more dynamic.
We are not planning to shut down the Classic server—quite the opposite. We want it to become a true legacy server with its own identity and an active community. We’ll do everything we can to attract new players and strengthen the competition there.
Thanks for your attentiveness and engagement — Classic still has a bright future ahead! 💪🔥
17. Mr Messive: What are your plans or ideas for making it easier for new players to get started and helping them quickly understand the game mechanics?
Hi Mr Messive! Great question — we fully agree that making the game more accessible for new players is key to building a strong and engaged community.
We’ve recently introduced new starter achievements, which are already proving to be a great guide through the game. They’re simple, highly rewarding, and do a good job of explaining the basic mechanics, significantly reducing early confusion.
Additionally, we’re working on an expanded version of the tutorial, which will guide new players step-by-step through the most important parts of the game. We want the first hours of gameplay to be not only clear but also genuinely satisfying.
Thanks for showing interest in this topic — we’re doing everything we can to make sure new players feel right at home from the very first minutes! 🎮👋
18. Anderson Luís de Souza: The idea is that if you change clubs after the season, the activated bonuses in the new club should also apply to the new players who just joined. I think this would make more sense than the current solution, where new players lose the active bonuses in the club.
Hi Anderson! Thanks for sharing your suggestion — we understand where it’s coming from, and it certainly makes sense in terms of providing a more consistent experience for players when they join a new club.
Currently, the benefits from club bonuses are only assigned to players who were part of the club when the bonus was earned. This solution is in place to maintain balance — we want to reward players who actively contributed to earning these bonuses through their involvement and engagement.
Nevertheless, we appreciate your perspective and will certainly keep this idea in mind — thank you for your engagement and desire to improve the game mechanics! 🏟️⚽
19. Lomax20001: Adding the possibility to claim daily achievements after the season ends (maximum 1 day after the season ends).
Hi Lomax20001! Thanks for the suggestion — we understand that the ability to claim daily achievements just after the season ends could be useful, especially for those forgetful moments at the end.
Currently, the seasonal achievement system works in such a way that rewards can only be claimed during the season. Once it ends, the quests expire and are no longer available for claim. We don’t plan to change this, as this rule helps maintain transparency and consistency within the seasonal system.
Thanks for your idea and vigilance — we always appreciate players who thoroughly analyze the game mechanics! 🎯📅
20. A_tu_Tymek: Please add an option to search for cards that are no longer needed in our collection, in the "Sell" tab.
Hi A_tu_Tymek! Thanks for the suggestion — we understand that easier management of cards in the "Sell" tab could significantly improve the daily gameplay, especially with larger collections.
It's worth noting that you can lock any card, which prevents it from being accidentally sold. Additionally, you can mark a card as a favorite, which also protects it from being deleted.
Although there currently isn't an option to filter "unnecessary" cards, these available features help manage your collection more effectively. Nonetheless, we appreciate your idea — it's an interesting direction, and we’ll definitely keep it in mind for future improvements to the card system! 🃏🔍
21. Lomax20001: Lomax20001: Add information on how many OVR points the player can earn during this training.
Hi Lomax20001! Thanks for the suggestion — we understand that information about the potential skill points that can be earned during training could be helpful when planning character development.
Currently, though, it's difficult to precisely estimate how many OVR points a player will gain during a specific time, as the auto-training system operates with a very large number of training units. This makes it challenging to predict the exact outcome, e.g., after 2 hours of activity.
Nonetheless, we appreciate your idea — we always value your feedback on readability and planning progress in the game! 💪📈
22. Lomax20001: I suggest increasing the number of items/bundles/boosters collected from training.
Hi Lomax20001! Thanks for the suggestion — we understand that increasing the number of items, bundles, or boosters obtained from training could be attractive from a player's perspective.
Unfortunately, in the current system, there’s no technical possibility to implement such a change. The training mechanics and the way rewards are assigned are closely tied to the game's balance, so such a modification is not feasible at the moment.
Nonetheless, thank you for your engagement — every suggestion like this gives us valuable insight into what matters most to our players! 🏋️🎁
23. Fábio Muri: Hi. I think green items should have crystals for their enchantment.
Hi Fábio! Thanks for your message — it's great to see your interest in equipment development! 🔧✨
We’ve got great news! It will soon be possible to craft epic and legendary items in the Manufacturing module.
To create a basic epic item (jersey, shorts, socks, boots), you will need a rare item with +16 or higher, along with a small amount of Euros, Fragments, and Golden Balls.
To create a basic legendary item (jersey, shorts, socks, boots), you will need an epic item with +18 or higher, along with a small amount of Euros, Fragments, and Golden Balls.
24. God_vali: When someone wins a prize in Lucky, I suggest sending them a private message as well, informing them that they received it. It would be nice to know exactly when you get it.
Hi God_vali! Thanks for the suggestion — we understand that an additional confirmation message for winning a prize in Lucky could be a nice and helpful touch for players.
Good news! 🎉 Winners already receive their rewards in the shop, under the "Special Bundles" tab. The player who wins gets an in-game notification, a popup, and is automatically redirected to the shop where they can claim their prize.
Thanks for your attention to detail — we always appreciate players noticing ways to improve the game experience! 🛍️✨
25. Wilkobrony: Is the launch of a new server planned for May?
Hi Wilkobrony! Yes, we’re planning to open a new server in May — it's a great opportunity to start fresh or try out new strategies in a brand-new game environment! 🌍🔥
You can find more details in the current Q&A under the "New Server" section, where we explain our plans and expectations for the launch.
Thanks for your interest — see you at the start! 🚀💥
26. Bruno2sp: I suggest adding the option to craft the Ball of Triumph.
Hi Bruno2sp! Thanks for the suggestion — the Ball of Triumph is definitely a unique item, and we’re happy to see it draws so much interest! 🏆⚽
At the moment, we’re not planning to add the option to craft it, because we want it to remain truly special. The Ball of Triumph appears only during selected moments, such as special collections, and we want to preserve its prestige and uniqueness.
Thanks for your understanding and engagement — it’s items like this that make the game even more exciting! ✨
27. God_vali: Please add a tab called "Yesterday’s Euros," similar to the training section.
Hi God_vali! Thanks for the suggestion — we understand that an additional tab showing yesterday’s Euro history could be helpful for analyzing team matches.
At the moment, we are not planning to introduce such a feature, but we appreciate your idea and the fact that you actively share your insights. Your engagement really matters to us! 📊💬
28. Lomax20001: Consider adding the possibility to buy Fame Points for Credits.
Hi Lomax20001! Thanks for the suggestion — we understand that the possibility of purchasing Fame Points with Credits could be attractive for players looking for faster progression.
At the moment, Fame Points can be earned by selling cards, as well as occasionally through event and special bundles. This way, Fame Points remain tied to in-game activity and collection building.
Thanks for sharing your idea — we always appreciate suggestions related to the game’s economy and reward balance! 🌟🃏
29. Quartis99: I suggest an event where the player must play a card every round. If they fail to do so, the other player gets double points for the card they played. If neither of them plays a card, nothing happens.
Hey quartis99! Great suggestion – we really like the idea of an event with forced activity each round and the interesting twist of double points as a reward for having the upper hand.
The idea is really cool and inspiring – we want to make it happen! 💡🔥 This event could bring a new dynamic and tension to the gameplay, while also encouraging players to actively participate in each round.
Thanks for your involvement – these creative concepts drive the game's development! 🃏⚔️
30. Andrzejek: Do you have plans to improve the system for assigning interventions to defenders?
Hey Andrzejek! Thanks for the question – the system for defender interventions is definitely an interesting topic, and we know it stirs up a lot of emotions among players.
We’ve noticed that some teams intentionally save their defenders in tougher matches to protect their stats and increase their chances of winning the intervention category. While this might seem controversial at first glance, it actually forces a very creative approach to tactics and squad management, which we think works really well and adds depth to the gameplay.
For this reason, we don’t plan to make changes to this system – the current mechanics support a variety of strategies and reward smart approaches to building a team.
Thanks for your attentiveness and great observation – we’re glad to see players closely analyzing these nuances! 🧠🛡️⚽
31. Poruś: Introducing an option to choose how long you want to work (x1/2/3/5) for Season Pass holders, what’s your opinion?
Hey Poruś! Thanks for the interesting suggestion – introducing the option to choose the work intensity (x1/x2/x3/x5) for Season Pass holders sounds very practical and convenient.
We’re constantly working on a good solution to improve the experience with the Work module. We can reveal that Season Pass holders will definitely be able to expect some improvements and enhancements in this area, which will allow them to complete daily tasks faster and more efficiently.
Thanks for the suggestion – it’s feedback like this that helps us develop the game in a way that truly meets players’ needs! 🧰💼
32. VVíðarr: Why are you killing the collections module again? How are people supposed to get multipliers for collections if getting an unlocked item in red/golden packs is a miracle? And to craft even a single crystal, even a golden one, it costs about 2,000 Credits? People won’t have a reason to do Team Games now, where you give out these crystals, because they won’t get anything besides the Golden Balls and packs, which usually drop minimal amounts. Before, it was always some "gambling" or "fortune," whatever you want to call it, and at least you could count on a 10/20% return, whether in Energy or something else from the collections.
Hey Víðarr! Thanks for your honest opinion – we understand your frustration, and the collections module is indeed an important element for many players, especially when it comes to gaining multipliers and the satisfaction of completing them.
However, we want to reassure you – in the upcoming update, we’ll be introducing several solutions that will significantly improve the situation:
We’ll add the ability to enchant items – from green to red, and red to golden. This will significantly increase the chance of obtaining items needed to raise multipliers in collections.
We’re also introducing a system for exchanging Free Keys for Premium, which will make it easier to access more valuable packs.
Additionally, special bundles will start containing items without locks, meaning more of them will hit the market and be more accessible to players.
We don’t want to “kill” collections – on the contrary, we want to revitalize them and make them more accessible, but in a balanced and fair way for all players.
Thank you for being so involved in the game’s development – feedback like yours is the signal for us to take action! 🧩🔥
ADMINISTRATION QUESTIONS
How would you rate the difficulty level of the questions in the FootballTeam knowledge quiz?
Which of the announced changes coming into the game with the May Minor Update are you looking forward to the most?
What new event format would you like to see in FootballTeam in the future?
SUMMARY
Thank you for all the suggestions, feedback, and ideas you’ve sent! 🙌 It’s thanks to your involvement that FootballTeam continues to move forward.
Every voice we receive from you is incredibly important and helps us develop the game in a direction that meets your expectations.
There are many challenges and new features coming up soon – don’t take your eyes off the field! ⚽🔥
See you on the pitch!
Best regards,
The FootballTeam Team
Latest news

Q&A MAY: YOUR QUESTIONS ANSWERED

TOP 3 OF THE WEEK - TRAININGS, TEAMS, BETTORS - 05.05 - 11.05

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