SPECIAL Q&A EDITION – MARCH: 2026 WORLD CUP

06-03-2026

HEY FOOTBALLERS!

We’ve got something truly special for you – something that, until recently, seemed impossible and was never supposed to happen… and yet it’s becoming reality right before our eyes. For a long time, you’ve been asking about it on Discord, in the in-game chat, in the comments under news posts, and on social media – and now we can finally say it: we’re doing it.

This special Q&A edition is fully dedicated to one major event – NATIONAL TEAMS ⚽

Inside, you’ll find answers to the most frequently asked questions, detailed information about the mechanics, competition rules, and our plans for the future.

Check out what we’ve prepared for you and take a look behind the scenes of the upcoming changes.

 

 

 

TABLE OF CONTENTS

INTRODUCTION

WORLD CUP 2026 IN FOOTBALLTEAM

UPDATE ROADMAP

DEV CORNER

PLANNED CHANGES

SUMMARY OF NEWS AND CHANGES

REJECTED IDEAS

PLAYER QUESTIONS

ADMINISTRATION QUESTIONS

SUMMARY

 

🌍FOOTBALLTEAM WORLD CUP: THE ERA OF NATIONAL TEAMS IS COMING!

The moment many of you have been waiting for, for years, has finally arrived — what once seemed impossible is now becoming reality. National teams are coming to FootballTeam.

For a long time, we’ve been gathering your feedback, suggestions, and ideas on how this mode should look. Today, we can finally present the result of our shared work — a brand-new competition model based on national team rivalry.

Introducing NATIONAL TEAMS — a new seasonal server offering unique rewards, as well as medals and trophies unavailable anywhere else.

SERVER START: 18.03.2026

Welcome to FootballTeam World Cup — an elite national team server where strategy, squad selection, player health management, and true sporting competition are what matter most.
No shortcuts. No artificial progress boosting. Just pure competition for the world champion title.

What will gameplay on this server look like, and why is it worth joining?

 

64 National Teams

The server will feature 64 national teams — from powerhouses like Spain, Argentina, and France, to Brazil, Germany, and England, as well as less obvious selections such as Vatican City, North Korea, and Burkina Faso.

Each national team starts with 20 player slots ready to be filled. This means that initially only a limited number of players can join a specific team. However, the number of slots may increase depending on the total number of players on the server.

Current assumptions estimate that for every available slot, there will be around 3 interested players. We want competition to begin from day one — and for only the best players to make it into the squads.

 

Taking Over a National Team: How to Claim Your Dream Team?

We want national teams to be led by the most active and competitive players, which is why we’ve introduced a simple takeover rule.

To take control of a national team, a player must meet the required OVR level.

Every day at 12:00, the required OVR value will decrease by 500 points.

 

After taking control of a national team, the player who becomes its manager can invite selected players to the squad and grant them deputy permissions.

A player can take over only one national team during the World Cup server. This means that the decision to manage a national team is a one-time, irreversible choice when it comes to leading any other squad.

After taking over a team, it is possible to transfer leadership to a selected player — for example, a club teammate. However, it’s important to remember that simply becoming a manager — whether by personally claiming a national team or by being invited to co-manage it — permanently blocks the possibility of taking over any other national team in the future.

For example: if you take control of France and later your friends invite you to manage Poland, it will no longer be possible. You can still join as a player, but you won’t be able to serve as a manager because you previously decided to take charge of another national team.

Choosing a national team is a strategic decision for the entire championship season, so make sure to think it through carefully.

 

What Do National Team Clubs Look Like?

In each of the 64 national teams, players will receive a unique club designed for the most ambitious competitors.

  • Clubs are upgraded to the maximum level.

  • All Academy perks are fully unlocked.

  • Each club starts with 10,000 Team Points and 250,000 fans.

  • Players can freely use Team Points — further extension is not mandatory.

  • Manufacturing and the Distillery are at maximum levels, allowing the creation of a wide variety of items.

 

List of National Teams

 

Gameplay Rules

FootballTeam World Cup is a server designed like a real-world championship. The competition is divided into three main stages, each with clearly defined rules, structure, and rewards.

This is not just a regular season. This is a full-scale championship cycle.

 

🥇 Season 1 – Preliminary Phase (63 days)

The first stage is one massive, shared league.

  • All 64 national teams are placed into a single group.

  • Each team plays against every other opponent.

  • 2 matches are played daily.

  • The season lasts a total of 63 days.

There are no friendlies in this phase — only direct competition between national teams. Every point matters, as this is where the ranking is built, determining seeding pots for the next stage.

Preliminary phase rewards:

  • Participation Trophy

  • Top Scorer Award

  • Top Assist Award

  • Best Goalkeeper Award

  • Best Defender Award

After the season ends, there is a 7-day break. This is the final opportunity to change your national team. Once the group stage begins, changing national colors will no longer be possible.

From that point on, the national team you choose becomes your team until the end of the tournament. The decision is final — so it’s worth thinking it through carefully right from the start.

 

🥈 Season 2 – Group Stage (30 days)

After the preliminary phase, the 64 teams are divided into 8 groups of 8 teams each.

The division is based on results from Season 1. Eight seeding pots are created (1–8, 9–16, 17–24, etc.), and each group receives one randomly drawn team from each pot. This ensures fair and balanced competition.

  • Each national team plays 28 matches.

  • Friendlies are enabled (they consume health).

  • Transfers are locked — no players can be added or removed.

This stage is all about squad stability and consistency.

Promotion:

  • 1st–4th place in each group → Masters Tournament

  • 5th–8th place in each group → Challengers Tournament

After the group stage, there is another 7-day preparation break before the final tournaments begin.

 

🥉 Season 3 – Knockout Stage

This is the most exciting moment of the entire championship.

The top 32 national teams compete in the Masters Tournament.
The remaining 32 teams compete in the Challengers Tournament.

The competition follows a knockout bracket system (Round of 32 → Final). Every match can decide everything.

Transfers remain locked. Squads must finish the tournament with the exact same lineup they started with.

 

Knockout Stage Rewards:

  • Champion’s Trophy

  • Runner-up Trophy

  • Rewards for 3rd and 4th place

  • Individual awards for the best players of the knockout stage

 

 

🏆 FootballTeam World Cup Rewards

Participating in the FootballTeam World Cup is above all a fight for prestige — a moment where you etch your name into the history of the game.

It’s also real wealth for those who reach the very top. Legendary trophies and exclusive medals await — rewards you won’t find in any other game mode.

 

Prestige

 

Winning the World Cup grants the highest possible prestige in FootballTeam.

The national teams finishing 1st, 2nd, and 3rd in the Main Tournament will receive something truly unique — a special edition of the “FOOTBALLTEAM LEGENDS – NATIONAL TEAMS” cards.

These are not ordinary cards. This is a limited, tournament-only edition, available exclusively to World Cup podium finishers.

What’s more — it’s worth fighting until the very end, as the tier of the cards you receive will depend on your team’s final standing.

🔥 This is the one and only opportunity to get a guaranteed FootballTeam Legend card in its national team edition.

Here, it’s not just about a medal — it’s about claiming legend status.

 

 

History

The World Cup is a tournament that will go down in the game’s history.

A special Hall of Fame will appear on the FootballTeam homepage, featuring:

  • List of winners

  • Medals won

  • Trophies

  • Individual achievements

  • Stats of the top players

This won’t be an ordinary season recap — it will be a digital showcase of FootballTeam world champions.

Your character names, national teams, and accomplishments will be immortalized as part of FootballTeam history — for present and future generations of players.

 

 

Wealth

The World Cup also offers real wealth for those who reach the top.

 

  10,250,000 CREDITS FOR 1000 PLAYERS!

The top 1,000 players will receive a guaranteed reward, with its value depending on their ranking.

The total prize pool to be won is 10,250,000 Credits.

 

 

INDIVIDUAL REWARDS

Best-Trained Player

Regardless of your club’s results, you can compete for the podium of the best-trained national team player.

The winner will become a millionaire — literally! The Top 1 player receives 1,000,000 Credits for their chosen character.

Players who finish in the Top 10 of the trained player ranking will receive, in addition to credit rewards, something truly special — a special edition of the “FOOTBALLTEAM LEGENDS – NATIONAL TEAMS” cards from the MasterClass Collection.

These are not ordinary cards. This is a limited, tournament-only edition, available exclusively for World Cup podium finishers.

Additionally, the Top 10 will receive a highlighted spot on the FootballTeam Hall of Fame, ensuring their achievements are immortalized in the game’s history.

 

 

Most Powerful World Cup Player

The ranking for the most powerful World Cup player is a separate arena of competition.

Here, your national team’s results don’t matter — only your personal development and dominance over other players count.

The final OVR score is influenced by every aspect of progression:

  • Items

  • Card slots

  • Card levels

  • Training

  • Item enchanting

  • Bonuses and boosts

Literally every aspect of player development matters.

The Top 10 players with the highest OVR will receive rewards as powerful as their stats. Importantly, rewards do not exclude each other.

If you achieve 1st place in the training ranking and simultaneously become the highest OVR player, you will receive all applicable rewards, including dedicated cards in the exclusive “GOATS” collection, created for the absolute elite of the server.

 

 

⚠️ IMPORTANT – OVR RANKING SNAPSHOT

For Credit rewards for the Top 1000 OVR and Individual Top 1 OVR, the final ranking will be determined by the official snapshot.

On the day of the FootballTeam World Cup finals, exactly one hour after the final match ends, a snapshot of the OVR ranking will be taken. This moment will determine the distribution of rewards.

The snapshot will be published on our Discord, allowing every player to verify their position at the time.

This snapshot will serve as the only valid basis for awarding Credit prizes.

 

MASTERS TOURNAMENT PODIUM REWARDS

The Masters Tournament is the absolute pinnacle of the FootballTeam World Cup. Here, the strongest national teams compete, the pressure is at its highest, and the world champions are made.

Reaching the podium is proof of dominance, consistency, and a perfectly built squad. For the winners, we’ve prepared massive rewards for players from the Top 3 national teams in the Masters Tournament.

These are not symbolic prizes — these are rewards worthy of the best teams in the world – prestige, Credits, unique cards and a permanent place in the game’s history.

It’s important to remember that Credit rewards are just one part of the prizes — the top 3 teams will also receive their FootballTeam Legend cards and a spot on the Hall of Fame.

 

 

ATTENTION 

It’s important to note that Credits will be distributed via codes, which we’ll send directly to the email linked to your player account. You’ll be able to redeem this code on any character on any server after the FootballTeam World Cup concludes.

 

ADDITIONAL REWARDS FOR THE PRELIMINARY PHASE

The preliminary phase is the foundation of the entire World Cup. Over 63 days of competition, you’ll build your position on the leaderboard and fight for the best seeding going into the next stage. Every match counts, and every effort will be rewarded.

Simply participating in the preliminary phase earns a commemorative trophy: “World Cup Participant – Preliminary Phase”, serving as proof of involvement in the historic first edition of the tournament.

This phase also recognizes individual players who excel in their roles. The preliminary stage isn’t just about leaderboard placement — it’s the first chance to earn trophies and make your mark in the tournament’s history.

 

 

ADDITIONAL REWARDS FOR THE GROUP PHASE

The group stage is where competition reaches the next level. There’s no room for luck here — consistency, squad stability, and peak performance in key moments are what count.

In addition to fighting for advancement, players can earn prestigious individual awards.

 

 

The most important stakes of the group stage are advancement:

  • 1st–4th place in the group → Masters Tournament

  • 5th–8th place in the group → Challengers Tournament

The Masters Tournament is the elite path — a fight for the World Champion title.

The Challengers Tournament is the secondary knockout path, where teams can still win trophies and rewards.

Every match matters. Every point could decide whether you compete in Masters or finish the tournament without a chance at gold.

 

ADDITIONAL REWARDS FOR THE KNOCKOUT PHASE

The knockout phase is the ultimate climax. This is where the World Cup champion is crowned and the most prestigious tournament trophies are awarded.

In addition to competing for the title, we’ll also award individual honors for the top players of the knockout stage:

  • ⚽ Top Scorer of the Knockout Phase

  • 🎯 Top Assist Provider of the Knockout Phase

  • 🧤 Best Goalkeeper of the Knockout Phase

  • 🛡 Best Defender of the Knockout Phase

These awards go to players who dominated the most critical matches of the season.

The top national teams will also claim the most important tournament trophies:

  • 🥇 World Cup Champion Trophy

  • 🥈 Runner-up Trophy

  • 🥉 3rd Place Award

  • 🏅 4th Place Award

Below, we’ll showcase the trophies and statues that teams will compete for during the knockout phase.

 

 

SERVER SETTINGS

FootballTeam World Cup has been designed as a pure competition server. Every player starts on equal footing, with no hidden advantages or mechanical shortcuts.

Each player receives a green Galacticos set, providing a shared foundation for development. National team clubs have access to all key buildings, allowing full use of infrastructure from day one. Each player can perform 4 trainings simultaneously. The number of crystals required to unlock each augmentation level has been reduced from 50 to 10.

The World Cup server has no artificial progress acceleration. Settings are as follows:

  • XP Boost: 0%

  • Energy Reduction: 0%

  • Euro Reduction: 0%

  • Work Bonus: 0%

This means that results depend on active participation, strategy, and resource management, not extra multipliers.

 

❤️ Health and Recovery

Health plays a key role in national team strategy.

Each match reduces a player’s health by 6%. In the first season, with 2 matches per day, that’s a 12% daily health loss.

Base recovery restores 9% health per day.

Additional recovery can be gained through:

  • Using the SPA building

  • Activating the Regenerat and Regeneron perks

Importantly, even if a player’s health drops to 0%, they are not removed from the team and remain part of the national squad. 

Health is a tactical factor but does not block tournament participation.

 

⚙️ Overload System on the World Cup Server – Special Rules

The World Cup server features a special, modified version of the Overload system, tailored for national team competition.

This is a seasonal server where pace, planning, and equal conditions matter — therefore, Overload does not function the same as on classic servers.

Key principle:

Overload is designed to support strategy and squad management, not block development or eliminate teams with overly strict restrictions.

✅ What’s changed in Overload for the World Cup?

The server uses a special Overload table, adjusted for the tournament-style national team competition.

The system works progressively, based on the number of TOP 30 players (with trained specialities) in a single national team.

 

 

XP Table

The FootballTeam World Cup server uses a progression system based on the XP table and a soft cap.

This means the old flat training system (400 trainings = 1 PTS) is no longer applied — even on the national team server.

World Cup is elite competition, so the foundation of progression must be healthy, scalable, and abuse-resistant.

 

🎟 Season Pass & Calendar – World Cup

The Season Pass and Calendar have been adapted to the tournament structure of the World Cup.

 

 

🥇 Preliminary Phase – 63 Days

The Season Pass and Calendar will run throughout the 63-day preliminary phase.

This is the longest stage of the tournament, so the reward system is designed to accompany players through the intense league competition.

Price: 29.99 EUR for the full 63 days.

 

 

🥈 Group Stage – 30 days

Upon entering the group stage, a new Season Pass and Calendar start for 30 days.

Rewards are adapted for this shorter, more dynamic stage.

 

🥉 Knockout Stage   

No active Season Pass or Calendar.

This stage is purely about trophies, prestige, and history.

Success depends entirely on form, squad, and on-field decisions.

World Cup is a tournament with a clear structure, and the Season Pass & Calendar reflect that rhythm.

 

🔄 Character Destination After the Server


FootballTeam World Cup is seasonal. Its cycle ends with the conclusion of the knockout phase.

After the finals have been played and the world champion has been crowned, the closing stage of the competition will begin.

 

🔁 Character Transfer After the Tournament

Players have 7 days after the knockout phase to pay for a transfer of their character to the Legacy server.

After this period, all accounts are automatically transferred to the Classic server.

💰 Important Information About Credits

Credit rewards are not tied directly to characters on the World Cup server.

Instead:

  • You will receive a special reward code,

  • The code will be sent directly to the email associated with your account

  • Redeemable on any character, on any server where you play

  • Redeemable after the FootballTeam World Cup ends

One code = one character.

Each code can be used only once.

Codes cannot be reused.

 

🌍 World Cup is a Season. History Lasts Forever.

Although the World Cup is a closed tournament:

  • Medals

  • Trophies

  • Cards

  • Hall of Fame entries

  • Earned Credits

…will remain with you permanently.

This is not just another server.
This is an event.
This is history — written by you.

See you at the World Cup!

 

Transfer of Medals and Trophies to Main Account

After the official conclusion of the FootballTeam World Cup server, all tournament rewards will be finalized and prepared for distribution.

This includes:

  • 🏅 Medals

  • 🏆 Trophies

  • 🗿 Statues (Top Scorer, Top Assist, Best Goalkeeper, Best Defender, etc.)

  • 💰 Credits

📩 How Will You Receive Your Rewards?

All rewards will be sent as individual codes to the email linked to your account.

Once you receive the message, you can redeem the code and assign the reward to any character on any server.

 

UPDATE ROADMAP

There have been changes to the current roadmap compared to previous announcements.

Our absolute priority is now implementing national teams and restoring balance and real competition in the game. These foundations will guide the next stages of FootballTeam development.

As a result, some other projects have been rescheduled, but this does not mean abandoning previously announced directions — they remain part of our vision, just adjusted to the new order of priorities.

Our plans for the upcoming months are as follows:

 

 

DEV CORNER


What's ahead? Check out what we're currently working on!

Below you will find a list of changes and new features that are already planned for the next update. Some of them are currently being implemented, others are in the testing phase.

💎 Gameplay: New training thresholds:

  • from 100,000 trainings – 70% boost to trained PTS

  • from 200,000 trainings – 100% boost to trained PTS and 1% health regeneration.

💎 Cards: Speed server cards – 84 new cards.

💎 Cards: Additional Legacy server cards – 84 new cards.

💎Cards: Rebalanced card collection rewards.

💎Cards:  National Team Cards – World Cup edition.

💎Card slots: Additional card slots.

💎Card slots:  Dual Power System – enhances slot value based on player PTS.

💎 Card slots:  New slot enchanting upgrades.

💎Achievements: New club achievements.

💎Achievements: New one-time achievements.

💎Club buildings: New building levels from Phase 1.

💎Gameplay:Weekend tournaments.

💎Gameplay: Individual Matches (club vs club match rooms).

💎 Polls: In-game pop-up surveys introduced.

💎 Gameplay:Cross-server shop based on points.

💎 Gameplay:Oversupply in the Manufacturing module – seasonal rising Euro cost for external manufacturing instead of hard craft limits.

💎 Events: New types of Team Games.

💎 Tutorial: Maximum simplification of the tutorial. 

💎 Shop: Growth packs for new players – instantly boost your player with a set number of skills for easy game entry.

💎Club: Internal and external club descriptions.

 

 

PLANNED CHANGES

Below is a list of topics and features we plan to add or update in the future. These include technical improvements as well as fresh gameplay features to bring more variety to your daily experience. Many of these ideas came from your suggestions — thank you! And this is just the beginning.

💎Cards: Classic server cards – 84 new cards.

💎Cards: Royal server cards – 84 new cards.

💎Cards: New card events in card gameplay.

💎Cards: Creation of new card collections (to accommodate the new cards).

💎Cards: New card gameplay – Match Mode – 1v1 PvP battles between players.

💎Affiliation:Complete rework of the player affiliation system.

💎 QuestLine: Introduction of QuestLine to replace the tutorial and help onboard new players.

💎 Ranking: Addition of a point-based ranking system evaluating players for each match played.

💎 Gameplay:StanceThis 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.. 

💎 Sounds: Sounding of cards. Each card will be assigned a unique sound – 1292 recorded sounds.

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

💎 Cards/Platinum card creation: Adding an option to craft Platinum Card from Legendary Cards.

💎 Packs: Opening multiple Card Packs.

 

 

SUMMARY OF NEWS AND CHANGES

 

 

Here’s the list of changes added to the game since the last QA 📈⚽

Below you’ll find a full summary of everything that’s already been introduced in the recent updates – if you missed anything, now’s your chance to catch up! 👇

 

Main Changes:

💎Jewelry: Added 4 new unique items – connected to player abilities. 

💎Jewelry: Football Abilities – new player abilities table (28 brand-new football abilities).
💎 Jewelry: Every position now has 10 abilities that can be developed up to level 12.

💎Gameplay: Match engine rebalance – secondary abilities will now play a bigger role in matches, gaining more importance compared to main skills.

💎 Club: Added new Hero Stars thresholds.

💎 Training: Boosters have been removed from speciality unlock costs.

💎 Card duels: New rewards added to card duels.

💎Events:New format for the Gladiator Games – individual and club competitions.

💎 XP table: Rebalanced the skill progression system during training.

💎 Overload:Added a new gameplay balancing system – Overload.

 

Minor changes:

💎 Events:New format for the individual Double Drop Event.

💎 Manufacturing: Fixed the display of padlocks on green special item shields.
💎 Manufacturing: Simplified and clarified the description of the crafting limit in other clubs.

💎 Manufacturing: Changed the crafting cost of the Ball of Success 1%.

💎 Manufacturing: Unified the order of listed requirements in item crafting costs.

💎 Manufacturing: Fixed Augmentation inheritance when crafting items.

💎 Manufacturing: Fixed redirects in the requirements for Success and Triumph Fragments.

💎 Manufacturing: Adjusted drink crafting costs.

💎 Manufacturing: Changed the crafting cost of the Team Cooperation Drink.

💎 Manufacturing: Adjusted crafting costs for higher-tier jewelry.

💎 Manufacturing: Improved the item preview before crafting.

💎 Training:Adjusted the bonus for the Team Training Drink.

💎 Club: Removed the one-time Euro deposit limit to the club warehouse.

💎 Club: Improved the order of Academies listed in the “Other Clubs” tab.

💎 Club: Clicking “+” now refreshes building requirements for perks.

💎 Club: Unlocked perk levels in club events are now saved in a clearer format.

💎 Club: Improved building materials updates and added alphabetical sorting in Buildings.

💎 Club: Fixed the counter reset after depositing Euro into the warehouse.

💎 Club: Improved the league signup message.

💎 Club: Minor visual fixes in the Science Center.

💎 Club: Fixed the display of extension requirements for leagues 3+.

💎 Club: Corrected information regarding Gladiator bonus activation.

💎 Club: Clarified descriptions of perks increasing Team Points from the Calendar.

💎 Character/Locker Room: Added missing jewelry slots.

💎 Character/Locker Room: Improved equipping and unequipping jewelry on mobile devices.

💎 Character/Locker Room: Fixed the drink selling limit.

💎 Character/Locker Room: Corrected the display of drink sale values.

💎 Character/Locker Room: Increased the Energy limit on drink sales.

💎 Character/Locker Room: Added the possibility to wear two rings and two earrings.

💎 Character/Locker Room: Improved the drink selection dropdown and page scrolling.

💎 Character/Locker Room: Fixed the display of skill change costs for Games Champion’s items.

💎 Achievements/Calendar/Tutorial: Adjusted requirements for Premium Keys and Energy in the daily achievement  “Shopaholic.”

 💎 Achievements/Calendar/Tutorial: Expanded information about the perfect ring in the event achievement (level 10).

💎 Achievements/Calendar/Tutorial: Added redirects in jewelry crafting achievements.

💎 Achievements/Calendar/Tutorial: Added 2 new event achievements for opening packs (including double event pack content).

💎 Achievements/Calendar/Tutorial: Adjusted thresholds in several daily challenges.

💎 Achievements/Calendar/Tutorial: Updated exchange challenges for Bronze and Silver Packs into Free Keys.

💎 Achievements/Calendar/Tutorial: Fixed the redirect to join a club after completing the tutorial.

💎 Achievements/Calendar/Tutorial: Corrected the Euro amount received in the tutorial.
💎 Shop/Packs: Added purchase limit information for Premium Keys.

💎 Shop/Packs: Moved event offers to the top of the list.

💎 Shop/Packs: Bundles received a new visual design.

💎 Shop/Packs: Improved shop button visibility.

💎 Shop/Packs: Added new packs: Ring, Earring, Watch, Chain and Crown.

💎 Shop/Packs: Fixed padlock display in jewelry packs.

💎 Shop/Packs: Corrected categories in the Talar Pack.

💎 Shop/Packs: New cards are now marked with “N” for 24 hours after being drawn.

💎 Jewelry: Jewelry added to both basic and special collections.

💎 Jewelry: Introduced 28 new abilities impacting match flow.

💎 Jewelry: Each position now has 10 abilities that can be developed up to level 12.

💎 Jewelry: Jewelry can now be crafted in the Manufacturing module and dismantled into Success Crystals.

💎 Jewelry: Improved jewelry preview in the Locker Room.

💎 Top of the Week: New rewards, including jewelry packs.

💎 Top of the Week: Unified the point collection method and improved position display.

💎 Match Engine: Changing tactics during a match no longer reduces team power.

💎 Match Engine: From the 7th tactical change onward, each additional change reduces team chemistry by 1% (calculated after the match).

💎 Match Engine: Fixed the Gladiator Work bonus.

💎 Match Engine: Improved the display of player match statistics.

💎 Card duels: Updated duel and seasonal accomplishment rewards.

💎 Card duels: Increased card draw variance from ±10% to ±20%.

💎 Card duels: Introduced the Perfect Legendary Card (+20% to 4 main stats).

💎 Card duels: Adjusted rewards in the Right Midfielders collection from multipliers to percentages.

💎 Ranking: Improved ranking visuals.

💎 Ranking: Fixed the display of earned points (especially on mobile).

💎 Landing Page: Changed the way percentages are displayed in polls.

💎 Landing Page: Fixed emoji character counting in chat.

💎 Game/System: Improved collapsing and expanding of the bonus list.

💎 Game/System: Added new Polish voice-overs to the cafeteria, work, achievements, and cards.

💎 Game/System: Improved activity status dot colors during player search.

💎 Game/System: After logging in, the latest system messages (from the Administration) are now displayed.

 

 

REJECTED IDEAS

This month, we haven’t rejected any ideas.

 

LEAKS DROP

In this special QA edition, we’re focusing on national teams.

We’ll be diving into this section in the next QA release — stay tuned!

 

PLAYER QUESTIONS

 

Pavel: Why can’t rare (green) items be crafted in the Manufacturing module? Even if they were expensive, it would make sense — they are rare items after all. It would also make the game more attractive for weaker and new players.

Great question! 😄

Rare items are currently available exclusively through pack drops, which is tightly connected to the game economy and progression balance. Adding them to the Manufacturing module would disrupt that system and, under the current gameplay conditions, wouldn’t be justified.

What’s important — there’s no real need to craft them, since green items are regularly available on the market. It’s always worth checking the current offers there 😉

 


 

Quartis99: Do you have any ideas on how to revive card duels?

Definitely yes! 😄

We’re working on a major update for cards and the entire duel module, planned for Q2/Q3 this year. The update won’t just include changes to existing cards — we’re adding 164 brand-new cards, additional card slots, a huge number of collections, and plenty of extra features that will truly refresh the system.

Make sure to follow upcoming Q&As — we’ll gradually reveal more details there.

 


 

Quartis99: What are the maximum card values? Maybe it would be worth adding a feature that immediately shows how much is left to reach the max on new cards?

For now, we’re leaving that in the players’ hands 😄

Discovering maximum card values is a deliberate gameplay element — something every player should experience by learning the system and testing different strategies. That discovery process builds progression and satisfaction.

Also, remember that our community loves sharing knowledge and tips — especially on Discord, where you can easily figure everything out together 😉

👉 JOIN DISCORD

 


 

Void: It’s too hard to catch up with the rest, especially after the merge — that’s why a new server would make sense for new or returning players like me.

Thanks for the feedback — we truly appreciate it! 😄

We’ve already introduced several improvements for new players, such as the rookie bonus, starter tasks, and powerboost bundles to help speed up early progression.

Additionally, we’re working on a new solution in the form of pre-trained skill bundles that would allow players to skip through the early phase more efficiently. However, this feature turned out to be much more complex than we initially expected, so we can’t provide a specific release date yet.

Thank you again for your opinion — the topic of a new server is also something we’ll continue to consider and analyze as the game develops.

 


 

Anderson Luís de Souza: Is there a possibility to extend the graphical match field to better fit longer nicknames? As shown in the attached screenshot, longer nicknames don’t display fully — and in my opinion, it would look much better if they were visible in full.

Thanks for the suggestion! 😄

It’s absolutely a valid point — we’ll be working on optimizing these views so they handle longer nicknames better and remain visually clear. It’s a small detail, but we know it matters for the overall match experience.

Thanks for bringing this up — feedback like this genuinely helps us improve the game.

 


 

GodVali: Since the daily bonus thresholds were changed, it might be worth modifying the seasonal training achievement as well. For example, changing it to 20% training and adding additional thresholds, like 50%.

Example:

– Claim 50% of the daily bonus once per season – reward: 1 Hero Star

– Claim 50% of the daily bonus twice per season – reward: 2 Hero Stars

– Claim 50% of the daily bonus three times per season – reward: 2.5 Hero Stars

– Claim 50% of the daily bonus four times per season – reward: 5 Hero Stars

Thanks for the very specific proposal! 😄

We want seasonal achievements to be a real challenge and not always easy to complete. They should require planning and engagement, giving players a real sense of satisfaction — not just something to “tick off.”

Your suggestion aligns well with that direction, and we’ll analyze it as part of the further development of seasonal achievements.

 


 

Lisiur: Change the rewards for exchanging card collections.

We understand the concern, and it’s definitely on our radar 😄

In the latest update, we significantly increased rewards in card duels, and in the upcoming update, 168 new cards will be added to the game. Additionally, we’re planning to double the number of collections, which naturally requires adjustments to the entire reward system.

Some rewards will be rebalanced and adapted to the new conditions, and alongside the new collections, plenty of fresh rewards will be introduced — better reflecting the scale and complexity of the card system.

 


 

dawidy bankowe: Change the number of crystals required to achieve a high augmentation percentage from 50 to 25.

Thanks for bringing this up! 😄
It’s a very interesting suggestion that directly touches on augmentation balance and the pace of progression in the game. We encourage further discussion in the comments — we’d love to hear more arguments and different perspectives from the community.

We’ll make sure to respond to all comments and address your opinions, because that’s the best way to work out meaningful and well-balanced solutions.

 


 

Anderson Luís de Souza: Could you introduce drinks that increase the number of Fame Points earned from selling cards? I think that would be an interesting solution.

We understand the idea — and it does sound interesting 😄

However, at this moment, we believe the current amount of Fame Points — especially when factoring in events — is properly balanced.

Active players already have the opportunity to earn free Card Packs every day, which provides a real chance to gain a large number of Fame Points, both through selling cards and participating in card duels.

For that reason, we’re not planning to introduce such a drink right now — but thank you for the suggestion and for being engaged in the game’s development.

 


 

Collective player report (m.in. Zeca Sola – ID: 81011, Classic; Non Capisco – ID: 80462, Classic):

  1. Opening Card Packs: Opening packs one by one is inconvenient, especially when owning dozens or more. Players suggest the ability to open multiple packs at once.

  2. Managing Building Materials: Currently, when managing materials, players can only use a slider, which makes selecting an exact number of points difficult. Suggested solutions:

    • A manual input field to enter the exact number of points allocated to materials,

    • The ability to enter the exact number of material units, with the system automatically calculating the required points.

Question 1:

Thanks for the suggestion! 😄

Automatic Card Pack opening has already been added, significantly improving the process. Additionally, we have another solution prepared that we’ll try to implement in one of the upcoming updates.

That said, it’s not currently a top priority. We have it on our radar and will return to it once other key development areas are addressed.

 

Question 2: 

Thanks for feedback! 😄

Keep in mind that the slider supports very large values, and with the plus/minus buttons, you can precisely adjust the exact number of points needed.

Additionally, this action can only be performed by club management, which is intended to maintain control and order in resource management.

That said, we appreciate the suggestion — feedback like this helps us evaluate whether the current solutions are truly convenient in practice.

 


 

Lomax20001: To improve club and building management, I’d like to suggest a few upgrades:
– a building upgrade indicator — the “i” icon would glow green when all upgrade requirements are met and red when something is missing,
– a “Complete / Obtain Required Resources” button that would automatically exchange points for missing resources in one click (if the player has enough points).

Thanks for the very specific suggestions! 😄

While at first glance these may seem like small quality-of-life improvements, from a technical perspective they’re not simple to implement — especially in a way that wouldn’t generate additional server load.

We’ve noted the idea and have it on our radar, but it’s not currently among our top priorities. Still, we truly appreciate the valuable feedback — suggestions like this help us better plan the game’s future development.

 

Club invitations – currently, it’s not possible to invite a player if the club roster is full.

We understand the concern, but we’re not planning to change this mechanic 😄

We believe the current solution works properly and is logical from a gameplay perspective — invitations should only be sent when the club has a free slot available. In practice, it’s not possible to join a full club anyway, so blocking invitations in that situation feels natural.

Thanks for sharing your opinion!

 

Messages from the founder or assistant are currently displayed in red, while other messages are white. A suggestion was made to mark club messages with a different, consistent color.

At this moment, we don’t see the need to introduce additional markings 😄

Messages from the founder and assistant are already placed in the dedicated “Club” category, which clearly indicates their source and purpose. We believe the current solution is clear and fulfills its function.

Thanks for the suggestion and your engagement in improving the interface.

 


 

Ivan Drago: I suggest allowing players to claim calendar rewards without completing the base challenge if they own the Season Pass.

We understand the reasoning, but we’re not planning to introduce this change 😄

The idea behind the Season Pass has always been to reward player activity. It offers very strong and attractive rewards, but unlocking them requires engagement and regular gameplay — and that’s its core principle.

We want the Season Pass to be not only a source of rewards but also a motivation for active participation, which is why we’re sticking with the current solution.

 


 

Marek Brzytwa: I suggest introducing a new item (e.g., a Success or Triumph Ball) that would increase the chance of enchanting a card slot, similar to enchanting other items.

Thanks for the feedback and the interesting idea! 😄

At this moment, we’re not planning to introduce such a solution. We want card slot upgrades to remain a real challenge — requiring patience, planning, and a bit of risk. It’s one of the elements designed to give players a sense of achievement and progression.

That said, we appreciate the suggestion — ideas like this help us better evaluate game balance.

 


 

Alex Kidd: Suggestion that Season Pass owners should be able to start the 7-hour training at any time of the day, not only within 50 minutes after the technical break.

For now, we’re not planning to introduce this change 😄

This training is intentionally designed as a strategic and competitive element that requires players to adapt to a specific time window. In this way, the system rewards the most active and engaged players.

It’s also worth noting that on Classic this training used to be available even at 2 AM, and after the server merge, we gave Royal players more flexibility — it can now be launched at 22:00. We might revisit this topic when launching a new server, but for now we’re sticking with the current solution.

 


 

Alex X Goal: I suggest introducing a system of active abilities that would allow players to influence match outcomes through special actions, not only through OVR. Currently, match results largely depend on OVR — even an active weaker team rarely beats a stronger but inactive opponent.

Thanks for the question! 😄

It’s worth highlighting that such a system has already been implemented with the jewelry update. The new abilities are very powerful and have a real, noticeable impact on match flow, allowing players to influence what happens on the pitch much more than before.

We encourage you to test and experiment with this system — its potential significantly changes match dynamics.

 


 

Jakubek: Suggestion that Season Pass rewards should include random card collections, different for each player.

Thanks for the proposal! 😄
At the moment, we believe the Season Pass is already a very strong progression tool. It allows players to obtain many valuable resources, including a large number of card packs that offer solid opportunities for collection building and development.

For now, we’re not planning to add random collections to the Pass rewards, but we appreciate the feedback and engagement.

 


 

Mokasyn: Suggestion to introduce a Club Calendar — a system of daily team-based challenges supporting club development and rewarding Team Points instead of individual rewards.

Thanks for the idea! 😄

The game already includes a club task system that fulfills this role at a basic level. At the same time, we’re considering further expanding it so that team activity becomes even more meaningful and gives clubs more opportunities for shared development.

It’s definitely a direction we have on our radar for future updates.

 


 

ŁukaszDobryŁapacz: Suggestion that the reward for completing 28 calendar days could be chosen from several options (e.g., combinations of Hero Stars, cards, Fame Points, training bonuses, or Premium Assistants).

Thanks for the detailed feedback! 😄

Players already have the option to choose an additional individual reward for completing the full calendar. We periodically update available rewards based on both community feedback and in-game data and statistics.

We’ll continue monitoring how the system performs and adjust it if necessary to keep it attractive and satisfying.

 


 

Zezinho Jr: Suggestion to display match type (League, Cup, SL) directly in the schedule for better clarity — especially when playing the same opponent in multiple competitions.

Thanks for the suggestion! 😄

At the moment, this information is already available — you can see it after clicking on a specific match, and it’s also visible on the dashboard in the “next match” section. This gives players quick access to details within the current interface.

Still, we appreciate the feedback regarding schedule clarity.

 


 

Adam76: Proposal to introduce a player achievement ranking system that would reward activity, strengthen individual competition, and organize scattered stats into one clear structure (e.g., global ranking based on overall skills, recent form, match stats, activity, graded S–D).

Thanks for the very detailed and interesting idea! 😄

We’re noting it down, as it connects directly with our internal concept of a match rating system. For now, however, we’re focused on other modules with higher development priority.

That said, we don’t rule out a similar solution in the future — it definitely goes onto our conceptual list.

 


 

MIESZKO 77 Classic: The Games tab displayed individual training, work, team training, and team work even when the event was individual-only, which was confusing. Suggestion: only show the relevant section.

Thanks for pointing this out! 😄

This issue has already been fixed — the Games tab now displays results from the most recent Games, which significantly improves clarity and eliminates previous confusion.

Thanks for the helpful report!

 


 

Grzestus Talar OW: Points out the difficulty in obtaining Fame Points during certain events (e.g., enchanting cards or slots) and suggests introducing a bundle containing Fame Points.

Thanks for the feedback! 😄
Fame Points are currently available from multiple sources — including selling cards, card duels, completing collections, and event packs. With active gameplay, this provides regular and stable acquisition opportunities.

At this time, we’re not planning a separate Fame Points bundle, but we appreciate your input.

 


 

Grzestus Talar OW: Editing a card in any deck (e.g., the green deck) automatically sets that deck as the default for duels, which can be frustrating. Suggestion: editing cards should not automatically change the active duel deck.

Thanks for the feedback! 😄
That’s a valuable observation — we’ll add this to our fix list so that editing cards in specific decks doesn’t unintentionally change the active duel deck. Details like this have a big impact on gameplay comfort.

Thanks for reporting it — we’ll work on it.

 


 

Димон: Suggests changing the current 7-day limit restricting resource transfers to the club, as waiting several days between deposits can make completing some calendar challenges difficult.

Thanks for the feedback and explanation! 😄

At the moment, we’re not planning to change this limit. It was introduced deliberately to prevent abuse — particularly multi-account scenarios where players could join a club, deposit resources, and immediately leave. Such mechanics would disrupt balance and fair play.

We understand it may sometimes be inconvenient, but fairness and game balance remain our priority.

 


 

Adinho: I suggest rebalancing Team Training rewards, which currently feel weaker compared to Training Centre sessions despite requiring coordination and investment.

Thanks for raising this! 😄

It’s important to highlight that Team Training offers several unique benefits and perks, such as Regeneron, bonuses based on the number of active players, drinks, and Energy — all of which meaningfully support player development.

Equally important — Team Training consumes no resources and is 100% free, while Training Centre sessions come with costs.

For these reasons, we consider the current balance justified, but we appreciate the perspective from an active club.

 


 

Arktos Tabalugi: Suggestion that jewelry elements (e.g., rings and chains) should not be automatically selected during crafting or melting in the Manufacturing module.

Thanks for the report! 😄

Automatic selection applies not only to jewelry but also to balls, wristbands, and shin pads — it’s a standard and intentional Manufacturing feature designed to streamline and speed up the process.

For this reason, we’re not planning changes in this area, but we appreciate the feedback.

 


 

Hori Michiko: Team Training should also grant team chemistry, not focus solely on individual development.

Thanks for the feedback — that’s a really cool idea! 😄

Team chemistry naturally fits the concept of Team Training and would complement its role in squad development. We’re adding this suggestion to our implementation list and will analyze it in terms of balance and gameplay impact.

 


 

Adam76: Suggestion to introduce Daily Random Events to reduce season monotony between major events and encourage daily logins.

Thanks for the interesting proposal! 😄

We fully understand the need to diversify the season between bigger events. Random daily events are a direction that could positively impact daily activity and overall freshness of gameplay, so we’re treating this as inspiration for further conceptual work.

It’s definitely a topic worth considering in the future.

 

 

ADMINISTRATION QUESTIONS + CONTEST!

1: Which in-game events do you enjoy the most, and why?

2: From which pack did you get your record or best drop?

3: Looking back over the past year — which update brought you the most benefits, and which one was the biggest challenge for you?

We’ll pick the most positive and inspiring comment, and the author will receive 10,000 Credits! 💎

Remember — it’s not just about the number of reactions, but above all a positive attitude and a great explanation of your answer.

Good luck and have fun! ⚽

 

SUMMARY

The upcoming World Cup server promises big emotions, fierce competition, and the fight for the highest goals. It’s time to start thinking about your strategy and building a dedicated squad to show that your team deserves the championship title! 🏆

We wish you lots of fun, many victories, and unforgettable football moments. Keep the competition fair, and let the excitement reach its peak! 🔥

See you on the server!

 

Best regards,

FootballTeam Crew

 

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12 Comments

862
4 hours ago
Cud, miód i orzeszki 😊 już nie mogę się doczekać śledzenia rankingu i rywalizacji pomiędzy tymi najbardziej zatwardziałymi zapaleńcami 😃 nie zawiedźcie!! Rosnący z dnia na dzień over w zastraszającym tempie będzie nielada ucztą dla Naaszych marnych oczu. Pozdrawiam w imieniu całego plebsu i mocno trzymam kciuki ✊️
36423
4 hours ago
Liczyłem na repki na legacy jako dodatkową zabawę, albo chociaż jako czasowy event, który mógłby nawet zawiesić na te parę miesięcy normalne rozgrywki klubowe, a tu nowy serwer, skoda. Żeby ten serwer był jeszcze czysty od tych wszystkich dodatków do gry, byłby w postaci totalnej prostoty z początków ft, gdzie byłby tylko set zielony danej repki i że można go ulepszyć np do diax maks. A tak otrzymujemy zabawę dla spocencow, którzy zrobią wszystko żeby być top w tym krótkim czasie. Chciałem pograć w repce, ale chyba się marzenie nie spełni. Chyba, że na jakimś koncie 50-100 ovr, ale wtedy rozgrywki raczej nie będą cieszyć i motywować do logowania w jakikolwiek sposób. No nic, pozdrawiam i życzę udanych żniw.
45469
5 hours ago
A wi3c w końcu zobaczyliście ze idziecie w zła stronę i tracicie graczy i pieniądze wiec postanowiliście zrobic Reprezentację na innym serwerze, mam dla was tylko jedno słowo: POWODZENIA
862
4 hours ago
@Margolinho Będzie konkretna bitka o nagrodę główną w postaci milion kredo na główne konto 😁
5353
5 hours ago
mam z SAFE dostać kilka miliardów to może starczy :)
9704
5 hours ago
Wyczekiwane reprezentację i dostajemy na oddzielnym serwerze i jeszcze można sobie samemu wybrać i potem zmienić, bezsensu, chyba że zostanie do każdego kraju dodany prezydent u którego będzie się zdawać test na obywatelstwo Dodatkowo skoro to ma być sezonowy serwer i każdy ma być na równi, to sklep powinien być zablokowany, wtedy rywalizacja byłaby super Plus widać że to wszystko jest robione po to żeby sztucznie podratować serwer classic, skoro po zakończeniu wszystkie konta, pewnie w 99% duchy zostaną przerzucone na classic Moim zdaniem jak już tak robicie to zblokować sklep i po mistrzostwach usunąć wszystkie konta Pozdrawiam
862
4 hours ago
@Dominek Jaka blokada sklepu? A gdzie niby kupią zapowiedzianego season pass'a? 😅
40430
5 hours ago
1.Z tych najnowszych to trening x8, można fajnie wykorzystać drinki, efektywniej, a z tych starszych rzeczy to nagrody za pojedynki na mnożniku. 2. Paczka Gustawa, na x2 dropie i ze zwiększonymi szansami na lepsze nagrody, a z tych dawnych to dzika paczka z kowbojskiego eventu. 3. Co do tego to ponownie powiem coś o kartach, mianowicie zwiększenie nagród, szczególnie drink 1000% jako nagroda sezonowa, a najwieksze wyzwanie, to ponownie zbieranie lepszej talii po wprowadzeniu nowych maxów. Pozdrawiam serdecznie i życzę powodzenia na boiskach mistrzostw świata :D
17630
6 hours ago
To chyba jakiś żart ? :D kolejny serwer do robienia kasy ? :) dlaczego nie dacie rozgrywek INT na obecne ? :) też Wam kasa wpadnie bo każdy będzie chciał tam błyszczeć
6321
6 hours ago
Администрация очень большие молодцы и ведут игру в правильном направлении, спасибо вам большое☺. Зачисляйте мне кредиты, мне повязку купить нужно 🤣
45130
7 hours ago
Chyba lepiej sprawdzilby sie event na obecnych serwerach, bo na to wygląda, ze to tez po prostu bedzie event tylko na serwerze zewnetrznym i wiekszosc tam wejdzie farmic kredyty, a co za tym idzie nie bedzie takiej rywalizacji jakiej oczekujecie. Ale zobaczymy. Co do reszty rzeczy to troche smutne jest podnoszenie ceny season passa podczas, gdy nic nowego on nie oferuje. Obecna cena moim zdaniem była odpowiednia. Uwazam, ze ta zmiana jest totalnie niepotrzebna. Season pass to nie jest pakiet tylko jedno z niewielu narzedzi ciaglego (wciaz niewielkiego) progresu. Pierw dostalismy nerf nagrod w darmowym, a teraz zwiekszony koszt platnego. Bez lepszych nagrod. Naprawde cieszy fakt, ze nowe karty w koncu wejda, ale prosze powiedzcie, ze rebalans nagrod w kolekcjach nie oznacza zwiekszenie potrzebnych kart za przykladowe 5k+ energii. Gra poszla do przodu. Juz raz cos takiego mialo miejsce i przy ograniczonym teraz zdobywaniu paczek kart to moze usmiercic ten naprawde fajny moduł.
862
6 hours ago
@Czavi Dzidernandez Przecież żeby zdobyć jak najwięcej kredytów trzeba będzie sporo zainwestować w okresie trwania tego serwera. Zabawa dla tych, którzy wydadzą najwięcej

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