r/FootballWorldSim • u/SafetyInteresting215 • 2h ago
PLEASE can we have in depth history and stats
I’d love line graphs of teams and stuff like in the pre FM26 games, and other stats
r/FootballWorldSim • u/SafetyInteresting215 • 2h ago
I’d love line graphs of teams and stuff like in the pre FM26 games, and other stats
r/FootballWorldSim • u/keigo0221 • 6h ago
I’m currently reviewing the transfer market balance in Football Fictional World Simulator.
Each club has a squad of around 30–35 players. Because this is a fictional long-term simulation, I think a busy transfer market can make the world more interesting. Players move between countries, smaller clubs develop talent, stronger clubs rebuild, and the balance of power changes over time.
However, I sometimes worry that there may be too many transfers. If squads change too quickly, clubs may lose their identity and individual transfers may feel less meaningful.
The transfer fees shown here are currently too high. I already plan to rebalance the fee calculations, so I’m mainly asking about the number and frequency of transfers, rather than the amounts.
Which approach would you prefer?
r/FootballWorldSim • u/keigo0221 • 1d ago
Two days ago, I received many comments suggesting countries to add. Thank you very much for the response.
The game now includes 99 countries. Countries in bold are optional and can be selected during the initial setup.
Africa: Cameroon, Egypt, Ghana, Morocco, Nigeria, South Africa, Senegal, Tunisia, Cape Verde, DR Congo, Algeria, Ivory Coast, Tanzania, Angola, Sudan, Mali
Asia: India, Uzbekistan, Australia, China, Hong Kong, Japan, South Korea, Indonesia, Malaysia, Thailand, Vietnam, Bahrain, Iran, Iraq, Jordan, Kuwait, Qatar, Saudi Arabia, United Arab Emirates, Singapore, Syria, Oman, Lebanon, Palestine
Europe: Austria, Belgium, Bulgaria, Croatia, Czechia, Denmark, England, Spain, France, Germany, Greece, Italy, Netherlands, Norway, Poland, Portugal, Romania, Russia, Scotland, Serbia, Switzerland, Sweden, Türkiye, Ukraine, Cyprus, Israel, Hungary, Slovenia, Georgia, Slovakia, Ireland, Iceland, Armenia, Moldova, Finland, Kazakhstan, Bosnia and Herzegovina, Latvia, Wales, Albania
North America: Canada, Costa Rica, Mexico, United States, Panama, Jamaica, Honduras, Trinidad and Tobago
South America: Argentina, Brazil, Chile, Colombia, Ecuador, Paraguay, Peru, Uruguay, Bolivia, Venezuela
Oceania: New Zealand
However, adding New Zealand has created a problem: I am not sure how Oceania should be handled.
Should I also add Tahiti, the Solomon Islands and other OFC nations? Adding too many very low-ranked leagues and national teams makes it difficult to balance club strength, youth generation, transfers, qualifiers and continental competitions.
Closed football systems such as North Korea are also difficult to represent because reliable club and player information is limited.
What approach would you prefer?
r/FootballWorldSim • u/keigo0221 • 2d ago
Thank you for all the interest and questions following my previous post.
The CSV importer can rebuild the game database, but there are some important limitations.
You can add more divisions to an existing league system. However, regional groups and other subdivisions are not supported.
Although a new country can be entered in the CSV, domestic cups, continental club competitions, international competitions and player-name generation depend partly on systems defined in the game code.
Therefore, in practical terms, the CSV importer cannot add a fully functioning new country.
The importer rebuilds the database and deletes the current save data, so please make a backup first.
Because the previous post received much more interest than I expected, I have expanded the default database to 98 countries.
Thank you very much for all the feedback and support.
r/FootballWorldSim • u/keigo0221 • 3d ago
I’d like to add another two or three countries before release if I can. If there isn’t enough time, they could still be added in a later update.
Are there any countries or leagues you would particularly like to see?
The game currently includes 63 countries:
Europe:
Austria, Belgium, Bulgaria, Croatia, Czechia, Denmark, England, France, Germany, Greece, Italy, Netherlands, Norway, Poland, Portugal, Romania, Russia, Scotland, Serbia, Spain, Sweden, Switzerland, Türkiye, Ukraine
Africa:
Cameroon, Egypt, Ghana, Morocco, Nigeria, Senegal, South Africa, Tunisia
Asia:
Bahrain, China, Hong Kong, India, Indonesia, Iran, Iraq, Japan, Jordan, Kuwait, Malaysia, Qatar, Saudi Arabia, South Korea, Thailand, United Arab Emirates, Uzbekistan, Vietnam,Australia
North and Central America:
Canada, Costa Rica, Mexico, United States
South America:
Argentina, Brazil, Chile, Colombia, Ecuador, Paraguay, Peru, Uruguay
There are plenty of obvious candidates, but I’m also interested in smaller or less commonly represented football countries(leagues).
If you’re watching the World Cup final, take your time and have a think during the match. I’d be happy to hear any suggestions afterward!
r/FootballWorldSim • u/FearlessGrocery5498 • 3d ago
I had this odd idea since 2024 where league structures change over time & clubs fold. having a 50% chance to spawn a phoenix club.
the league structure changes randomly, less often for big leagues & more often for small leagues
id also love to see random new teams based in other cities pop up in the other 50%
r/FootballWorldSim • u/keigo0221 • 3d ago
I’ve been working on the transfer system again, and I’m currently unsure how international loans should work.
For permanent transfers, I don’t want clubs to simply pick players from one global pool. The game has individual country-to-country relationships that affect how likely each transfer route is. For example, Brazil to Portugal is much more common than the reverse route, and routes such as Senegal to France or Argentina to Spain have their own values.
I’ve tried to give every country a recognisable transfer market rather than letting players move anywhere at random.
Loans are more difficult to balance. Until recently, clubs could loan players to teams in the same region. However, I watch the J.League regularly, and I kept seeing Japanese clubs loaning players to Hong Kong. It technically followed the regional rule, but it didn’t feel believable because that route is extremely uncommon in reality.
For now, I’ve restricted loans to clubs in the same country. That produces more realistic J.League loans, but I’m wondering whether it may be too restrictive elsewhere.
Which approach would you prefer?
Domestic loans only
Loans anywhere within the same region
International loans only when the two countries have a strong transfer relationship
A separate country-to-country affinity system specifically for loans
I’m currently leaning towards domestic loans plus a small number of believable international routes, but I’d like to hear how loans work in the leagues you follow.
r/FootballWorldSim • u/keigo0221 • 4d ago
A quick development update: I’ve completed the Steam registration process for Football Fictional World Simulator!
I’m currently aiming for an August 3 release. There are still a few things to finish and test before launch, but it finally feels real now.
I’ll share the Steam store page here as soon as it’s ready. Thank you to everyone who has followed the project and given me feedback so far!
r/FootballWorldSim • u/keigo0221 • 5d ago
I’ve now added international friendlies to the game, and I’m wondering whether club pre-season matches should be next.
Since this is mainly a long-term football world simulation rather than a hands-on management game, pre-season friendlies wouldn’t involve choosing opponents or managing tactics. They would be simulated automatically before the league season begins.
They could give clubs a few warm-up matches, make the transition between seasons feel more natural, and provide some early indications of how new signings might perform. I could also include tours or matches between clubs from different countries.
On the other hand, they wouldn’t count toward official records, and adding thousands of extra matches every year could slow down long-term simulations or create unnecessary information.
Would club friendlies add something meaningful to the world, or would you prefer the simulation to move straight into competitive matches?
If I add them, what would you want to see?
r/FootballWorldSim • u/keigo0221 • 6d ago
This was a small update compared with some of the simulation systems, but it was one I had personally wanted for a long time: national flags are finally in the game.
There’s something strangely comforting about seeing flags in a world simulation. They make player nationalities, international competitions and the overall football world much easier to understand at a glance. The screens feel more complete now.
I may have made the flag on the individual team page a little too large, though. I’m still deciding whether to reduce it, so let me know what you think from the screenshots.
I’ve also changed the international calendar. The World Cup and other major international tournaments are no longer held every year. They now follow a four-year cycle, and qualification has been added as well.
It means fewer World Cups across a long simulation, but each tournament should feel much more important—and countries now have to earn their place instead of appearing automatically.
r/FootballWorldSim • u/keigo0221 • 7d ago
At the moment, the World Cup and continental championships are held every year in the simulated world. The Olympics and U-20 World Cup also take place annually.
I originally made them annual because I haven’t implemented international friendlies. If every major tournament followed its real-world cycle, national teams—and especially youth national teams—would play very few matches. That could also make international careers and records feel a little empty when simulating hundreds of years.
However, having a World Cup every year obviously isn’t realistic and may make winning it feel less special.
Which would you prefer?
I’m also considering adding a Confederations Cup-style tournament. That could provide more international matches without holding the World Cup every year.
What would feel best in a long-term football world simulation?
r/FootballWorldSim • u/Huge-Growth-2076 • 7d ago
I’ve been looking through all the posts on this sub, and this game looks really fun but I don’t own a PC, so is there going to be a mobile release because I feel like this game could work on mobile and I would l to play it
r/FootballWorldSim • u/keigo0221 • 8d ago
I updated the average match rating system today, so I haven’t had much time to judge the results yet.
Looking at these screenshots, does the distribution of positions among the top scorers seem realistic? In particular, are the rankings too heavily dominated by CFs and STs, or does this look reasonable?
I’d also appreciate feedback on the updated average ratings. Do the numbers and the differences between positions look natural? Are any positions being rated noticeably too high or too low?
If anything looks unusual, please let me know.
r/FootballWorldSim • u/keigo0221 • 9d ago
I’ve recently made some changes to the transfer system, so I wanted to explain what I’m trying to do with it.
Football Fictional World Simulator is mainly an observation game, not a full management game. Even when you choose to follow a club, I don’t want you to control every part of its transfer activity.
I think of it less as shopping for players and more as having a stack of transfer papers land on your desk. The club identifies what it needs, the market produces a limited number of realistic options, and you give the final approval.
A few important points:
You choose which players the club should transfer-list or loan out, but listing a player does not guarantee that another club will sign him.
When the club needs a new player, you receive a limited shortlist rather than being able to search the entire database.
You can compare age, position, form, statistics, transfer fee and other information before approving a signing.
Budgets, foreign-player limits, squad balance and positional needs restrict what the club can do.
Transfers continue to be affected by the wider simulated market. The world does not stop and wait for your club.
Sometimes none of the available options are ideal. Sometimes a listed player stays. Sometimes the right player appears at exactly the right time.
This is very deliberate. In Football Manager, an experienced player can often use scouting knowledge and transfer-market tricks to improve a club very quickly. I want progress here to be slower and less predictable.
Good decisions should matter, but luck, timing and the market should matter too. You might make sensible choices for several seasons without immediately becoming stronger. Equally, one unexpected signing or sale could change the direction of the club.
The idea is to give you some influence over a club’s history without letting you completely control it.
I’d be interested to hear what you think. Does this feel like enough involvement for an observation-focused football simulation, or would you want a little more control?
r/FootballWorldSim • u/keigo0221 • 10d ago
I’m currently checking the balance of player usage and individual statistics before the Steam release.
Looking at this squad, do the numbers of starts, substitute appearances, goals and assists seem believable? I’d especially like to know if any player is starting too often, coming off the bench too frequently, or producing an unrealistic number of goals or assists for their position.
If anything looks strange, please let me know which player and statistic stood out to you. The season is currently 30 matches old, which may help provide context.
I’m also checking whether:
Rotation between starters and substitutes feels natural
Goals and assists are distributed realistically by position
Backup players receive a believable amount of playing time
Any feedback would be very helpful.
r/FootballWorldSim • u/keigo0221 • 11d ago
Hi everyone, and welcome to the official community for Football Fictional World Simulator.
I’m the developer of the game, and I’ve been working on it for approximately two years.
This is a spectator-focused football simulation rather than a traditional management game. You don’t control a club, select tactics or manage finances. Instead, you watch an entire fictional football world develop and follow whichever clubs, players, leagues and national teams interest you.
The current version includes:
63 countries and 94 leagues across five continents
Domestic leagues, cups, promotion and relegation
A simplified global transfer market
Continental competitions, including the Champions League, Europa League, AFC Champions League and Copa Libertadores
Senior, U-23 and U-20 national teams
Text-based match simulations
Detailed player and match statistics
Awards, best elevens and historical records
Editable club and competition data using CSV files
A complete worldwide season currently takes roughly ten minutes. The game is designed to support very long simulations, allowing you to advance 100 years or more and explore the football history that emerges.
You might see a small club gradually become a continental power, a minor football nation produce a golden generation, or a historically successful team disappear from the top division.
I’m currently hoping to release the game on Steam within the next month or two.
I’ll use this community to share:
Development updates
Screenshots and gameplay videos
New features and improvements
Interesting stories from long-term simulations
Release and testing information
Answers to questions about the game
Feedback, questions and feature suggestions are very welcome. Thank you for following the project from this early stage.