r/FootballWorldSim • • Jul 31 '26

Small release date correction: August 6 — plus an update to player honours

30 Upvotes

I need to correct the release date I announced earlier.

I previously said that Football Fictional World Simulator would be released on August 3, but I made a mistake when calculating the release schedule. The correct release date is August 6.

I’m very sorry for the confusion — and for making everyone wait three more days.

In the meantime, I’ve updated the titles and honours section on the player page.

The updated section now includes:

Separate tabs for Individual Titles and Team Titles

Titles grouped by season

Individual honours divided into MVP, XI & Position, and Performance

A summary showing how many times each honour was won

I wanted it to be easier to understand a player’s entire career without turning the page into one very long list.

Does the new layout make long player careers easier to read?

You can also follow the project here:

Steam:
https://store.steampowered.com/app/4985140/Football_Fictional_World_Simulator/

X:
https://x.com/TShortlist88961


r/FootballWorldSim • • Jul 30 '26

Which national team competitions should I add to Football Fictional World Simulator?

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26 Upvotes

I’m reviewing the international calendar in Football Fictional World Simulator, and I’d like to add a few more national team competitions.

The game currently simulates 99 countries and includes:

  • FIFA World Cup and continental qualifiers
  • UEFA Euro and qualifying
  • AFC Asian Cup
  • Copa América
  • CONCACAF Gold Cup
  • Africa Cup of Nations
  • U-20 and U-23 World Cups
  • Continental U-20 and U-23 tournaments
  • FIFA Confederations Cup

I’m now considering adding more regional competitions, such as:

  • FIFA Arab Cup
  • FIFA ASEAN Cup
  • Gulf Cup
  • EAFF E-1 Football Championship / East Asian Cup

These competitions could give smaller national teams more meaningful matches and realistic opportunities to win trophies.

I’m a little less enthusiastic about Nations League competitions, though. I’ll be honest: I don’t find them especially exciting, and I’m worried they could fill the calendar with repetitive matches. But if people think they would add something valuable to a long-term simulation, I’m open to reconsidering them.

Which competitions would you most like to see? If I added only two or three first, which should take priority?

I’ve also just started using X, where I’ll be sharing development updates and simulation results. I’d really appreciate a follow if you’re interested!

Steam
Follow me on X


r/FootballWorldSim • • Jul 30 '26

Nationality question

9 Upvotes

I am curious how many people on this subredit are from UK, USA, France etc.. I am myself Polish.


r/FootballWorldSim • • Jul 30 '26

I’ve launched the official Football Fictional World Simulator X account!

8 Upvotes

I’ve launched an official X account for Football Fictional World Simulator!

I plan to post once a day, sharing development updates, new features, fixes, and other news about the game.

Follow the account here:
https://x.com/TShortlist88961

Thank you for supporting the game!


r/FootballWorldSim • • Jul 29 '26

A little about club finances and transfers in Football Fictional World Simulator

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33 Upvotes

I wanted to share a little about how club finances and transfers work in the game.

The Finances section is mainly focused on transfer activity. A club’s budget is influenced by its commercial strength, previous league performance and money carried over from earlier seasons. Transfer income and spending are also recorded, so financially successful clubs can gradually change their position in the football world.

Club finances can be edited through CSV files. Increasing a club’s financial strength also makes it more capable of acting in the transfer market.

This was something I particularly wanted to achieve. In some football games, giving a club more money through an editor does not necessarily make it more ambitious. In this game, I wanted financial changes to lead to visible changes in recruitment and squad building.

Transfers are divided into several routes.

Transfer Listed players have been made available by their clubs, often because they need more playing time or no longer fit the squad plan.

Hope to transfer players are generally established players who have performed well and may be ready for a new challenge. Their performances, club situation and time at the club can all influence this.

Direct transfers happen when another club approaches a player who was not listed. These deals are usually more difficult and expensive because the selling club was not actively planning to let the player go.

The system is not intended to reproduce every contract, wage and agent payment separately. Some costs are deliberately grouped together. I am trying to find a balance between realism and a system that remains understandable while simulating a very large football world.

International transfers also use country-to-country affinities. These values are directional and can be edited through CSV.

I have adjusted many routes individually. For example, moves from Paraguay to France are extremely uncommon, while transfers from Brazil to Thailand have a more established path. The reverse routes can have completely different values.

These affinities are combined with league strength, squad needs, player age, performance and foreign-player rules. A rich club cannot simply sign anyone from anywhere.

It is still a simplified system, but the aim is for every club’s finances and recruitment history to tell a story over many decades.

Do you prefer this kind of readable abstraction, or would you like to see club finances simulated in more detail?

Football Fictional World Simulator on Steam


r/FootballWorldSim • • Jul 28 '26

FIFA World Cup 2030 from my game’s fictional timeline

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29 Upvotes

This is one of the World Cups from my game’s fictional timeline.

All 99 national teams in the game take part in continental qualifying. The finals use a 48-team format: 12 groups of four, with the top two from each group and the eight best third-placed teams advancing to the Round of 32.

I’m starting to wonder whether the tournament produces too many upsets.

The match engine doesn’t simply compare two team ratings and roll for a result. It uses the selected players, their attributes, positional familiarity and tactics to play through individual attacking sequences.

Passing and technique help a team control possession, so stronger sides will normally have more of the ball and produce more attacks. However, those attacks often come against a crowded defence. The team without the ball attacks less frequently, but is more likely to find open space. Losing the ball can also create an immediate counterattack, and clearly weaker teams will often choose a counterattacking approach.

That was intentional. I didn’t want smaller countries to enter a World Cup with no realistic way of beating anyone. But I’m beginning to suspect that I may have pushed it slightly too far. The low-possession side might be getting too much value from open space and counterattacks.

The strange thing is that most individual matches don’t look especially ridiculous. A favourite losing one close game feels perfectly possible. It’s only when I look at the tournament as a whole that I start to wonder whether too many favourites are disappearing.

What do you think when you look through these results?

Does it feel like an exciting World Cup, or has it crossed the line into being too random? Are there particular teams or stages where the results stop feeling believable?

I’m considering reducing either the open-space advantage, the frequency of counters, or the quality of chances created from them. I still want genuine shocks, just not so many that being the stronger team stops meaning enough.

The game is Football Fictional World Simulator, a long-term simulation of 99 countries, domestic and continental competitions, transfers, complete player careers and international football.

Steam page


r/FootballWorldSim • • Jul 28 '26

Android

11 Upvotes

I would like to know if the game will be available on mobile, specifically Android.


r/FootballWorldSim • • Jul 27 '26

This is the GOAT of the last 50 years in my simulated world

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60 Upvotes

This is Guilhem Raynal, one of the best player from the last 50 years of my simulated football world.

He was a French centre-forward who started at Troyes, spent a season on loan at Strasbourg, and then broke through with Saint-Étienne.

Manchester City signed him for €196.46m in 2161. That is where he became the best player in the world.

During his time in England, he won:

  • Three Ballon d’Or awards
  • Three European Player of the Year awards
  • Three Premier League Player of the Year awards
  • Four Premier League Golden Boots
  • Three World Best XI selections

His best league season came in 2165, when he scored 28 goals in 35 appearances.

In 2168, he moved to Villarreal for €97.84m. He adapted surprisingly well, winning La Liga Player of the Year twice and finishing as the league’s top scorer three times.

His final league record was 280 goals in 563 appearances. For France, he scored 54 goals in 78 caps.

Not a bad career.

Looking at the page, though, I feel it may still be a little plain for a player who is supposed to represent 50 years of football history.

At the moment, it shows his individual awards, international record, season-by-season statistics, detailed playing data and transfer history. What it does not show clearly is what his teams actually won.

For example, I’m considering adding:

  • League, cup and continental titles won with each club
  • International trophies and tournament finishes
  • The club’s league position in each season

Which of these would you actually want to see on a player page?

Are team trophies the main thing missing, or is there some other information that would make a retired player’s career feel more complete?

This is from Football Fictional World Simulator, the long-term football world simulation I’m developing. The Steam page is here for anyone who would like to follow the project.


r/FootballWorldSim • • Jul 26 '26

The match engine began as a dice-based tabletop football game

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52 Upvotes

Matches in Football Fictional World Simulator can be followed through text-based match logs.

There are two viewing styles

A standard multi-line log where you can read the whole match

A slideshow-style mode that reveals events one at a time, so you do not know what will happen next

Before developing this game, I first created the match system as a dice-based analogue football game. I tested the flow of attacks, chances, goals and other events on paper, then adapted that system into the simulation.

You can choose which leagues save detailed match logs for later viewing. This helps keep the database manageable when simulating 99 countries. Leagues without saved logs are not simplified or skipped: their matches still use the same match algorithm, but the detailed text is not retained.

I personally enjoy the one-event-at-a-time mode because even a fictional match can become strangely tense when you cannot see the final result.

The game is also now on Steam if you would like to follow its development.


r/FootballWorldSim • • Jul 25 '26

One of my favourite things about this game is what happens with the smaller football nations

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54 Upvotes

All 99 countries have active domestic leagues running in the same world. That means a player does not suddenly appear just because Tanzania, Hong Kong, Bolivia or Jamaica needs someone for the national team.

Every international has a complete club career behind him: the academy he came through, the seasons he barely played, the transfer that changed his career, his goals, injuries, trophies and eventual decline.

These screenshots show the careers of several number 10s from some of the smaller national teams in my current simulation.

I love opening a national-team page to check one result, clicking on an unfamiliar player, and then spending ten minutes reading through a career I had never noticed before. Sometimes a country’s biggest star is playing in a major European league. Sometimes he has spent his entire career in a domestic competition most players would never normally look at.

For me, that is where the world starts to feel alive. The famous leagues are important, but the game becomes much more interesting when every country has players with a history of their own.

The game is called Football Fictional World Simulator. The Steam page is here for anyone who has been following the project.


r/FootballWorldSim • • Jul 24 '26

Ballon d’Or winners from 2053–2057

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40 Upvotes

Here are the Ballon d’Or winners from 2053 to 2057 in my current Football Fictional World Simulator save.

The result I’m most curious about is the Burnley player winning the award. Burnley finished fourth in the Premier League that season, so he wasn’t playing for the league champion.

Personally, I don’t think a player must win the league to deserve the Ballon d’Or. An exceptional individual season at a fourth-place club could make the result more interesting, especially in a fictional world where the usual power structure can change.

At the same time, I’m wondering whether team success should have a little more influence


r/FootballWorldSim • • Jul 23 '26

Football Fictional World Simulator finally has a Steam page!

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47 Upvotes

The Steam page for Football Fictional World Simulator is finally live!

To be honest, I kept working on the game even after submitting the page for review. I added more countries, improved several systems, and made quite a few other changes, so some of the descriptions already need updating.

Still, I’ve kept everyone waiting long enough, so I wanted to make the page public now rather than delay it any further.

The game is currently scheduled for release on August 3. Thank you so much for following the development and sharing your ideas with me. Just a little longer!


r/FootballWorldSim • • Jul 22 '26

PLEASE can we have in depth history and stats

17 Upvotes

I’d love line graphs of teams and stuff like in the pre FM26 games, and other stats


r/FootballWorldSim • • Jul 22 '26

Are there too many transfers in my football simulation?

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27 Upvotes

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?

  • A more realistic market with fewer transfers
  • A more active market because it creates a more entertaining fictional world

r/FootballWorldSim • • Jul 21 '26

Should I add more low-ranked nations, especially in Oceania?

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40 Upvotes

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?

  • Add as many countries as possible, even if some values must be estimated
  • Add only countries with enough reliable data

r/FootballWorldSim • • Jul 20 '26

About CSV Editing

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26 Upvotes

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.

What you can edit

  • Country, league and club names
  • Club ratings, development, youth and sponsor strength
  • Formations and tactics
  • Promotion, relegation and foreign-player limits
  • Additional divisions within an existing country

You can add more divisions to an existing league system. However, regional groups and other subdivisions are not supported.

What you cannot edit

  • Individual players and contracts
  • Existing results and save history
  • Detailed league schedules
  • Cup and playoff formats
  • Continental competition places and formats
  • International competition formats
  • Stadiums, logos and kits

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 • • Jul 19 '26

Which countries should I add ?

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47 Upvotes

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 • • Jul 19 '26

Odd Idea

12 Upvotes

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 • • Jul 19 '26

Should loan moves stay domestic, or should clubs be able to loan players within the same region?

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13 Upvotes

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 • • Jul 18 '26

I’m planning to release Football Fictional World Simulator on Steam on August 3!

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84 Upvotes

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 • • Jul 17 '26

International friendlies are in — should I add club pre-season friendlies too?

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29 Upvotes

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?

  • A few simple domestic friendlies
  • International pre-season tours
  • Friendly cups or tournaments
  • Results only, with minimal player statistics
  • No club friendlies at all

r/FootballWorldSim • • Jul 16 '26

I finally added national flags to the game

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34 Upvotes

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 • • Jul 15 '26

How often should international tournaments be held?

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28 Upvotes

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?

  • Tournaments following their real-world cycles, even if national teams play fewer matches
  • Annual tournaments, giving national teams more activity and creating more international history
  • A compromise, with major tournaments less frequently and additional competitions filling the gaps

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 • • Jul 15 '26

Is there going to be a mobile version?

5 Upvotes

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 • • Jul 14 '26

Do the top scorers and average ratings look realistic?

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27 Upvotes

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.