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Assessing your own footballers in FTGW



In the previous news post, I talked about the new scouting system. Here are the key points:
  • Your knowledge level about footballers from other clubs is determined by a new attribute called “Scouting”.
  • As long as Scouting is below 100%, the attributes, Giftedness, and skill levels of the footballer are distorted to some degree.
  • When Scouting reaches 100%, you gain full information about the footballer.
  • Scouting of opposing footballers increases when you play a match against them.
  • Scouting of other footballers increases if they are on the transfer lists or Watchlist, and your scouts are skilled enough to observe them.

Football, Tactics & Glory: World introduces a major new feature that slightly changes some of the familiar approaches to building your own team. “Scouting” of your own footballers will now be a thing. Though “scouting” might not be the most accurate term here — it's more about analysing or studying your own players.

How it works

When a manager takes charge of a new club, they don’t know the players. Sure, they can roughly estimate their overall strength, but to accurately assess a footballer, they need to see them in action.

A new column called “Info” will appear in the footballer list — it’s the equivalent of “Scouting”. This information bar fills up as the footballer performs actions during a match. The more actions they perform, the faster it fills. Your scouts’ level doesn’t matter here, since you as the manager are the one observing the footballers. So, by fielding them in matches, you’ll gradually study them (even in Simulation mode).



Until the bar is filled, a question mark will appear next to the footballer’s uncertain attributes. These footballers cannot train or improve their skills yet, because you don’t know how best to train them.

The transfer value of such footballers is based on inaccurate data. So, if you suspect a footballer is better than they appear, it’s worth fully studying them to sell them at a higher price.

But the opposite could also be true. For example, you’ve joined the weakest team in the Amateur league, and you have a few footballers with a relatively high level and a one-star rating. You suspect that people have the wrong impression of them — they’re actually worse than they look. So, it’s better to sell them while their inflated value is still based on false information.

Keep in mind: you’re not completely “blind” regarding your own footballers. You can roughly understand their level and Giftedness. You also know what skills they have, but not the level of those skills. This means you can still make tactical decisions in matches. Moreover, as soon as it becomes clear during a match that the real skill level or a specific attribute is higher than expected, that info is automatically updated in the footballer’s profile (even in Simulation mode).

How it affects the game

This mechanic significantly impacts gameplay, adding new challenges for you as a manager. Now, when building a team, you must also consider how well you know your own players. Additionally, I believe this brings a new level of realism to club management.

It’s important to note that footballers from the Youth Academy are also unresearched. So, you’ll need to give them real match time to discover their true attributes. However, when after a few matches you realise a footballer is actually better than expected — it’s a very satisfying moment.



Still, be prepared for unpleasant surprises too:


This mechanic will mostly impact players who frequently switch clubs. If you manage a single club, your footballers will eventually all be fully researched, and you’ll only need to study young talents and new signings. But when joining a new club, you’ll have to learn the whole team from scratch. It’s interesting and realistic, but it may increase the difficulty (for many experienced players, that’s a big plus). Especially because, until a footballer is fully researched, they can’t train their skills.

Some may think that this change will fundamentally alter the game. In reality, it’s still the same FTG, just with a new layer of depth that adds freshness and interesting challenges. The game remains understandable and accessible, without turning into a spreadsheet simulator.

What’s more, at the start of a campaign on normal difficulty, most footballers in your club and in the Amateur League will already be 100% researched, so starting the game won’t be difficult.

Managing a national team

I really like how this mechanic affects national team management and how realistic it feels.

When you take over a national team, you need to get to know its footballers. You can choose from all footballers of a given nationality. You might know some well because you’ve played against them a lot, and others because they played for your club. Most, however, will appear with approximate attributes. Some of them will have a high “scouting/study” level, while most will be at zero.

If, in the beta version (before this mechanic was added), selecting players for the national team was relatively straightforward (you just picked the ones with the best stats that suited your tactics), now you have more room for interesting decisions. You’ll need to take risks and experiment with players to find those who suit you best.

Friendly matches

At the moment, I’m not sure whether friendly matches will be available at launch, because as you can see, we’re struggling to release the game as early as we’d like. But the player research mechanic was partly created with the idea that friendly matches would be added later.

Previously, when players asked us to add friendlies, we weren’t keen — they felt artificial. In form, they resembled the real world, but in practice, they lacked purpose.

I’ve long wanted to add them, but only if they had real value. And now, with the introduction of this research mechanic, there’s a genuine need for friendly matches. Sooner or later, they will definitely be added to the game, giving you a few extra matches each season to study players who would be risky to field in official league matches. Similarly, national teams will eventually have friendly matches too. But I can’t promise they’ll be ready before the game’s release.

So, when will the game actually launch?

Ah, that’s a tough question :) If not for the war, the game would already be out in Early Access. But as it is, we constantly have to delay Early Access because we don’t have time to rewrite the match engine. The changes are massive, which leads to new and recurring technical issues.

So for now, we’re once again pushing back the Early Access release — to late autumn 2025 :(

How to follow the development progress?

1) First and foremost, visit the game's page and add it to your wishlist. This way, you will receive an email from Steam when the game enters into Early Access or Full Release.

2) Secondly, click "Follow" to be notified whenever we publish news on Steam.


3) A great place to get notified about news and discuss it is our Discord.

4) Additionally, to stay updated, you can subscribe to our mailing list: Email subscription.

Scouting footballers in Football, Tactics & Glory: World


In the original game, you could open any footballer’s profile and view all their information.

A year ago, we created a prototype of a new scouting system, where footballer profiles were completely hidden unless your scouts were strong enough. You couldn’t buy a footballer whose profile was concealed. However, you could hire agents who, for a fee, would unlock the profiles of all footballers in a specific league for half a year.

After several months of testing, beta testers reported that while the new mechanics were understandable and somewhat interesting, they felt unrealistic.

So we developed a new scouting system — more complex, but also more realistic. It has now been in testing for over four months, and I’m ready to share the details.

Unreliable Information About Footballers

Information about footballers playing in your country is more or less accessible. You may not know the details, but you have a general idea of the footballer’s level. If they play for a club that often wins, they’re probably a good player. If they’re at a hopeless club, their attributes are likely not great. If they’ve shown they can score powerful long-range goals, we’ll know they have the "Cannon Shot" skill. But we won’t know the level of that skill, nor the footballer’s Giftedness.

So, we get a very rough idea of all footballers in the country. Clubs provide official information like name, age, and nationality. All other info — Giftedness, level, attributes, skill levels — is highly approximate.

That’s how it will work in FTGW. When viewing a footballer’s profile from another club, you’ll see a question mark next to their attributes. This means the information is unreliable — it’s based solely on general impressions from spectators. It might be close to the truth, but quite often, the real stats are either a bit better or worse than reported.



Footballer Value

Roughly speaking, the information comes from a database like Transfermarkt. You see estimated attributes and an approximate value based on the available data.

This means you might pick up a footballer for peanuts and find out they’re far better than expected. But it could also go the other way — the player might turn out to be worse. Sometimes they’ll exceed expectations in some areas and fall short in others. For example, you buy a forward listed with Giftedness 1, and it turns out they actually have Giftedness 2 — but their attributes focus on Control, whereas you were looking for high Accuracy.

Scouting

Why do coaches, club directors, or their assistants attend matches featuring players they plan to buy? Because, thanks to their expertise and understanding of football, they can better assess a player’s potential. After watching a few matches, an expert can give a much more accurate read of a potential signing’s strengths and weaknesses.

In FTGW, a new characteristic — "Scouting" — shows how much information you’ve gathered about a footballer. Once this reaches 100%, you’ll see their exact Giftedness, level, attributes, and skill levels.

Scouting is what you, as a manager, know about footballers. This information belongs to you, not the club. So even if you change clubs, all researched footballer profiles stay with you.

Scouting for a footballer increases in these situations:

  1. When the footballer is on any of your transfer lists;
  2. When the footballer is on your watchlist;

However, scouting only progresses if your scouts are at the appropriate level for the footballer in question. Every half-star improvement in scouting increases the level of scouted footballers by 5. So if one scout is at 2 stars and another at 1 star, they can scout footballers up to level 30.

In the screenshot, you can see that players at the bottom of the list are marked with "Weak scouts" — this means your scouts are not strong enough to research those players.



Scouting During Matches

When your team plays a match, you can see not only your players but also the opponent’s. In this case, you rely not on your scouts, but on your own football expertise. So regardless of your scouts’ level, after each match, scouting for the opposing team’s players increases by around 20% (depending on how much time they spent on the pitch).

The more often you face the same opponent, the better you know their footballers.

Watching a match also provides extra information.

For example, you make a pass past an opponent. Your player’s Passing is 40, and the opponent’s Defence is supposedly 25. You assume the odds are good. But during the action, your roll is 30 and theirs is 35. It turns out the Defence stat was inaccurate. Now you know more about this footballer. Their profile updates and a message appears in the match: "Information updated!"

The same applies to skills and Giftedness. If a footballer performs better in a real match than what was previously known, that data is updated and saved.

Three Levels of Player Knowledge

Footballers now have three scouting levels:

  1. Fully scouted — complete information is available (100% scouting);
  2. Partially scouted — information is unreliable (0–99% scouting);
  3. Unknown — you have no idea about their level, attributes, Giftedness, or skills. These players can’t be signed — the board won’t approve signing a “pig in a poke.”

At the start of the game, all footballers in your country and those playing in the top leagues abroad are partially scouted. Players from lower leagues abroad are unknown.

If a footballer from a lower league transfers to the Premier League, they become partially scouted. And once partially scouted, a player can never become unknown again.

International Agent Network

If you unlock the relevant coach ability and have the funds, you’ll be able to set up international agent networks.

If you have an agent network in a certain league of a specific country, all players in that league become partially scouted. This means you can buy them directly from clubs. You can also send scouts there to compile transfer lists.



In the screenshot, I have a developed agent network in England, allowing me to view all players from the Amateur to the Second League. I can also view players in France’s Amateur League.

I don’t think this feature will be extremely popular. But since each country will have its own unique features, some players might want to buy footballers of specific nationalities from lower leagues.

Footballer Search

As I mentioned earlier, a footballer search screen will be added to the game. You no longer have to open every club’s screen to find someone who fits your needs.

On the search screen, you’ll be able to set your desired criteria, specify the maximum cost in Money and Glory, and the system will display all suitable fully or partially scouted footballers. This will save a lot of time. Plus, searching this way is genuinely fun.



Final Words

I’m not sure how complex this system sounds in writing. But in the game, it quickly becomes second nature. It deepens immersion and adds more layers to the game world. That sense of incomplete knowledge gradually unfolding — it mirrors real life.

Signing footballers also becomes more emotional. If you rush, you might end up with someone worse than expected. So it may be better to invest in scouts and add the footballer to your watchlist, buying them once fully scouted after six months.

On the flip side, snapping up a cheap player who turns out to be a gem — that’s pure joy :)

Honestly, this is just part of the full system. I’ll talk about how scouting affects the national team and your club next month.

How to follow the development progress?

1) First and foremost, visit the game's page and add it to your wishlist. This way, you will receive an email from Steam when the game enters into Early Access or Full Release.

2) Secondly, click "Follow" to be notified whenever we publish news on Steam.


3) A great place to get notified about news and discuss it is our Discord.

4) Additionally, to stay updated, you can subscribe to our mailing list: Email subscription.

FTG Treble Deluxe launches on all popular consoles late this year



In 2020, the base version of Football, Tactics & Glory was released on consoles, but it has not been updated since. In contrast, the Steam version has received numerous free updates, as well as two major DLCs that have significantly deepened and added more variety to the gameplay.

Console players have often requested that we port the DLC. However, we couldn’t do this without a reliable partner with experience in releasing games on consoles and a commitment to delivering a high-quality console version.

Today, we are pleased to announce that we have found such a partner — this is Markt+Technik Verlag. The porting process will be handled by Raylight Games, a company with extensive experience in this field.

The new console version of the game is called Football, Tactics & Glory Treble Deluxe. We plan to release it in late 2025 on Switch, PS4, PS5, Xbox Series S/X, and Xbox One. Pricing details will be announced later.

[h3]What’s included in the new version?[/h3]
Treble Deluxe includes the base game, content from the Football Stars and Manager’s Journey DLCs, as well as all free updates.



If the base version allowed you to take a club from the Amateur League to the Premier League, develop your club quickly and engagingly without endless tables and numbers, play turn-based matches with great tactical variety, and customise clubs and footballers to your liking, then Treble Deluxe additionally offers:

  • The ability to earn reputation, receive job offers, and move to other clubs;
  • A skill progression system for managers, allowing you to choose different abilities;
  • A giftedness mechanic for footballers, making each player even more unique and your tactical and strategic decisions more meaningful;
  • An interactive tutorial integrated into the gameplay;
  • A significantly improved transfer system;
  • Expanded youth development options in the Youth Academy;
  • More options for upgrading club infrastructure;
  • A vast amount of interesting statistics;
  • Enhanced AI for clubs, both in matches and off the pitch;
  • A detailed simulation of the football world across different continents;
  • A new local multiplayer mode for playing on a single screen;
  • Improved graphics, animations, and match sounds;
  • New options for customising the game to your preferences;
  • A huge number of other improvements.

We are delighted that console players will finally get to experience the best that the FTG series has to offer.

[h3]Where to follow news about the console version?[/h3]
We will publish updates on the FTG page. However, Steam reduces the visibility of news related to releases on other platforms. That’s why you can also get updates from the following sources:

Development progress of FTGW



Why Haven’t There Been Any News?

For a long time, we haven't shared updates on the development of FTGW. However, the development is progressing: the team is adding new mechanics, rewriting the graphics engine, and testing what has already been implemented.

When we announced the game in 2023, we didn’t plan to make major graphical changes. But over time, our ambitions grew because our goal was to make the game experience even more immersive. So, the team decided to make drastic changes to the game’s visual perception. You can assess the scale of the upcoming changes in this mockup:



What Stage Is the Development At?

The game's Steam page states that the release is expected in Q2 2025. This is a very rough estimate for the Early Access launch. Most likely, we will have to push the release to Q3. To give you a better understanding of what we are currently working on, here is a simplified overview of the development progress:


  • Game mechanics: 95%
  • Revamped interface: 10%
  • New graphics for footballers and the manager: 50%
  • New animation system: 10%
  • New stadium graphics: 5%

Previously, we planned to offer a small discount for those who purchased previous versions of the game. However, due to our significant investments in the graphics engine overhaul, we decided to cancel this discount.

Why Is This Necessary?

We believe that high-quality graphics and animations enhance immersion, allowing you to feel more connected to the football world.

Here’s what will be introduced in the game thanks to the new graphics and animation system:

  • Footballers will have realistic proportions
  • You will be able to customise your manager’s appearance (face and clothing)
  • Stadiums and fans will be fully 3D and look much more realistic
  • Match events will appear significantly more authentic and engaging, even though the turn-based mechanics are not inherently realistic
  • You will be able to watch goal replays


Additionally, we are laying the foundation for future improvements to the game. The old graphics engine was significantly outdated and prevented us from moving forward.

When to Expect the Next Updates?

I will be posting updates about new features approximately once a month.

In the meantime, we ask you to leave Steam reviews for FTG and the DLCs you have played. Your feedback helps more players discover the game. Plus, we can continue the development of FTGW only thanks to the sales of FTG and its DLCs.



How to follow the development progress?

First and foremost, visit the game's page and add it to your wishlist. This way, you will receive an email from Steam when the game enters into Early Access or Full Release.

Secondly, click "Follow" to be notified whenever we publish news on Steam.


A great place to get notified about news and discuss it is our Discord.
Additionally, to stay updated, you can subscribe to our mailing list: Email subscription.

Play with friends on the same screen in Football, Tactics & Glory.



FTG is a single-player game about developing your own club in a dynamic football world.

However, the game also allows you to gather with friends, choose football clubs, create your own tournament, and play through a season competing against each other. If you have a Steam Deck connected to a TV, you can play while sitting on the couch, passing the gamepad between each other.



And thanks to Steam's built-in Remote Play system, you can play online with friends. They don’t even need to own the game—only you do.

The game offers vast possibilities for creating custom tournaments. For example:

  • You can create a league, a cup tournament, or a group stage tournament with knockout rounds (similar to the old Champions League format).
  • You can select up to 32 teams to participate. Each team can be controlled by a friend. You can also play with just one friend, each managing multiple teams, while the AI controls the remaining clubs.
  • For each tournament, you can choose clubs from the same country or different countries. This allows you to recreate a national championship or a prestigious international competition.
  • You can upload custom logos and create real or fictional clubs.

If you and your friends love football and enjoy playing together, take advantage of the 80% discount, available until February 17 at 10:00 AM PST.