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Football, Tactics & Glory News

Fixed issue with mods in the base game.

[p]Recently, players complained that when creating a campaign, the game crashes.[/p][p]The issue turned out to be that the authors of some popular mods changed the privacy settings of their works, hiding them. We made it so that if a player is subscribed to a hidden mod, the game no longer crashes.[/p][p]Updated on 21.08.2025 - I mistakenly said that the fix was made for the base game. In fact, the fix was also made for all DLCs.[/p]

First look at the new FTGW interface

[p]One of the significant limitations of FTG was the 4:3 aspect ratio, which we built into the engine back in 2011. Over time, most players switched to widescreen monitors with a 16:9 aspect ratio, and in our game, zones appeared on the left and right where we couldn’t place anything.[/p][p]The more mechanics and new windows appeared, the harder it became to fit new features on the screens, and the more difficult it was to think about the day when we would have to redesign the interface.[/p][p]At the start of FTGW development, we decided to rewrite all those parts of the engine that limited the game’s growth:[/p]
  • [p]the interface system[/p]
  • [p]the match animation system[/p]
  • [p]the graphics system[/p]
[p]The main idea is that with the new systems, we will be able to add more interesting mechanics to the game and give players more exciting opportunities. On the other hand, reworking such large systems takes a lot of time and causes many problems. Because of this, we keep delaying the game’s release, even though in terms of the main gameplay mechanics, we’ve already done most of the work.[/p][p]But we are moving forward. The interface subsystem has already been rewritten, and now we are transferring the screens one by one to the new system. Today I will show you some of the screens that have already been reworked and tell you about interesting improvements we have made there.[/p][p][/p]
Main game screen
[p]Let’s start with the screen that is the center of all the player’s football activities:[/p][p][/p][p]In addition to the overall design overhaul, we implemented three other important changes:[/p][p][/p][h3]1) Faster work with mail messages[/h3][p]Often, we understand the essence of a letter just from its subject line. So why open the mail client if everything is already clear?[/p][p]That’s why we decided to display message subjects directly on the main screen. If you want to mark a message as read, simply right-click on it. If you want to read it - left-click.[/p][p]For those who have played Civilization, this approach will be familiar - that’s exactly how event messages are managed there.[/p][p][/p][h3]2) Gear menu[/h3][p]Previously, this menu was located in the bottom-left corner. But it often competed with the “Back” button. Because of this, on some screens the menu was hidden, since the “Back” button had higher priority. This also meant that in some cases, returning to the main game menu was not very convenient. So we moved the gear menu to the top-right corner - just like it’s done in many applications.[/p][p][/p][h3]3) Tournament logo[/h3][p]Notice how the name of the “Premier League” tournament is styled. We designed it to resemble a tournament logo. Now, on many screens, it will appear specifically as a logo. If this decision proves successful after the release of FTGW and we see that it doesn’t cause problems on various interface screens, then in the future we will allow mods to upload images with logos of real or fictional tournaments.[/p][p][/p]
Team screen
[p][/p][h3]Number of footballers on the screen[/h3][p]One of the things we’ve focused on is the number of footballers visible on a single screen.[/p][p]On the one hand, we try to make the interface so that the fonts and other elements are large enough. I’m 43 years old, and I don’t like straining my eyes to read small text on a screen. From talking to our players, I’ve gathered that most people playing our game are men aged 35+. So, for many, this is also a relevant issue.[/p][p]On the other hand, it’s nice to have more information visible on the screen without needing to scroll.[/p][p]So, we’ve optimised the space as much as possible to make it more comfortable to play without having to squint at small fonts. Previously, you could see 15 footballers on the screen at the same time; now you can see 20. That means you can view the entire starting line-up and all substitutes without scrolling through the list.[/p][p]Here’s a comparison of how it was and how it is now:[/p][p][/p][h3]Special list scrolling[/h3][p]Previously, the list of footballers would scroll as a whole - with both the starting line-up and the substitutes moving together. So, if you wanted to move a footballer from the second squad to the main one, you had to scroll down, grab the footballer, and drag them upwards until the list automatically scrolled to the desired position.[/p][p]Now, we’ve fixed the starting line-up in place. Only the second squad and the substitutes scroll. This means fewer unnecessary movements when selecting footballers for a match.[/p][p][/p]
Contracts
[p]The contracts screen functions the same way as before, although now it shows more footballers than it used to. However, we’ve added a small improvement that will make life a little easier for those who like to plan their finances based on the value of their footballers’ contracts. This is especially useful at the start of the transfer window:[/p][p][/p][p]On the right, you can now see information about:[/p]
  • [p]The total value of all your footballers if you were to sell them right now.[/p]
  • [p]The cost of extending all contracts by 1 year - even for those whose contracts don’t yet need renewing. This helps you plan your finances for the future.[/p]
  • [p]The cost of extending the contracts that are about to expire by 1 year. This allows you to plan your finances for the current transfer window without having to open each footballer’s contract renewal screen and manually calculate the total required amount.[/p]
[p][/p]
Final notes
[p]We are currently in the process of making two major changes: redesigning the engine’s graphics and animation systems, and updating the interface windows.[/p][p]As development progresses, I’ll gradually introduce you to the new screens where we’ve added interesting improvements.[/p][p]However, the new graphics and animation systems will take longer to arrive. Unfortunately, they require a great deal of effort and patience, and they are the main reason for the game’s delayed release.[/p][p][/p]
How to follow the development progress?
[p]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. [/p][p]2) Secondly, click "Follow" to be notified whenever we publish news on Steam. [/p][p]3) A great place to get notified about news and discuss it is our Discord. [/p][p]4) Additionally, to stay updated, you can subscribe to our mailing list: Email subscription.[/p]

Bug fixes in Manager's Journey

[h3]Bug fixes in Manager's Journey[/h3]
  • [p]Fixed a crash in the Hotseat tournament at the knockout stage.[/p]
  • [p]In a single Hotseat match, it was impossible to select a team from own mod.[/p]
  • [p]The game would crash after choosing mods in a Hotseat match and then exiting the mode.[/p]
  • [p]Fixed an outdated and incorrect tooltip about wing defenders.[/p]
  • [p]Fixed several achievements that might not have triggered correctly under certain conditions.[/p]
  • [p]Removed the Footballpedia entry about the war in Ukraine. It was added in 2022 when people lacked information on the topic. But now, everyone who wanted to has already formed their stance.[/p]

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.