Know who you're signing.
Skills and overall#
Every player in every game type has six skills. Only their names change from one game type to the next.
| Game type | The six skills |
|---|---|
| Arcade shooter | Slaying Power, Objective Play, Aggression, Movement, Clutch, Support |
| Tactical shooter | Aim, Game Sense, Entry, Mechanics, Clutch, Utility |
| Hero shooter | Damage Output, Objective Control, Engagement, Mobility, Clutch, Teamwork |
| Battle royale | Gun Skill, Positioning, Fight Selection, Mobility, Endgame, Teamplay |
| Car ball Pro | Shooting, Positioning, Challenges, Mechanics, Clutch, Playmaking |
| Football Pro | Finishing, Positioning, Physicality, Pace, Composure, Playmaking |
| Basketball Pro | Scoring, Basketball IQ, Physicality, Athleticism, Clutch, Playmaking |
| American football Pro | Explosiveness, Football IQ, Power, Speed, Composure, Technique |
Overall is the plain average of the six skills, on a scale up to 100. It is a quick read, not the whole story: matches also weigh form, role fit and chemistry, so the right 80 can be worth more than the wrong 85.
| Tier | Overall |
|---|---|
| Pristine | 90 and up |
| Diamond | 85 to 89 |
| Gold | 78 to 84 |
| Silver | 70 to 77 |
| Bronze | Below 70 |
Roles#
Roles belong to the world, not the game. A world author names them, and each role is tied to a playstyle that the simulation understands.
| Game type | Roles in the bundled worlds |
|---|---|
| Arcade shooter | AR, SMG, Flex |
| Tactical shooter | Duelist, Initiator, Controller, Sentinel, Flex / IGL |
| Hero shooter | Tank, Damage, Support |
| Battle royale | IGL, Fragger, Entry, Flex |
| Car ball Pro | Attacker, Connector, Last Man |
| Football Pro | Goalkeeper and 22 outfield positions, from centre back and wing back to winger and striker |
| Basketball Pro | Point Guard, Shooting Guard, Small Forward, Power Forward, Center |
| American football Pro | Quarterback, Running Back, Wide Receiver, Tight End, Offensive and Defensive Lineman, Linebacker, Defensive Back, Kicker |
The playstyle behind a role is what matters in a match and in chemistry: some pair well, some clash. A custom world can rename roles or add new ones, and its players will still slot into the same playstyles.
Growth and potential#
Each player has a hidden ceiling and a development speed. What you see is a scouted range that sharpens over time.
- Potential
- Shown as a range, not one number. The range narrows as your club learns more about him. Two hot or two cold stretches in a row can raise or lower the real ceiling underneath.
- Development speed
- Rated 1 to 5. It sets how much of the gap to his ceiling a player closes each year.
- When growth lands
- A yearly amount is paid out in steps at each break in the season, with the rest at the season roll.
- Form
- Each series moves a player's form up or down, and it cools back toward neutral in quiet weeks. Hot or cold, it shifts his skills in matches by a few percent.
Rising
Plateau
Decline
Ageing and longevity#
When a player peaks, declines and retires depends on the league's career length and his own Longevity.
- Career length
- A career setting for the whole league. On the default, a typical player plateaus around 27, starts to decline around 28 and is retired by 31. Turn it down for longer careers.
- Longevity
- A personal number from 1 to 99, with 50 as average. High Longevity pushes his decline and retirement later; low Longevity brings them forward.
- Moving it
- Rest, mentoring, development staff and training camp raise Longevity. A full workload once he is declining wears it down.
- Retiring out
- A player who decides to retire while under contract announces it and plays the deal out. Clubs stop chasing him.
Contracts and free agency#
A contract is a wage and a number of years left. Free agents are signed through live negotiations against AI clubs.
- Length
- Counts the years left on the deal and drops by one at each season roll.
- Extensions
- Only in the final year of the deal.
- Negotiations
- Make an offer on wage, years, signing bonus and squad role. The offer stands for a few hours of market time, then the same auction the AI clubs use picks a winner. You can run up to six talks at once, and a player can still turn down the best bid.
- Asking price
- A free agent's ask falls each week he stays unsigned, faster if he went unsigned last off-season too.
- Rookie deals
- Rookies earn a little over half of normal pay, rising to full pay by their third season.
- Franchise players
- A club's best player, rated 90 or more after two seasons there, can't be traded.
- Releasing
- A released player goes to free agency, and the club that let him go can't sign him back for a while.
Injuries#
How injuries work depends on the game type.