Wiki/Reference/Players

Know who you're signing.

Every player has six skills, a role, a ceiling, a body clock and a contract. Here is how each one works and what moves it.

Skills and overall#

Every player in every game type has six skills. Only their names change from one game type to the next.

Game typeThe six skills
Arcade shooterSlaying Power, Objective Play, Aggression, Movement, Clutch, Support
Tactical shooterAim, Game Sense, Entry, Mechanics, Clutch, Utility
Hero shooterDamage Output, Objective Control, Engagement, Mobility, Clutch, Teamwork
Battle royaleGun Skill, Positioning, Fight Selection, Mobility, Endgame, Teamplay
Car ball ProShooting, Positioning, Challenges, Mechanics, Clutch, Playmaking
Football ProFinishing, Positioning, Physicality, Pace, Composure, Playmaking
Basketball ProScoring, Basketball IQ, Physicality, Athleticism, Clutch, Playmaking
American football ProExplosiveness, 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.

TierOverall
Pristine90 and up
Diamond85 to 89
Gold78 to 84
Silver70 to 77
BronzeBelow 70
Note
What counts as a star depends on the world. Wages and the line between a starter and a star are measured against the ratings of players already on teams in that world, so a lower-rated league still has its stars.

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 typeRoles in the bundled worlds
Arcade shooterAR, SMG, Flex
Tactical shooterDuelist, Initiator, Controller, Sentinel, Flex / IGL
Hero shooterTank, Damage, Support
Battle royaleIGL, Fragger, Entry, Flex
Car ball ProAttacker, Connector, Last Man
Football ProGoalkeeper and 22 outfield positions, from centre back and wing back to winger and striker
Basketball ProPoint Guard, Shooting Guard, Small Forward, Power Forward, Center
American football ProQuarterback, 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

Young players gain every season until they reach their ceiling, faster with a high development speed and a big gap to close.

Plateau

In his prime a player roughly holds. A strong season can still add a point; a poor one can cost a couple.

Decline

Past his peak he loses ground every season, and more with each year. Playing well softens it.
Tip
In MyPlayer
Your own pro grows mostly through weekly training, with extra bumps for hitting career milestones or posting a standout season.

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.

Esports worlds

Strains and aches strike across the league each week. They last two to five weeks and cut a player's rating while he plays through them.

Sports worlds Pro

Players get hurt during matches and are sidelined, from a one-week knock to a season-ending knee injury. American football sees the most.

MyPlayer

Your own risk is small each week, higher on Major and Championship weeks and when you are burnt out.
Tip
The Injury frequency setting (10% by default) controls how often players get hurt. Set it to zero to turn injuries off. Coaches with a resilience focus lower the risk too.