Latest
Release 3.2
The front office starts making demands, a fresh look everywhere, and a life outside the game.
88 notes across 14 sections
A fresh look across the whole app
- CHANGELeague Hub, team detail, the trophy case, and the statistics, tournaments and awards tabs lost their gradient headers and 17 decorative background blurs
- CHANGEFour differently-coloured gradient stat tiles became one hairline rail with quiet labels and aligned numbers
- CHANGEClub colour now reads from a single edge on a card rather than three stacked gradients, a coloured drop shadow, and an outlined watermark. Gold is reserved for championship counts and nothing else
- CHANGEScrims, tournaments, Office, Operations, Sponsorships, Roster, Scouting, Strategy, Growth, Stats, Relationships and the map panels all moved onto the shared surface and motion system
- CHANGEThe match scoreboard was rebuilt with a real header, body and footer, veto details collapsed by default, and cleaner logo treatment
- CHANGEAwards ceremonies redesigned in both modes, now showing team logos. New landing page layout, and a shared surface style across the dashboard-style screens
- NEWLoading into a career now plays a proper screen: two counter-spinning rings in your club colour, a pulsing core, and stepping dots. When the save is ready the loader does not just vanish — a circle collapses inward to reveal the game underneath while the spinner lifts and blurs away
- NEWSave & Exit now mirrors it exactly. A circle expands out from the precise button you pressed and swallows the screen, and it keeps moving the whole time your career is being saved. Leaving used to show nothing at all for a second or two, or flash a plain grey overlay. Both looked like the game had frozen
- NEWAll five live modes — Hardpoint, Search & Destroy, Control, Objective, and Overload — now open on a real loading screen instead of a blank frame: both team logos, each club colour bleeding in from its own side, and the map and mode up top
- NEWThe progress bar tracks actual simulation progress and says what it is doing, moving through reading the map geometry, simulating tactics and player decisions, and finalizing the broadcast
- CHANGEThe bar visibly reaches 100% and holds for a beat before gameplay takes over, so the handoff lands instead of cutting
- CHANGEPage transitions were rebuilt. The old full-screen dark veil read as a blink on every click; navigation is now continuous, with new content easing in through a soft blur and rise while the sidebar and top bar stay perfectly still
- CHANGETab bars across both career modes use a sliding pill that travels to the tab you picked, with the content crossfading underneath. The manager region nav does the same
- CHANGETeam and player grids re-flow when you filter by region or league instead of snapping into place, and they stay quick to appear even on a big league
- CHANGEThe mobile sidebar backdrop fades properly, and nav items pick up an animated glow and sheen
- CHANGEEvery dialog in the game now opens and closes the same way. They each used to hand-roll their own animation, or more often skip the exit entirely and blink out of existence. There is now one shared motion: a scale and rise going in, a quick fade going out, and the panel is never yanked away mid-fade
- CHANGEPopups size themselves to their content. Stepped popups spring to fit each view as you move through them, so no more dead space at the bottom or a scrollbar on a two-line message
- CHANGEBottom-anchored popups keep their footer pinned and grow upward instead of jumping around as content changes
- NEWContract negotiations play as a conversation: message bubbles rise in, typing dots run while the other side thinks, and offer chips pop as they land
- CHANGERetirement offers, offseason choices, free agency decision day, and decision arcs all moved into the Notification Hub instead of four separate popups
- NEWThe most-pressed button in the game now shows chevrons marching to the right while the week runs, with a light band sweeping the button behind them, so you can see it working instead of staring at a dead button
- CHANGEOne shared loading screen replaced the assortment of different loading indicators across the app, so waiting for a career, a team or a match all look like the same game.
The front office starts making demands
- NEWUpper management has stopped making polite suggestions. At the start of every season the board now puts a slate of objectives on your desk, and you are expected to deliver on them.
- NEWYou get dealt more than you have to sign for. The board offers your slate plus two extra, and you cut it down to the ones you are willing to answer for, so the season goal is a decision you made rather than homework you were handed.
- NEW322 directives across ten families: competition, market, roster, development, constraints, survival, mastery, statistics, narrative and operations.
- CHANGEThe board will not hand you something you have already done. Every objective is checked against your club as it actually stands, so a directive is a real target instead of a participation trophy.
- NEWThree difficulty levels, plus a reroll for when the slate you are offered is genuinely unreasonable.
- NEWA dedicated Directives page tracks every objective live through the season, with a badge in the sidebar, and each one settles as met or missed when the season closes.
- CHANGEOff by default. Turn directives on in career settings. Very small worlds cannot host them and will tell you so rather than failing quietly.
- NEWWorld authors can allow or deny specific directives for their own world.
Weekly Challenge
- NEWA time-limited challenge that is identical for everyone who plays it. The world, the team, the locked settings and the directive slate all come from the challenge itself rather than anything you pick, because a leaderboard only means something if everyone is solving the same problem.
- NEWEach challenge sets its own directive slate and difficulty, how many attempts you get, and when it opens and closes.
- NEWA Challenge hub for what is running now, and an archive of everything that has already closed.
- CHANGERuns are logged week by week and each entry is chained to the one before it, so editing a finished save to claim a result breaks the chain. Dev mode, the save editor, an imported save, or changing locked settings voids the run at the moment it happens.
Public profiles and account achievements
- NEWYour profile can now be public, with its own page other people can open. Whether it is visible is entirely your call.
- NEW25 account-wide achievements spanning five categories: opening, dynasty, longevity, MyPlayer and Workshop. They track across every career you have ever played, not just the one you are in.
- CHANGEAchievements are evaluated as you move around the app rather than only when you happen to open one screen.
MyPlayer: the Lifestyle Board
- NEWA new place to spend what you earn, split into houses, garage, and wardrobe
- NEWHouses are the big one. You live in one at a time and only that one pays out. The catalog is deliberately not a ladder: a $900k bunker out-trains a $2.2M creator mansion, the mansion out-earns it about four to one, and the lake retreat kills burnout but hides you from scouts. At any budget there is a real question about which place you want
- NEWProperties gain or lose value per season — some are investments, some are money pits
- NEWGarage feeds your image and depreciates over time (only your best car counts). Wardrobe is cheap, one-time image spend
- NEWEvery purchase goes through a confirm dialog showing your before-and-after balance
MyPlayer: referrals
- NEWYour career archive of former teammates is no longer just a memory. You can now ask people to put in a word for you
- NEWTwo things decide whether an ask lands: pull (their tier, overall, whether they start, and how much the scene respects them) and bond (your archived chemistry with them, decayed for time apart). The person who can help you might not want to; the person who wants to might be nobody
- NEWOutcomes scale with pull: a weak contact can only talk, a solid one can get you a trial, a tier-1 starter can produce an actual contract offer
- NEWCosts are social, not a meter. One ask per person per season, one ask per week overall, and every ask spends a little of the bond whether it lands or not. Being turned down costs extra
Relationships, rebuilt in both modes
- NEWConversations run through a phone interface with real branching choices
- NEWTeammates talk like themselves — dialogue is driven by their archetype and persona, so the same situation reads differently coming from different players
- NEWMany more conversation paths, including supportive and accountability-focused ways to handle a player situation, each with different consequences
- CHANGERelationships now move the needle: they feed match performance and affect free agency negotiations
- CHANGEMessages that need your attention open straight to the right conversation
Live match simulation
- FIXPlayers slide along walls instead of sticking to them
- CHANGERespawns take account of where the enemy actually is, instead of dropping you on the same fixed spot every time
- CHANGEFights are decided by position, not a dice roll. Who can see who, how far apart they are, who is in cover, and who the team wants dead all matter, and two players who kill each other now both go down
- FIXPlayers commit to a route and to a role instead of second-guessing themselves every moment, so no more looping around corners or jittering against a wall
- FIXA player wedged on scenery now finds their way out instead of grinding into it for the rest of the map
- FIXHardpoint rotations account for the walk to the next hill, so nobody is stranded across the map when it flips
- CHANGEHealth is tracked properly through a fight, and Overload carriers behave like carriers
MyPlayer roles follow your world
- FIXThe role picker now offers the roles your world actually uses. A tactical world gives you Duelist, Initiator, Controller, Sentinel and Flex-IGL; a hero world gives you Tank, Damage and Support. Every world used to offer AR, SMG and Flex no matter which one you picked on the previous screen
- NEWRoles invented by Workshop authors work everywhere with no extra setup. Role behaviour now follows the role's archetype rather than a fixed list of names, so a brand new position slots straight into training, chemistry and the sim
- CHANGERoster filling and tryout needs draw from your world's own roles instead of assuming an AR and SMG split
- FIXA saved role your world does not have is repaired when the save loads, covering older careers and worlds where the author has since renamed a role
- FIXSwitching worlds in the setup wizard resets your role and archetype, so a role the new world does not have can never be written into the save
- FIXFixed a blank loading screen that could trap you on around eighteen MyPlayer pages
- CHANGEYour header shows your world's own role label and archetype instead of leaking Call of Duty build names like "Slayer AR"
- CHANGEGun-specific details only show up in worlds that actually use a gun split. Arcade worlds play exactly as they did before
Scrims and chemistry
- FIXPractice now counts in MyPlayer. Scrims had never fed chemistry on that side of the game, for your club or for any AI club, so the whole league was playing without it
- CHANGEQuality beats volume: scrimming a stronger team teaches something, beating up on a much weaker one teaches nothing. Banked chemistry is capped, and you lose it by not showing up
- NEWAI clubs now book and run scrims on the same rules you do
Tournaments and league
- FIXTournament winners are stamped into history. A winner name, tag and logo are recorded at completion, so old results stay correct even if the club rebrands or folds
- FIXHost cities finally tour. Majors and the championship looked hardcoded to Toronto, partly from a pinned default and partly from a picker that collapsed a 14 or 21 city pool down to two or three repeats. Cities now come from a seeded per-season shuffle: distinct within a season, reshuffled every season, still reproducible for the same career
- CHANGEEvery world gets a broad venue pool backfilled into its data, so no world needs republishing
- CHANGEQualifier and round-robin fixtures are shuffled per season and stage, so you stop seeing the same opening matchups every year
- FIXThe "team moves on" animation had never actually played. It does now: the match settles, a comet travels down the connector, and the winner lands in the next card as it arrives. The team already sitting in the other slot stays put
Career flow
- CHANGEBreak week now stops you and asks. Your reset week choice is a real decision, not a panel you can scroll straight past
- NEWCash-only trades: you can offer straight cash with no player attached
Signing up
- CHANGETerms of Service and Privacy Policy consent is now explicit at signup, and the version you accepted is recorded.
- CHANGEMarketing updates are a separate opt-in, kept clearly apart from the consent you have to give to use the site.
- CHANGEUsername availability is checked as you type, with a clear message when one is already taken.
- CHANGEOnboarding no longer asks you to pick a favourite team.
Fixes
- FIXCustom worlds play on their own maps. Live matches were quietly falling back to a bundled map instead
- FIXSaving one world no longer wipes the rest of your world library
- FIXYour edits to a world stay yours. A later sync can no longer overwrite them, and publishing keeps your copy linked to your own listing
- FIXEdited player potential shows up as soon as you go back into a career, without reloading the page
- FIXImported worlds are no longer deleted out from under you
- FIXPlayers no longer appear twice in worlds that run a league and its feeder side by side (CDL plus Challengers, Vanguard MyPlayer). Two different people who happen to share a gamertag are still kept apart
- FIXTier 2 mirror toggle and feeder league format fixes
- FIXSeason and map pool management for saga worlds