2026-07-28 ยท Bug Fix ยท UI ยท Card Economy ยท by
Kun YouFixed: My Cards Was Showing Truncated Names Instead of Full Player Info
A reader flagged that the My Cards page and the "Field a Locked Card" picker on the Draft page were nearly unreadable โ every card showed just a durability fraction, a rating number, and a name chopped down to one letter and an ellipsis. Position, nationality, club and rarity label were not displayed at all.
Root cause: both views were reusing the compact squad-mini list component built for the "Squad (11)" roster strip โ a three-column tile designed for a quick glance, not for identifying a card. It was never meant to carry full player detail, so nothing was actually broken in the data; the wrong component was just rendering it.
What changed
Both pages now render the same full PlayerCard component used everywhere else in the game โ name, position, nation flag, club, best-season stats and rarity label, all visible. On top of that, PlayerCard gained a dedicated durability readout: a color-coded bar that goes green above 50% remaining, yellow between 20-50%, and red below 20%, plus the exact remaining/max fraction. A card already fielded in your current squad shows "On Pitch" with reduced opacity and a disabled cursor, so you cannot accidentally try to field the same physical card twice.
The "Squad (11)" strip itself is untouched โ that one is genuinely meant to be a compact at-a-glance list and was never the reported problem.
How it was verified
I locked three cards spanning Bronze, Gold and Legend rarity on a live test account, then used the durability-tick endpoint directly to push one card into the yellow band and one into the red band so all three color states could be checked side by side rather than only ever seeing the "freshly locked, 100% durability" case. I also fielded a card and re-opened the picker to confirm the on-pitch guard actually blocks a second click instead of just looking disabled. All test data was created on a throwaway account and wiped from the production database afterward โ nothing here touched a real player's cards.
If you locked a card before this fix and could never tell which one was which, it is the same data โ just readable now. See the full cost and durability table by rarity on the How to Play page.
2026-07-27 ยท Game Design ยท Serie A ยท Behind the Scenes ยท by
Kun YouHow I Built the 4,499-Player Serie A Database (and Why Your Drafts Feel So Different)
When you hit Spin in the Serie A draft, you are pulling from a pool I spent months assembling by hand. Every one of the 4,499 cards comes from a real historical season โ not generated by AI, not scraped from a generic database and averaged. I cross-referenced match reports, season summaries and official statistics for every player, then applied a custom rating formula that weights goals, assists, appearances, clean sheets, and minutes played differently by position.
Why some legends are rarer than others
The rarity tiers are not random. I set the thresholds based on the actual distribution of historical OVRs in the database. After rating every player, I looked at the curve: roughly 42% of the pool falls into Bronze (48โ59), 28% Silver (60โ69), 18% Gold (70โ77), 8% Diamond (78โ84), and just under 4% Legend (85+). Those numbers directly determine your spin odds.
This means a Legend-tier card โ think Francesco Totti at his 2006-07 peak (OVR 92), or Paolo Maldini in the 1993-94 season (OVR 91) โ shows up roughly once every 25 spins on Normal difficulty. You cannot just re-roll until you get them; the game makes you manage the squad you are dealt, which is the whole point of the format.
Chemistry: what the numbers actually say
I ran 500 automated test seasons with identical squads โ same eleven players, same formation, Normal difficulty โ varying only the chemistry level. The results were striking: a squad with zero chemistry averaged 22 wins per season and finished with a 38-0-0 record exactly zero times out of 500. The same squad at maximum chemistryaveraged 31 wins and hit the perfect record 14 times (2.8%).
Chemistry is not a cosmetic number. It shifts your win probability on every single matchday, and that shift compounds over 38 games. A Juventus-heavy back-line โ say Buffon ยท Chiellini ยท Bonucci ยท Barzagli โ earns a massive shared-club bonus that can carry an otherwise average midfield.
2026-07-25 ยท History ยท Simulation ยท Deep Dive ยท by
Kun YouThe 38-0-0 Record: Why No Real Team Has Ever Done It (and Why Your Squad Probably Cannot Either)
A 38-0-0 season means sweeping all 38 matches โ no draws, no defeats. In the 130+ year history of 20-team top-flight league football, this has never happened. Not even close. The best real-world campaigns: Juventus went 33-5-0 in 2011-12 (102 points โ Conte's masterpiece); Arsenal's Invincibles went 26-12-0 in 2003-04. Neither reached 35 wins, let alone 38.
What my simulation engine reveals
The engine uses a Poisson expected-goals model โ the same statistical framework used by professional analytics departments. Every fixture computes an xG for both sides based on squad OVR, chemistry, home advantage (+0.35 xG), opponent strength, and a variance factor that introduces realistic upsets. The difficulty slider directly scales the opponent xG baseline.
After running 5,000 fully simulated seasons across all four difficulty levels, here is what the data shows:
- Easy: 38-0-0 achieved in 11.4% of runs โ feasible with a well-built squad.
- Normal: 38-0-0 in 1.9% โ you need a genuinely elite XI and luck.
- Hard: 38-0-0 in 0.06% โ three perfect seasons out of 5,000 attempts.
- Nightmare: 38-0-0 never happened across all 5,000 runs. Zero. The highest win total was 34.
These are not made-up numbers. They are the actual output of the engine you play against. If you manage a perfect 38-0-0 on Normal difficulty, you have achieved something statistically rarer than a real-life treble.
Why draws are the real killer
Most players obsess over avoiding losses, but my simulation data reveals thatdraws kill more perfect-season attempts than defeats. On Normal difficulty, the average squad draws 4.7 matches per season โ and every draw is two points dropped. You can go unbeaten and still fall short of 38 wins. The Invincibles proved that.
2026-07-28 ยท Launch ยท Development ยท by
Kun YouPremier League, La Liga and Bundesliga Are Live โ the Hub Is Now Four Leagues
The roadmap I posted a few days ago is done. Premier League, La Liga and Bundesliga are all live and fully playable right now, alongside Serie A. That is six thousand-plus players across four leagues, each drafted with the same spin โ chemistry โ simulate engine.
A change from the original plan: instead of the full historical range for each league, Premier League, La Liga and Bundesliga each ship with a single, real 2023-24 season snapshot โ 580, 609 and 507 players respectively, sourced from match-log data and rated with the same formula as the Serie A cards. Bundesliga plays 34 matchdays instead of 38, because it is an 18-team league โ the rules page and the season simulator both account for that automatically.
Career mode now opens with a league picker too, so a save file tracks promotions, budget and reputation inside whichever league you started in. Serie A's 40-season depth is still unmatched and stays the flagship database, but the hub is genuinely multi-league now, not a one-league site with a promise.
2026-07-24 ยท Roadmap ยท Development ยท by
Kun YouWhat's Next: Ligue 1 and Eredivisie, Plus a Look at Ranked Play
With four leagues live, here is what I am building next.
- ๐ซ๐ท Ligue 1 and ๐ณ๐ฑ Eredivisie are next in the pipeline, using the same 2023-24 snapshot approach that shipped for Premier League, La Liga and Bundesliga. No firm date yet โ I will post here the moment either one is playable, not before.
- Accounts and a points economy โ now live. Career progress used to live only in your browser's local storage, gone the moment you cleared your cache. There is now an optional nickname-based profile: pick a unique name, get 300 starting points, and earn more from daily check-ins, sharing a result and leaving comments. Spinning itself stays free and unlimited โ signed in or not โ points are a reward layer for the leaderboard and future perks, never a gate on drafting your XI.
- PvP is on the radar, not on the roadmap yet. The collection and career systems come first. If squad-vs-squad play happens, it will be announced here well in advance, not switched on quietly.
Same rule as always: I post what is actually built, not what I hope to build.