Players develop over the course of a season. At the end of each season, their rating may increase or decrease based on how the season went.
Every match, players accumulate Growth based on their match performance.
Better performances mean more growth. Goals, assists, and clean sheets give bonus growth.
Young players (15-23) accumulate growth faster than older players.
Growth is scaled by minutes played so a player who plays 45 minutes earns roughly half the growth of a full 90-minute appearance.
| Match Rating | Base Growth | Description |
|---|---|---|
| 80+ | Large boost | Outstanding performance |
| 70-79 | Good boost | Great game |
| 60-69 | Small boost | Decent showing |
| 50-59 | Minimal boost | Below average |
| Below 50 | Negligible | Poor performance |
| Age | Multiplier | Notes |
|---|---|---|
| 15-17 | Fastest | Academy prospect with highest growth potential |
| 18-20 | Very fast | Youth with rapid development, give them minutes |
| 21-23 | Fast | Still developing quickly |
| 24-29 | Normal | Standard growth rate |
| 30-32 | Slow | Slowing down significantly |
| 33+ | Minimal | Minimal growth, decline is likely |
Position bonuses: Forwards earn extra growth for goals. Midfielders earn extra for assists. Defenders and goalkeepers earn a bonus for clean sheets.
Hard Trainer trait: Bonus growth per match on top of everything else.
Diminishing returns: Growth gains slow down once a player reaches 12+ accumulated growth, and slow further at 16+.
At the end of each season, all players age by one year.
If a player's average form was 10+ bars during the season, their rating increases. The higher the growth, the bigger the increase.
If average form was below 10, their rating may decrease.
Players aged 33+ will start to decline regardless, though high growth can slow this.
Growth resets to zero at the start of each new season.
A player's current rating affects how much they can improve. Below rating 13 a strong season can produce a sizeable jump. From rating 14 onward, the same season's growth converts into a smaller increase.
Reaching rating 16 takes consistent good seasons. Climbing to 17 or 18 is rare and usually takes years of standout play.
Rating 19 and 20 are reserved for legendary, generational players. Most squads will never produce one.
This means scouting talent young and giving them minutes early matters more than ever, since most of a player's climb happens before the ceiling tightens.
Veterans eventually hang up their boots. Each player report (every 18 competitive games) carries a retirement check that grows more likely as the player ages, with a hard ceiling: no one plays past 40.
Two-stage send-off. When the check fires, you get a Retirement Announced notification. The player keeps playing, but you have one full report cycle (about 18 games) to scout a replacement. Their next report becomes the Final Report and they retire after it.
Locked at the club. Once retirement is announced, the player can't be transfer listed, quick sold, or released. They finish their career at your club. Any active transfer listing is cancelled and bidders' funds are released back.
Skill is a modifier. Elite veterans push on a year or two longer; fading ones bow out a little earlier. Skill never gates retirement on its own. Even a generational talent retires by 40.
Total minutes played across the season affects how much a player develops at the season update.
Regular starters who play the majority of available minutes get a development bonus.
Fringe players who rarely play see reduced development.
Unused players barely develop, even if young. Give your prospects game time!
Growth targets are scaled by season length, so players in shorter seasons aren't disadvantaged. A strong season in a 4-team league counts just as much as a strong season in a 20-team league.
Keep your players' form high through regular training and give them match minutes to maximise growth at the season update.