The leader of our category: 56,483 concurrent players against our 2,792. It launched on 3 June — twelve days before us, on the same platform, in the same theme, running almost the same loop. This document is a teardown: how it is put together, which numbers are actually on screen, and what we should take into Grow a Soccer Club.
01
The load-bearing idea: they are not better than us at being loved — they are better at being entered. Their rating is 85.4 % against our 91.0 %, and this evening we passed them on absolute favourites while running 20× fewer players. Their strength is the front door and the price ladder. Their retention rests on a single rule — «don't leave» — rather than «come back tomorrow», and that rule is the one thing we must not copy.
Part A · Overview
Overview
What this product is, why it gathered 56 thousand concurrents in six weeks — and where its floor gives way.
00 / Executive Snapshot
They do have a match. It is passive — and it pays less than doing nothing
We went in asking whether they have a second mechanic and why they are twenty times our size. The answer: the second mechanic exists — a full knockout cup against real opponents. You can watch it; you cannot play it, because all 22 footballers play themselves. And a win pays 100 coins for five minutes, while simply standing in the lobby pays 10,000 coins an hour.
Takeaway 1 · Core promise
«OVER 1000 PLAYERS TO COLLECT! From 1970 to today»
The first line of their description — and an honest one. The loop does not sell luck, it sells authorship of a squad: the game deals a random national team and year, and the player decides which of the four to take and what to pay for it. The emotion is «I built this», not «I got lucky».
Takeaway 2 · Why it works
A draft, not a hand-out. Pick one of four, plus the call on whether to burn a refresh chasing a compatriot.
A price ladder with no holes: ◈19 → ◈799, ten rungs. The bottom one is a single re-roll at ◈19, sold at the moment of a bad draw.
Honest odds on screen. The ODDS button is always visible; the panel is computed for that specific player and announces an active paid multiplier itself.
A live Roblox event on the storefront and a redeem code in the description — two entry channels we are not using at all.
Takeaway 3 · The main risk
Their two retention systems fight each other: the cup wipes the quest ladder.
Quests pay for time inside a session and reset when you leave. The cup is a separate place. A twelve-minute cup run erased 37 minutes of progress: at 19:59 the 15-minute quest had 7:52 left; at 20:42, after continuous play, it read 14:09. The game punishes the very thing you build a squad for.
56,483
concurrent · ×20.2 vs us
75.2 M
visits · ×69 vs us
85.4 %
rating · ours is 91.0 %
45 / 1065
cards collected in one session
Take: the ◈19 rungTake: the odds panelTake: the match as a prize, not a stepTake: a Roblox event on the storefrontDo not copy: quests that die on exitDo not copy: a match cheaper than idlingCaveat: our favourite growth may be borrowed from the World Cup
Live numbers: them against us
One pull, both games, 16.07.2026 at 20:57 — both numbers taken at the same moment, so the ratios cannot drift apart. Our game grows daily, which means any «×N» built from yesterday's figures lies.
Metric
Build A Soccer Squad [CONSOLE]
Grow a Soccer Club (us)
Gap
Concurrent players
56,483
2,792
×20.2
Visits
75,215,322
1,085,440
×69.3
Favourites
70,565
71,561
us +996
Rating
85.39 %
90.96 %
us +5.6
Players per server
25
12
×2.1
Launched
03.06.2026
15.06.2026
−12 days
It happened in a single evening
We passed them on favourites
At 18:43 we were behind: 69,985 against their 70,107. At 20:57 it read 71,561 against 70,565. Over 2 h 14 min we added +1,576 favourites, they added +458. Per thousand concurrent players: 251 favourites per hour for us against 3.7 for them — a ×68 gap in our favour.
This matters methodologically. The «favourites per visit» ratio (×70 in our favour) could be dismissed, because visits count re-entries. The rate at which live players turn into favourites is an independent measurement, and it lands on the same number. Two different methods, one answer: their audience plays and does not fall in love; ours does.
The caveat without which the conclusion lies
Our surge may be borrowed
The World Cup is on, our game is tied to it, and the final is on 19 July. A favourite growth of +706 per hour may be bought on someone else's event rather than earned by design.
Until a control measurement settles it, the comparison stays provisional: the same pull, repeated once the final is past and the tournament is no longer lifting the numbers. If our growth falls to their level, people loved the tournament and not the game, and everything above needs rewriting. If it holds, we have something the category leader cannot buy at any price.
The front door. 85 % and 55.8 K playing at the moment of entry. The carousel holds no fantasy art — it is a screenshot of the interface: the REROLL / RESTART / REFRESH buttons and the squad grid. The storefront promises exactly what is inside.
Odds they do not hide. Icon 0.36 % · Neon 2.7 % · Platinum 12 % · Gold 35 % · Silver 50 %. The caption reads «the same odds apply to free and paid actions». The ODDS button sits on screen permanently.
Their entire retention model. Six rungs from 15 minutes to 8 hours, up to +300,000 coins. And the line: «Progress resets when you leave». Not one rung points at tomorrow.
Part B · Gameplay
How it is played
The loop, the first minutes, and the full route of a session — from the storefront to a cup knockout.
01 / Core Loop
This is not a roll. It is a draft
The game deals a random national team and year — 🇳🇱 2026, 🇺🇾 2010, 🇩🇪 2014 — plus a column of four cards from that squad. The player decides the rest: which of the four to take, and whether to burn a refresh chasing a compatriot. The slot is not a choice — a card seats itself into its own position, and can only be dragged along its line. Our loop offers «pick 1 of 3» at this step; theirs offers «pick 1 of 4 and live with it».
Clarity9/10Decision depth6/10Juice8/10
01
ROLLThe game deals a random national team + year and four cards from it
02
PickTake one of four. The card seats itself into its own position — the slot is not a choice
03
ChemistryLinks stretch between compatriots — green and blue; the Overall recomputes
04
REFRESH / RESTARTNew players from the same squad («9 available») or a whole new nation
05
NEW BESTReveal → +2 chemistry, 10 new players, +134 coins → and around again
GIF
The loop in motion. On the left, four candidates from Colombia 2014 and the counter of remaining refreshes. On the right, the grid. «POSITION FILLED» greys out anyone whose slot is already taken. (Click to enlarge.)
GIF
Reveal and payout. The squad opens one card at a time, green chemistry links fire between compatriots, and the Overall counts up from zero. Below it: a SKIP button. This wait is exactly what sells the Auto Reveal pass at ◈499.
Input
One click on ROLL, then drag-and-drop a card into a slot. That is all. No timing, no dexterity — which is precisely what let them put the word CONSOLE in the title.
Feedback
The card flies in with an animation, coloured links stretch between compatriots, and the Overall in the header recomputes live. The player sees the price of a decision before committing to it.
Decision
Fewer decisions than it looks: take one of four · whether to spend a refresh on a compatriot. The slot is not a choice — the card seats into its own position and can only be nudged along its line. If that position is taken, the card lights up «POSITION FILLED» and cannot be used at all: a 104 Messi can drop and be worthless.
02 / First session
Eight prompts in three and a half minutes — and not one wall of text
From spawn to the first card: 3 minutes 29 seconds. Onboarding is built as a chain, where every prompt asks for exactly one gesture and disappears the moment it is made. There is a single weak spot and it is a big one: the first coin payout does not arrive until minute 17.
00:00
Storefront
85 %, 55.8 K playing, a «CONSOLE + ??? UPDATE» event flagged «Happening now», and a redeem code in the description.
03:04
Spawn
A «NEW CODE: CONSOLE» banner overhead. One button in the centre — «Build Your Squad». Four buttons left, four right.
03:29
«Click ROLL to roll a player!»
An empty 4-3-3 grid. ROLL is the only green button on screen.
03:56
«Choose the best player from this team!»
The first real decision, 56 seconds after spawn. The deal was the Netherlands 2026: Gakpo 87, De Jong 88, Van Dijk 90, Verbruggen 84.
04:08
«Match the position to boost chemistry!»
The chemistry rule is explained at the exact moment a card is already in hand.
05:04 → 06:22
RESTART · REFRESH · swap · «special cards»
Four prompts back to back, each introducing one button: a new nation, new players from the same nation, swapping by dragging, rare cards.
17:03
NEW BEST! +2 chemistry · 10 new players · +134 coins
The first payout. Seventeen minutes is a long time. And directly beneath it: «WANT 2X REWARDS?»
Onboarding quality
Time to first decision9/10
One prompt — one gesture9/10
Time to first reward4/10
Clear reason to play tomorrow2/10
Take: the chain of one-gesture prompts and the green button as the only accent on screen. Do not repeat: 17 minutes to the first coin. We lose ~8 % at the first step — they will not wait that long.
The first build screen. An empty grid: LW ST RW / LM CM RM / LB CB CB RB / GK. The only green button is ROLL. Bottom left: ODDS, available from the first second.
The draft at work. France 2026 and the prompt «Watch for Special cards — they're rare». The grid already holds Griezmann 93, Bale 93 and Courtois 97 — a squad assembled across different years and nations.
03 / Player journey
Sixty-two minutes: two peaks and two pits
The session breaks into four stages. The first two are exemplary. The third shows where the loop runs out of fuel. The fourth is the most valuable: it answers the question the whole exercise was for.
Stage 1 · 00:00–07:00 · storefront → first card
📈 ramp-up
The door keeps its promise
The thumbnail shows the interface, not art. Inside is that same interface. Less than a minute passes between clicking Play and the first meaningful decision — and it is a real one: pick one of four Dutchmen from 2026.
Design lens: an honest storefront saves the first thirty seconds, because the player never has to rebuild their expectation. Our thumbnails deliver <2 % CTR — and here is a game that simply showed its UI and gathered 75 million visits.
Engagement8/10Pace9/10
Spawn. One button in the centre, eight at the edges, a redeem code on a banner overhead. $0 in the pocket.
Stage 2 · 07:00–17:03 · the first eleven
📈 peak of the session
NEW BEST: +2 chemistry, 10 new players, +134 coins
The payout. Three lines of reward and, immediately beneath them, «WANT 2X REWARDS?». The ◈199 pass is offered in the exact second of joy, not from a shop menu.
The squad opens card by card, the Overall counts up from zero, and links fire between compatriots. The payout lands in three lines — chemistry, new players, coins — and immediately turns into an offer.
Design lens: this is the best moment in the game, and it is also their primary point of sale. Two of the six passes (Auto Reveal ◈499 and 2X Rewards ◈199) do not live in the shop at all — they live on this screen. The offer stands where desire peaks and friction is zero.
Engagement9/10Pace8/10
Stage 3 · 17:03–48:00 · the plateau
📉 the reward thins out
134 → 125 → 115 coins. The third squad is worse than the second
Three «best squads» in a row paid +134, +125 and +115 coins. The third was actually weaker (90 Overall against 92) — the reward is paid for the fact of a new record, not for its size. Between payouts sits 6 to 15 minutes of manual work.
Design lens: roughly 17 coins per minute. Meanwhile one rotating star in the shop costs 50,000–70,000. The loop physically cannot pay for the shop: one Messi at 70,000 is about 580 squads. The gap is closed not by playing, but by time (quests) or money (◈319 for 50,000 coins).
FrustrationmediumPace4/10
Where the coins go. Suárez 2014 — $50,000, Messi 2014 — $70,000, Salah 2018 — $60,000, Vinícius 2026 — $50,000. The shelf rotates every 10 minutes — the timer is on screen.
Stage 4 · 48:00–62:00 · the Cup
📉 knocked out and wiped
93 OVR opens the cup. The cup closes the quests
GIF
Golden goal. 2–2 at 90:00 in the round of 16, against a live player called Lockeabldky. Neymar 96 scores. The result: «TOUGH LOSS», +25 coins, +0 rerolls, back to the round of 32.
The JOIN CUP button is labelled «MUST HAVE 93 OVR» — the cup is a prize for a squad, not a step in the loop. Inside: a knockout bracket from the round of 32, with opponents both AI (Senegal 87) and human. A 3–0 win → round of 16 → golden goal → out.
Design lens: twelve minutes in the cup returned 125 coins and one reroll — and cost 37 minutes of quest progress. This is not a small oversight but a structural conflict: the game's only competitive mechanic is punished by its own economy.
Drama9/10Economy1/10
Part C · Economy and progression
How money and growth work
Five rarity tiers, two currencies, ten price rungs — and an economy that pays for presence rather than for play.
04 / Progression and meta
Five tiers, 1065 cards and a ceiling at 114
The long game rests on three independent layers: rarity tiers inside the roll, a 1065-card collection, and cup exclusives. The leaderboard, meanwhile, is compressed into five points — from 114 in first place down to 110 in fiftieth.
Silver
50 %
white card
→
Gold
35 %
gold
→
Platinum
12 %
light blue
→
Neon
2.7 %
black with a green border
→
Icon ✦
0.36 %
pink number · 104 Messi
On top of the tier sits an independent variant: Shiny (rainbow border, 4.0 % on any card), Special (0.010 %), Limitbreaker (0.003 %). A card's colour on the pitch matches the colour of its row in the odds panel — the player learns the language of rarity in a single roll, with no tutorial.
Layer 1 · Squad
RESTART
new nation + year
The current eleven resets. Everything else stays: collection, coins, best result. The cost of resetting is zero — which is why the player keeps rolling without fear.
Layer 2 · Collection
1065 cards
45 per session
From 15/1065 to 45/1065 in 62 minutes — 4.2 %. It never resets. A separate SHINIES toggle: three rainbow cards dropped across the session.
Layer 3 · Cup
0 / 7 players
5 cups each
Cup exclusives are the top of progression. One cup means one tournament won. The table leader: 358 cups from 4183 wins and 1396 losses.
Meta systems and what they ask for
System
Condition
Reward
Captain sets
collect all 11 players of a nation
a chance at that nation's Captain card on every roll
Breakout sets
complete a breakout player's team
a chance at the Breakout card on every roll
Cup players
5 cups each · 0 / 7 collected
an exclusive that cannot be rolled
Overall leaderboard
ceiling 114 · 50th place is 110
public status. From zero to 94 in one session
Cups Won leaderboard
a separate table · shows W / L
status for those who play the cup
Sets close the loop back onto the odds. «Complete a full team to unlock a chance at its Captain or Breakout card on every roll». In the odds panel, Captain and Breakout sit at 0 % with the note «complete a full team first» — the game shows the locked door and its key at the same time.
The ceiling. First place is 114, tenth is 111, fiftieth is 110. Four points across fifty places: there is a wall at the top, and it is visible from below.
05 / Economy
The economy pays for presence, not for play
Building a squad yields about 17 coins per minute. Simply existing in the lobby, via the quest ladder, yields up to 417 coins per minute. Meanwhile the shop asks 5,000 for a nation and 50,000–70,000 for a star. The conclusion is unpleasant and precise: their currency is session time, and the loop is a way to pass it.
A nation$5,000 — unlocks the whole team into the pool. Canada, Morocco, Japan and Belgium 2026 were on the shelf
A rotating star$50,000 – $70,000 — a shelf of four cards, rotating every 10 minutes
Rerollsbought with Robux (◈19 … ◈559) or earned from quests. Never with coins
Refreshesbought with Robux (◈199 … ◈799) or earned from quests. Never with coins
Note the asymmetry: coins do not buy rerolls. The in-game currency leads only to the card pool; the fuel for rolling comes exclusively from time or from Robux. That is their defence against inflation.
Currencies
Currency
What it buys
Observed in play
Coins ($)
nations ($5,000) and rotating stars ($50,000–70,000)
10 from the code · counter «16 available» → «9 available»
Cups
exclusive cup players
5 per player · 0 / 7 collected
The arithmetic worth writing down
A squad: ~120 coins for 6–15 minutes of manual work → ≈ 17 coins/min.
A cup match: +100 coins for ~5 minutes → ≈ 20 coins/min. Plus the loss of the quest ladder.
Doing nothing: the «4 hours» rung pays +100,000 → ≈ 417 coins/min. A full 8 hours pays 441,500 coins.
Result: the most profitable action in the game is not leaving. The least profitable is playing their tournament.
06 / Catalog and shops
Five tiers on the pitch and ten rungs at the till
A card on the pitch is painted the colour of its tier — the exact colour that tier is labelled with in the odds panel. Below is a live copy of that panel with the real numbers from three of its states, plus a full breakdown of both shops.
The rarity ladder — as it looks in hand
Silver · Acuña 82
50 % per card
A white card. Half of every roll is this.
Gold · Lukaku 89
35 % per card
Gold. The workhorse of any squad.
Platinum · Drogba 91
12 % per card
Light blue. Where a 90+ squad starts.
Neon · James 96
2.7 % per card
Black with a neon-green border. Visible across the whole screen.
Icon · Messi 104
0.36 % per card
The pink number is the same pink as the Icon row in the odds panel. The «POSITION FILLED» strip means the slot is already taken.
Shiny · Mac Allister 94
4.0 % on any card
A rainbow border laid over any tier. This is what the ◈199 pass doubles.
The odds panel — a live copy
The ODDS button sits permanently in the bottom-left corner — on the build screen and in the shop alike. The three tabs below are three real states of the panel. Switch between them to see what the paid pass does and why a refresh is computed differently.
PER-REVEAL ODDS
Chance that each revealed card is the listed tier or variant. Computed live from YOUR unlocked pool and passes. The same odds apply to free and paid actions of each type.
ROLL / REROLL · no passROLL / REROLL · 2X Shiny ownedREFRESH · 🇫🇷 2018
minute 12 · clean account, not a single pass
TIER — chance per revealed card
Icon0.36%
Neon2.7%
Platinum12%
Gold35%
Silver50%
VARIANTS — chance per revealed card
Shinyevery card4.0%
Special1% when an eligible player is drawn0.010%
Limitbreaker0.2% when an eligible player is drawn0.003%
Breakoutcomplete a breakout player's team first0%
Captaincomplete a full team first0%
The baseline state. The five tiers sum to 100.06 % — the panel does not round in its own favour. Variants are computed separately from the tier: a Shiny can land on any card. Locked variants are not hidden but shown at zero, with the condition that unlocks them.
minute 34 · the «2X Shiny Chance» pass at ◈199 was bought a minute earlier
TIER — chance per revealed card
Icon0.36%
Neon2.7%
Platinum12%
Gold35%
Silver50%
VARIANTS — chance per revealed card
Shinyevery card -- 2x pass active8.0%
Special1% when an eligible player is drawn0.010%
Limitbreaker0.2% when an eligible player is drawn0.003%
Breakoutcomplete a breakout player's team first0%
Captaincomplete a full team first0%
This is what the whole block was built for. Shiny rose from 4.0 % to 8.0 %, and the panel wrote the reason itself: «2x pass active». The tiers did not shift by a hundredth — the pass honestly touches only what it promises. At that same moment the Robux balance fell from ◈381 to ◈182, exactly the price of the pass.
minute 31 · holding France 2018, REFRESH tab
TIER — chance per revealed card
Neon8.3%
Platinum25%
Gold31%
Silver35%
VARIANTS — chance per revealed card
Shinyevery card -- 2x pass active8.0%
Special1% when an eligible player is drawn0%
Limitbreaker0.2% when an eligible player is drawn0.017%
Breakoutcomplete a breakout player's team first0%
Captaincomplete a full team first0%
The Icon row is simply gone. A refresh pulls cards only from the nation currently in hand, and France 2018 contains no Icon-tier player — so the row vanished rather than showing a zero. Neon climbed to 8.3 %, Silver dropped from 50 % to 35 %. On a clean account this tab honestly read: «Roll a team first — refresh odds depend on the team you currently have».
Why this is our main trophy
A ready-made answer to the legal question
Roblox policy requires the odds of paid random items to be disclosed. This game does more than the policy asks: it computes the odds against the individual player's pool, separately for rolling and refreshing, declares an active paid multiplier inside the row itself, and states in plain text that free and paid actions share the same odds.
That gives us two things. First, a model of the wording — this is what disclosure looks like at the category leader. Second, a technique: an odds panel works not only as compliance but as a shop window. It shows that the pool can be widened, and in doing so it sells the coin-priced nation unlocks.
What to copy literally
The odds button is always on screen, not buried in a menu.
Show the conditional probability separately from the final one: «1 % when an eligible player is drawn» → «0.010 % per card».
Show what is locked as a zero plus its condition rather than hiding it — that is free advertising for the sets.
Label an active boost in the row itself, not only in the pass description.
The tiers must sum to 100 % — theirs do, and it can be checked straight off the screen.
The shops — full ladders
Two shops share one screen: Robux on the left, coins on the right. Coins lead into the card pool, Robux into fuel and speed, Passes last forever.
1 · Robux shop — consumables◈19 → ◈7997 SKUs · prices read off the purchase dialogs
Item
Effect
Price
Per unit
Reroll — ×1
a new card in the slot
◈19
◈19.0
5,000 coins
= exactly one nation
◈39
128 coins / ◈
10 rerolls
×10
◈139
◈13.9
10 refreshes
×10
◈199
◈19.9
50,000 coins
= one rotating star
◈319
157 coins / ◈
50 rerolls
×50
◈559
◈11.2
50 refreshes
×50
◈799
◈16.0
Volume discounts: rerolls ◈19 → ◈13.9 → ◈11.2 (−41 %), refreshes ◈19.9 → ◈16.0 (−20 %), coins 128 → 157 per Robux (+22 %). A refresh costs 1.43× a reroll — and rightly so: it draws from the nation already in hand, which means it aims.
2 · Coin shop — unlocking nations$5,000 per teamwidens the pool → shifts the odds
Nation
Shelf card
Price
Canada 2026
Davies 90 · LB
$5,000
Morocco 2026
Hakimi 92 · RB
$5,000
Japan 2026
Mitoma 90 · LW
$5,000
Belgium 2026
De Bruyne 91 · CM
$5,000
This is where the whole construction closes: the odds panel is computed «from YOUR unlocked pool», so buying a nation physically changes the numbers in the panel. The shop is not selling a card — it is selling a shift in probability, and it shows that shift honestly.
3 · Coin shop — the star rotation$50,000 – $70,0004 slots · a 10-minute timer on screen
Card
Nation and year
Price
Suárez 102 · CT
Uruguay 2014
$50,000
Messi 104 · CM
Argentina 2014
$70,000
Salah 100 · PM
Egypt 2018
$60,000
Vinícius 102 · LW
Brazil 2026
$50,000
A «refreshes in 0:10:09» timer sits directly above the shelf. Scarcity is assembled from three things at once: a price above any daily income, a ten-minute window, and a randomised shelf. The session banked $2,129 — 3 % of one Messi.
4 · Passes◈119 → ◈4996 of them · half are sold outside the shop
Pass
What it gives
Price
Where it is sold
2002 World Cup Teams
the 2002 squads into the pool
◈119
shop
Custom Kit
kit colours
◈119
the «MY TEAM» screen — on a padlock beside the colour swatches
2X Shiny Chance
Shiny 4.0 % → 8.0 %
◈199
shop
2X Rewards
×2 coins and quests
◈199
the «WANT 2X REWARDS?» button on the NEW BEST and QUESTS screens
Legend Teams
legends into the pool
◈279
shop
Auto Reveal
skip the reveal
◈499
the «AUTO REVEAL» button directly above ROLL, on every build screen
Three of the six passes are not in the shop at all. They are sold at the point of friction: Auto Reveal above the button you press a hundred times; 2X Rewards in the second of payout; Custom Kit on a padlock beside the kit colour. This is precisely what we lack: not a shop window, but an interception of desire.
Verdict on the key purchases
Purchase
Price
What it gives
Verdict for us
Reroll ×1
◈19
one new card at the moment of a bad draw
Copy this first. It is our ◈6 ↔ ◈119 hole
5,000 coins
◈39
exactly one nation
Copy: a pack tied to a goal, not to a number
2X Shiny Chance
◈199
a variant doubling, declared in the odds panel
Copy the disclosure, not the boost itself
50,000 coins
◈319
one rotating star, immediately
A bridge over the pit. Only works if the pit exists
Auto Reveal
◈499
removes the squad reveal
Sells the juiciest moment in the game. A top rung paid for with emotion
50 refreshes
◈799
×50 aimed attempts
◈16 each against ◈11.2 for a reroll — the price of impatience
◈19. One reroll. The cheapest rung of their ladder — and it sits in the same band where our entire ladder ends.
Six passes, ◈119 minimum. From outside it looks like there is no cheap end. There is — but only inside the game, as consumables from ◈19.
$5,000 per nation. The purchase changes the pool — and therefore the numbers in the odds panel. Shop and disclosure pull in the same direction.
07 / Offers and events
An event on the storefront, a code in the description, a timer in the shop
Three channels that work before entry or immediately after — and two of the three we are not using at all.
Roblox event
«CONSOLE + ??? UPDATE», flagged «Happening now» with a Join Event button, right on the game page. This is platform shelf space: Roblox events surface in the feed and bring traffic nobody has to pay for.
Redeem code
Code: CONSOLE in the description → a «NEW CODE: CONSOLE» banner hangs overhead in game → entering it gives 25 rerolls and 10 refreshes. A return channel and a reason for YouTubers to make a video.
Shop rotation
The coin shelf refreshes every 10 minutes, timer on screen. Scarcity with no sales and no discounts — just a window that closes.
GIF
A live opponent scores. 1–1 at 37:23 — the goal is scored by Mbappé 97 from the opponent's squad. Our 93 Overall side watches. This is their «second mechanic» in its purest form.
The code paid out. «You got 25 rerolls + 10 refreshes!» — fuel for dozens of rolls, handed over in five seconds for one word from the description.
Offer / event
Frequency / window
What it gives
Roblox event «CONSOLE + ??? UPDATE»
running now
a slot in the platform feed + a Join Event button on the storefront
CONSOLE redeem code
once per account
25 rerolls + 10 refreshes
Coin shop rotation
every 10 minutes
4 new stars at $50,000 – $70,000
«WANT 2X REWARDS?»
on every payout
a ◈199 pass offer in the second of joy
Part D · Retention and monetization
What brings players back and what sells
The biggest surprise of the teardown: their game cannot bring anyone back at all. And that does not stop it holding 56 thousand concurrents.
08 / Retention
They have no retention. They have «don't leave»
We went looking for a recipe for the second visit of the day — and did not find one, because there isn't one. No daily reward, no streak, no offline income, no «come back in 8 hours» timer. The entire quest ladder lives inside a single session and dies with it.
Inside the session
Six rungs up to eight hours
+500 (15 min) → +1,000 (30 min) → +10,000 (1 h) → +30,000 (2 h) → +100,000 (4 h) → +300,000 (8 h). Plus rerolls and refreshes on every rung. A full eight-hour session pays 441,500 coins, 365 rerolls, 250 refreshes.
Day 1 / Day 7
Empty
Across 62 minutes not one return mechanism appeared: no dailies, no streak, no offline income, no welcome-back screen, no timer pointing at tomorrow. The only things that survive an exit are the collection and the record. Neither promises anything for tomorrow.
Long term
Collection and cups
1065 cards (45 per session — 4.2 %), 7 cup exclusives at 5 cups each, Captain / Breakout sets for every nation, and two leaderboards. The top of the cups table: 358 cups from 4183 wins — that is hundreds of hours.
The key find
The cup eats their own ladder
At 19:59:50 the «15 minutes» rung had 7:52 left — progress had been running since entry. At 20:42:40, after nearly fifty minutes of continuous play, that same rung read 14:09. Between those two readings the player spent twelve minutes in the cup.
The cup is a separate place, and coming back from it reads to the system as a fresh entry. Thirty-seven minutes of progress, erased. A game that pays 300,000 coins for not leaving throws the player out of the door itself — for going to play its one and only tournament.
19:59:50 — 7:52 left. Progress is running.
20:42:40 — 14:09 left. After 50 minutes of play. The ladder has zeroed.
What this means for our D2
Their retention model cannot be copied — it does not exist. The category leader is solving a different problem than we are: it maximises the length of one session, not the number of sessions.
That removes a false target. We came looking for their recipe for a second visit and found none: which means the absence of a second visit does not stop a game holding 56 thousand concurrents. Our D2 is our problem, not an industry standard we are failing.
And it is our opening. They have an 85.4 % rating and +3.7 favourites per thousand players per hour. We have 91.0 % and 251. We are liked harder. Add their front door and their price ladder to that, and it becomes something nobody in the category has.
What definitely not to do: a ladder that zeroes on exit. It turns a game into a job and punishes curiosity about your own content.
09 / Monetization
Ten rungs where we have nine and a hole in the middle
From outside their ladder looks unreachable: the cheapest pass is ◈119. Inside it turns out the cheap end is covered by consumables from ◈19, and the ladder runs without a single break up to ◈799.
Read it like this: our entire ladder fits inside their bottom two rungs. Our ceiling of ◈129 is their midpoint. The top of their basket (◈799) is six times ours. And between ◈39 and ◈109 we have a hole that they cover with three consecutive SKUs.
Permanent purchases (passes)
Offer
Price
What it gives
2002 World Cup Teams
◈119
the 2002 World Cup squads into the pool. Nostalgia as a product
Custom Kit
◈119
jersey and shorts colours. Pure cosmetics
2X Shiny Chance
◈199
Shiny 4.0 % → 8.0 %, declared in the odds panel
2X Rewards
◈199
×2 coins, rerolls and refreshes
Legend Teams
◈279
legend squads into the pool
Auto Reveal
◈499
skip the squad reveal. Their most expensive SKU
Consumables and boosts
Offer
Price
What it gives
Reroll ×1
◈19
one new card. The impulse rung at the moment of a bad draw
5,000 coins
◈39
exactly one nation unlock
10 / 50 rerolls
◈139 / ◈559
−27 % and −41 % off the unit price
10 / 50 refreshes
◈199 / ◈799
−20 % for volume. 1.43× the price of rerolls
50,000 coins
◈319
one rotating star. +22 % better rate than the ◈39 pack
Not one pack hides its result: the quantity is in the name, the effect is on screen, the odds are in the panel. In the whole game there is not a single offer whose outcome is unknown before payment.
Selling through a padlock. The «MY TEAM» screen: pick a jersey and shorts colour, with some swatches locked. The Custom Kit ◈119 pass is not advertised — it is simply shown.
The pass announces itself. «Shiny — every card -- 2x pass active — 8.0%». There is no Icon row: a refresh pulls only from France 2018, and there is no icon there.
45 / 1065 in an hour. The ceiling is honest and enormous: 4.2 % per session. A separate SHINIES filter — a collection inside the collection.
10 / UI, HUD & UX
An interface that does not lie — and one hole worth the whole game
This is an early beta («THIS GAME IS IN EARLY BETA» sits in the description), yet the basic hygiene beats most shipped titles: resource counters under the buttons, odds one click away, one-gesture onboarding. And alongside it, a structural conflict between the cup and the quests that nobody noticed.
Feedback8/10Legibility9/10Friction5/10
Odds one click away10
The ODDS button is always in the corner
Resource counters9
«16 available» right under the button
Onboarding9
8 prompts, one gesture each
No way to skip a match3
4–5 minutes of watching, no skip button
What is done well
The resource is shown where it is spent: «9 AVAILABLE» is printed under the REFRESH button itself, not in a separate inventory.
Chemistry is drawn, not described: links stretch between compatriots and the Overall recomputes live.
Card colour = row in the odds panel. The language of rarity is learned in one roll.
A SKIP button on the reveal — respect for the time of a player who has already understood.
Russian localisation works on the storefront and in game (the odds panel stayed in English).
Where the friction is
The cup zeroes the quests. Twelve minutes of tournament cost thirty-seven minutes of ladder. The game punishes its own content.
A match cannot be skipped. Four to five minutes watching an auto-simulation without a single button.
The reward ignores the size of the record: a 90 squad paid +115, a 92 squad paid +125. An 8 % difference for incomparable effort.
A leaderboard wall: from 1st to 50th place it runs 114 down to 110. A newcomer on 94 can see no reachable rung.
The best card in a roll can be junk: position taken → «POSITION FILLED» → a 104 Messi seats nowhere. The roll deals what cannot be used.
Duplicates inside one squad: twice in the session a squad assembled with two identical cards of the same footballer. The pool does not check uniqueness.
The 93 OVR cup is visible long before it is meaningful: JOIN CUP glows from minute one, labelled with a requirement that takes an hour to meet.
The gate is written on the button. «MUST HAVE 93 OVR» — from minute one the player knows what the squad is for. An hour-long goal set in a single line.
The opponent is shown in full. Senegal, 87 Overall, all eleven cards. The player sees why they won or lost — the result is readable from the squads before kickoff.
An honest table. It shows not just cups but losses too: 4183W / 1396L for the leader. The scale of the road is visible, not only the summit.
Part E · Pacing and conclusions
Pacing, transfer and verdict
Where the session burns, where it collapses — and what we take out of it.
11 / Pacing and grind pits
Two peaks and two collapses in 62 minutes
The peaks are where new territory opens: the first payout at minute 17 and the cup win at minute 55. The collapses are where the game stops answering effort: the third squad is worse than the second, and the quests zero out at the end.
line — engagement by minutegreen bands — ramp-up (new territory)red bands — pit / frustration
How to read the chart. The X axis is session minutes, from landing on the storefront to being knocked out of the cup. The Y axis is how much there is to do at that moment and how engaged the player is. Green dots are peaks on new territory: the first payout and the first win. Red dots are collapses: at minute 38 a third consecutive squad paid less than the second for the same work; at minute 62 the quest ladder zeroed after the cup. Below the dashed line, quit risk rises.
Three pacing states: growth, pit, frustration
📈 Growth — where it is good
New territory
When: the first payout (minute 17) and the first cup match (minutes 49–55).
Why it works: both moments open a system that did not exist a minute earlier. The cup also demands a pass — 93 OVR — and therefore reads as a reward rather than as the next screen.
⏸ Pit — passive boredom
The squad plateau
When: minutes 31–43. The third and fourth squads in a row.
Why: +134 → +125 → +115 for 6–15 minutes of work each, while the shop asks $50,000 for a star. Income from the loop never approaches the price on the shelf.
📉 Frustration — active pain
The wipe after the cup
When: minute 62, immediately after being knocked out.
Why: the player is punished not for a mistake but for taking part. +25 coins for a lost match and minus 37 minutes of quest progress is a negative reward for the very thing the squad was built for.
The mechanics of the pit: why price outruns income
The loop cannot pay for the shop — and that is deliberate
A squad returns about 120 coins for 6–15 minutes. The first target in the shop — a nation at $5,000 — is already forty squads. A rotating star at $50,000–70,000 is about 580 squads, while the shelf lives for ten minutes.
The gap is closed two ways, and neither is about playing: time (the «4 hours» rung pays 100,000 coins — 833 squads' worth, earned by sitting in the lobby) or money (◈319 for 50,000). That is exactly why their economy does not break under inflation: the in-game currency does not buy rolls, and rolls do not earn the in-game currency at any meaningful rate.
Minute-by-minute pacing map
Time
What happens
State
Why
00–07
Storefront → spawn → first card. Eight prompts in a chain
Growth
The first decision lands 56 seconds after spawn
07–17
Assembling the eleven → reveal → NEW BEST +134
Growth
The peak of the session. And the 2X Rewards offer right there
Wandering the map. «Unlock a Cup Player: 0 / 7, needs 5 cups»
Pit
A goal hundreds of hours away is shown, with zero routes to it now
22–31
Second squad → NEW BEST +125
Growth
The loop is understood and the reward still holds
31–43
Third and fourth squads. +115 for a 90 squad — worse than the last
Frustration
Same work, smaller reward, and the shop is no closer
43–49
94 Overall. The cup gate is cleared. $2,004 in pocket
Growth
The goal set at minute 3 is finally reachable
49–55
Round of 32 → 3–0 over Senegal → +100 coins, +1 reroll
Growth
New territory, drama, public status
55–61
Round of 16 against a live player → 2–2 → golden goal → out, +25 coins
Frustration
The loss is decided by the squad, not by play: five minutes of watching with no right to intervene
61–62
Back in the lobby. The quest ladder has zeroed
Frustration
Punishment for taking part in the game's own tournament
Conclusion and the cure
Against the pit (boredom): the reward must grow with the record. Their 92 and 90 squads pay almost the same — tie the payout to the delta in Overall and the plateau disappears by itself.
Against frustration (pain): a match must pay in the currency the player is saving, and must not compete with your own retention systems. Theirs pays 25 coins and takes 37 minutes.
Do not copy: a ladder that zeroes on exit, and a tournament that is economically irrational. Those are two separate decisions, and both cancel out the best things in the game.
12 / MDA Lens
Mechanics → Dynamics → Aesthetics
Translating «like / dislike» into a language you can write tickets in.
M
Mechanics
Rules: a roll deals a nation + year and four cards; a card seats itself into its own position and only slides along its line; chemistry counts compatriots; a refresh draws from the same nation, a reroll from the whole pool. Quests pay for time in session. The cup opens at 93 OVR.
The key tuning fact: coins do not buy rerolls. Roll fuel comes only from time or Robux.
D
Dynamics
Behaviour: the player does not leave — because leaving zeroes the ladder. The cup is avoided by anyone who does the maths; the cup is the whole point for anyone who does not. The 1065-card collection pulls precisely because 45 an hour is visible progress toward an invisible end.
Peaks: minutes 17 and 55. Collapses: minutes 38 and 62.
A
Aesthetics
Emotion: authorship («I built this squad out of what I was dealt») plus trust («they showed me the odds and did not lie»). The second is rare and worth more than the first.
Transfer the feeling, not the setting: the sense of a fair game comes from the odds panel, not from football. We can take that feeling without touching a single card.
13 / Transfer into a prototype
What we take — and in what order
Not «make something similar», but assemble the load-bearing systems in the right sequence. Every row is tied to one of our pains and to a checkable criterion.
Worth copying
A ◈19 rung at the point of friction. One consumable, sold on the result screen rather than in a shop.
The odds panel. A permanent button, a live computation, an active boost declared in the row.
A draft instead of a hand-out: pick one of four rather than «1 of 3» — but without their hard position lock, which makes the best card in a roll unusable.
The match as a prize for a squad, with the gate written on the button («MUST HAVE 93 OVR»).
A Roblox event on the storefront and a code in the description — two free entry channels.
Packs tied to a goal rather than to a number: ◈39 = «exactly one nation».
Do not copy
Quests that zero on exit. That is a «don't leave» model, and what we need is a second visit.
A match that pays less than idling. 20 coins/min against 417 — and it erases progress on top.
Selling the best moment (Auto Reveal ◈499). A top rung bought by cutting out the emotion is a bad trade over any distance.
A flat reward for a record: 90 and 92 Overall pay almost the same.
A compressed leaderboard: 114 at the top and 110 in fiftieth gives a newcomer no visible rung.
Priority
System
Why we need it
Minimum build
QA criterion
P0
An impulse re-roll at ◈19
Closes the ◈6 ↔ ◈119 hole — our main cross-sell problem
One dev-product «re-roll» as a button on the roll result screen, where the disappointment already is
Share of D0 players making a first purchase; average first-purchase value
P0
The odds panel
Roblox policy requires paid-odds disclosure — and it pays into trust, where we are already ahead (91 % against 85.4 %)
An «Odds» button on the roll screen: tiers, summing to 100 %, with active boosts on their own line
The sum reaches 100 %; the boost line appears when a pass is active
P1
A pack = a goal, not a number
A bridge over the pit: «5,000 coins» means nothing, «exactly one nation» means something
Rename packs into units of the goal and show what is actually being bought
Conversion into packs before / after the rename
P1
The match as a prize with the gate on the button
Our match is a conveyor step. Theirs is a reward for an hour of work, and it holds the goal for that hour
An entry threshold written on the button, and a payout in luck rather than only cash
Share of players reaching the gate; D1 retention among those who reach it
P2
Roblox event + redeem code
Thumbnails give <2 % CTR — this is a second and third entrance that bypasses the thumbnail
An event on the page for the World Cup final on 19.07 + a code in the description granting roll fuel
Traffic from the events feed; share of code activations
P2
A reward that grows with the record
Their plateau at minute 38 is a direct consequence of a flat payout
Tie the payout to the delta in Overall rather than to the fact of a record
Squads per session; session depth past minute 30
14 / Prototype direction
What to build first
Out of everything above, two things carry over first, and both are small: the ◈19 rung and the odds panel. The first closes a hole we have been discussing for six months. The second closes the legal question and doubles as a shop window.
Build order
Day 1A «re-roll» dev-product at ◈19 on the roll result screen. One button, one item, zero new systems
Day 2–3The odds panel: tiers, a sum of 100 %, a line for an active boost. Button permanently on the roll screen
Week 1Rename packs into goals («exactly one nation»). A Roblox event for the final on 19.07 + a code in the description
Week 2A match gate on the button + a payout in luck. A reward that grows with the Overall delta
Hypotheses to test
H1. An impulse re-roll at ◈19, offered at the moment of a bad draw, converts a D0 player into a first purchase more often than any of our current SKUs below ◈39.
H2. The odds panel does not reduce conversion. They hold an 85.4 % rating with the numbers fully open — disclosure does not scare anyone off.
H3. A match with an entry threshold holds the goal longer than a match inside the loop. Measure: share reaching the gate, and their D1.
H4 (the control). Our favourite growth is not borrowed. A control re-pull after the final settles it. If it drops to +200/hour, the whole «we are liked harder» thesis collapses.
Problem
Why it hurts
Minimum fix
How to verify
The ◈39 → ◈109 hole
A player willing to spend 50–100 Robux finds nothing to spend it on
A ◈19 re-roll and a ◈39 «one nation» pack; then a rung around ◈139
Histogram of first purchases by price
Odds are not disclosed
Legal exposure under Roblox policy + we lose on trust, where we are strong
An odds panel on the roll screen
Sum = 100 %; rating does not fall over two weeks
The match is a step, not a goal
Nothing to want for a whole hour; the match does not pay for itself
A threshold on the button + a payout in luck
Share reaching the threshold; their D1
Thumbnails at <2 % CTR
The door is narrow: the leader has ×69 visits at equal favourites
Thumbnail = a screenshot of the interface (as theirs is) + a Roblox event
A/B on the screenshot thumbnail CTR
The content cliff at the top
There is nothing to do after GOAT
Nation sets (their Captain / Breakout) — content built from cards that already exist
Session depth among players with a full collection
15 / Score & Verdict
The category leader — and it is not fighting us with the weapon we feared
We went to look at the second mechanic and at retention. We found: the mechanic exists and it is passive, exactly like ours; the retention does not exist at all. And what they genuinely do better — the door and the till — can be fixed in a week.
7/10
Core Loop
A draft of four instead of «1 of 3». The hard position lock spoils it
8/10
Onboarding
8 prompts in 3.5 min. Minus 17 minutes to the first coin
6/10
Economy
Transparent and unbreakable, but pays for presence rather than play
7/10
UX
Hygiene beats many shipped titles. Cup against quests is a hole
4/10
Retention
Inside a session, a 9. Outside it, zero mechanisms
9/10
Transfer
The price ladder and the odds panel port almost unchanged
B+
Their match is passive — just like ours. The difference is that theirs is a prize for a squad, while ours is a step on a conveyor. Passivity is not our disease; the disease is that our match costs nothing.
Take: the price ladder from ◈19 and the odds panel. Do not take: their retention model — it does not exist. And remember the main thing: with a twentyfold lead in concurrents they are losing to us on absolute favourites and by 5.6 points on rating. Their strength is the entrance. Ours is what happens after it. The entrance is the cheaper thing to fix.
Recommendations
The second mechanic exists, and it is passive: a full knockout cup against real opponents, gated at 93 OVR, paying 20 coins/min against 417 for idling.
Their odds panel is a ready-made model of disclosure under Roblox policy — that is what the wording looks like at the category leader.
Ship first: the ◈19 «re-roll» dev-product on the result screen.
A control re-pull of favourites after the World Cup final is the gate on the whole «we are liked harder» thesis.
Do not build: a quest ladder that zeroes on exit. We would have copied it without looking — the game itself shows how it ends.