Build A Soccer Squad! [CONSOLE] · Teardown & Clone Reference
Bloxheed · Roblox · Teardown & Clone Reference · July 2026

Build A Soccer Squad! [CONSOLE]

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 rung Take: the odds panel Take: the match as a prize, not a step Take: a Roblox event on the storefront Do not copy: quests that die on exit Do not copy: a match cheaper than idling Caveat: 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.

MetricBuild A Soccer Squad [CONSOLE]Grow a Soccer Club (us)Gap
Concurrent players56,4832,792×20.2
Visits75,215,3221,085,440×69.3
Favourites70,56571,561us +996
Rating85.39 %90.96 %us +5.6
Players per server2512×2.1
Launched03.06.202615.06.2026−12 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 Roblox game page: 85% rating, 55.8K playing, a thumbnail carousel showing the real squad-building interface
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.
The PER-REVEAL ODDS panel: Icon 0.36%, Neon 2.7%, Platinum 12%, Gold 35%, Silver 50%
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.
The QUESTS screen: six rungs from 15 minutes to 8 hours, with the line Progress resets when you leave
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».

Clarity 9/10Decision depth 6/10Juice 8/10
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
GIFThe build screen: candidate cards on the left, the 4-3-3 grid on the right, Overall 92 in the header
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.)
GIFThe squad reveal: cards flip one by one, chemistry links light up between them, a SKIP button sits below
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.

An empty 4-3-3 grid with the prompt Click ROLL to roll a player, the ROLL button highlighted green
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: candidates from France 2026 on the left, the filling grid on the right, prompt Watch for Special cards
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.

Engagement 8/10Pace 9/10
Spawn: a NEW CODE CONSOLE banner, the Build Your Squad button in the centre, eight buttons around the edges
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 NEW BEST screen: +2 Chemistry, 10 New Players, +134 Coins, with NEW GAME, EXIT and WANT 2X REWARDS buttons
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.

Engagement 9/10Pace 8/10
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).

Frustration mediumPace 4/10
The coin shop: four featured stars at 50-70 thousand coins and a refresh timer reading 0:10:09
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

GIFGolden goal in the round of 16: 2-2 at 90:00, then Neymar scores and TOUGH LOSS appears
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.

Drama 9/10Economy 1/10
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

SystemConditionReward
Captain setscollect all 11 players of a nationa chance at that nation's Captain card on every roll
Breakout setscomplete a breakout player's teama chance at the Breakout card on every roll
Cup players5 cups each · 0 / 7 collectedan exclusive that cannot be rolled
Overall leaderboardceiling 114 · 50th place is 110public status. From zero to 94 in one session
Cups Won leaderboarda separate table · shows W / Lstatus for those who play the cup
The REWARDS screen: 11-slot sets for Brazil 2026 and England 2026, progress 0/11
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 Overall leaderboard: places 1 to 10 range from 114 down to 111
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.

Depth 7/10Transparency 10/10«Played → earned» link 2/10

Income sources

SourceTypeWhat it gives
Quests for time in sessionpassive+500 → +300,000
NEW BEST — a new squad recordactive+134 · +125 · +115
Cup match winactive+100 and +1 reroll
Cup match lossactive+25 and +0
CONSOLE redeem codeone-off25 rerolls + 10 refreshes
Robux purchasepayment◈39 → 5,000 · ◈319 → 50,000

Sinks (where it drains)

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

CurrencyWhat it buysObserved in play
Coins ($)nations ($5,000) and rotating stars ($50,000–70,000)$0 → $134 → $634 → $2,004 → $2,129
Robux (◈)passes, rerolls, refreshes, coin packs◈19 · ◈39 · ◈119 · ◈139 · ◈199 · ◈279 · ◈319 · ◈499 · ◈559 · ◈799
Rerollsreplace a card in a slot25 from the code · +5 per 15 min · +1 per win
Refreshesnew players from the same nation and year10 from the code · counter «16 available» → «9 available»
Cupsexclusive cup players5 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

A Silver card: 82 LB Acuña, Argentina, white card
Silver · Acuña 82
50 % per card
A white card. Half of every roll is this.
A Gold card: 89 ST Lukaku, Belgium, gold card
Gold · Lukaku 89
35 % per card
Gold. The workhorse of any squad.
A Platinum card: 91 ST Drogba, Ivory Coast, light blue card
Platinum · Drogba 91
12 % per card
Light blue. Where a 90+ squad starts.
A Neon card: 96 LM James, Colombia, black card with a bright green border
Neon · James 96
2.7 % per card
Black with a neon-green border. Visible across the whole screen.
An Icon card: 104 CM Messi, Argentina, pink number and rainbow border, with a POSITION FILLED strip across it
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.
A Shiny card: 94 CM Mac Allister, a light blue Platinum card with a rainbow border
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 pass ROLL / REROLL · 2X Shiny owned REFRESH · 🇫🇷 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
ItemEffectPricePer unit
Reroll — ×1a new card in the slot◈19◈19.0
5,000 coins= exactly one nation◈39128 coins / ◈
10 rerolls×10◈139◈13.9
10 refreshes×10◈199◈19.9
50,000 coins= one rotating star◈319157 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
NationShelf cardPrice
Canada 2026Davies 90 · LB$5,000
Morocco 2026Hakimi 92 · RB$5,000
Japan 2026Mitoma 90 · LW$5,000
Belgium 2026De 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
CardNation and yearPrice
Suárez 102 · CTUruguay 2014$50,000
Messi 104 · CMArgentina 2014$70,000
Salah 100 · PMEgypt 2018$60,000
Vinícius 102 · LWBrazil 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
PassWhat it givesPriceWhere it is sold
2002 World Cup Teamsthe 2002 squads into the pool◈119shop
Custom Kitkit colours◈119the «MY TEAM» screen — on a padlock beside the colour swatches
2X Shiny ChanceShiny 4.0 % → 8.0 %◈199shop
2X Rewards×2 coins and quests◈199the «WANT 2X REWARDS?» button on the NEW BEST and QUESTS screens
Legend Teamslegends into the pool◈279shop
Auto Revealskip the reveal◈499the «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

PurchasePriceWhat it givesVerdict for us
Reroll ×1◈19one new card at the moment of a bad drawCopy this first. It is our ◈6 ↔ ◈119 hole
5,000 coins◈39exactly one nationCopy: a pack tied to a goal, not to a number
2X Shiny Chance◈199a variant doubling, declared in the odds panelCopy the disclosure, not the boost itself
50,000 coins◈319one rotating star, immediatelyA bridge over the pit. Only works if the pit exists
Auto Reveal◈499removes the squad revealSells 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
A Roblox purchase dialog: the item Reroll for 19 Robux
◈19. One reroll. The cheapest rung of their ladder — and it sits in the same band where our entire ladder ends.
The Roblox Store shelf: six passes from 119 to 499 Robux
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.
The coin shop: unlocking Canada, Morocco, Japan and Belgium for 5000 coins each
$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.

GIFRound of 16: the opponent equalises, an MBAPPE SCORED banner appears
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.
Entering the console redeem code: the message You got 25 rerolls + 10 refreshes
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 / eventFrequency / windowWhat it gives
Roblox event «CONSOLE + ??? UPDATE»running nowa slot in the platform feed + a Join Event button on the storefront
CONSOLE redeem codeonce per account25 rerolls + 10 refreshes
Coin shop rotationevery 10 minutes4 new stars at $50,000 – $70,000
«WANT 2X REWARDS?»on every payouta ◈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.

Quests at 19:59: the 15-minute rung has 7:52 left
19:59:50 — 7:52 left. Progress is running.
Quests at 20:42 after the cup: the 15-minute rung has 14:09 left
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.

Fairness 9/10Transparency 10/10Pressure moderate

Their ladder against ours

Build A Soccer Squad [CONSOLE]Grow a Soccer Club (us)
6 – 39◈19 reroll · ◈39 5,000 coins◈6 · ◈10 · ◈13 · ◈20 · ◈39 — our entire ladder lives here
40 – 108empty
109 – 139◈119 2002 WC · ◈119 Custom Kit · ◈139 10 rerolls◈109 · ◈119 · ◈129 — and here it ends
140 – 330◈199 2X Shiny · ◈199 2X Rewards · ◈199 10 refreshes · ◈279 Legend Teams · ◈319 50,000 coinsempty
490 – 799◈499 Auto Reveal · ◈559 50 rerolls · ◈799 50 refreshesempty

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)

OfferPriceWhat it gives
2002 World Cup Teams◈119the 2002 World Cup squads into the pool. Nostalgia as a product
Custom Kit◈119jersey and shorts colours. Pure cosmetics
2X Shiny Chance◈199Shiny 4.0 % → 8.0 %, declared in the odds panel
2X Rewards◈199×2 coins, rerolls and refreshes
Legend Teams◈279legend squads into the pool
Auto Reveal◈499skip the squad reveal. Their most expensive SKU

Consumables and boosts

OfferPriceWhat it gives
Reroll ×1◈19one new card. The impulse rung at the moment of a bad draw
5,000 coins◈39exactly 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◈319one 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.

The MY TEAM screen in the cup: a 93 Overall squad and a kit colour palette, some swatches padlocked
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 odds panel on the REFRESH tab: Shiny 8.0% labelled 2x pass active
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.
The collection: 45 of 1065 cards collected, with a SHINIES toggle
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.

Feedback 8/10Legibility 9/10Friction 5/10
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.
Spawn: the JOIN CUP button labelled MUST HAVE 93 OVR
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's squad: Senegal, 87 Overall, all eleven cards
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.
The Cups Won table: first place holds 358 cups from 4183 wins and 1396 losses
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.

high mid low ↑ engagement / «something to do» boredom threshold → quit risk 01731 4962 min NEW BEST +134 · 17m 3-0 win · 55m 3rd squad worse than 2nd · 38m quests zeroed · 62m
line — engagement by minute green 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

shop targets → price: $5,000 → $70,000 squad income: ~120 / 10 min gap = lobby time or ◈319 start: a nation at $5,000 Messi: $70,000

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

TimeWhat happensStateWhy
00–07Storefront → spawn → first card. Eight prompts in a chainGrowthThe first decision lands 56 seconds after spawn
07–17Assembling the eleven → reveal → NEW BEST +134GrowthThe peak of the session. And the 2X Rewards offer right there
17–20Collection, sets, quests, redeem code: +25 rerollsGrowthFour new systems in three minutes
20–22Wandering the map. «Unlock a Cup Player: 0 / 7, needs 5 cups»PitA goal hundreds of hours away is shown, with zero routes to it now
22–31Second squad → NEW BEST +125GrowthThe loop is understood and the reward still holds
31–43Third and fourth squads. +115 for a 90 squad — worse than the lastFrustrationSame work, smaller reward, and the shop is no closer
43–4994 Overall. The cup gate is cleared. $2,004 in pocketGrowthThe goal set at minute 3 is finally reachable
49–55Round of 32 → 3–0 over Senegal → +100 coins, +1 rerollGrowthNew territory, drama, public status
55–61Round of 16 against a live player → 2–2 → golden goal → out, +25 coinsFrustrationThe loss is decided by the squad, not by play: five minutes of watching with no right to intervene
61–62Back in the lobby. The quest ladder has zeroedFrustrationPunishment 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.
PrioritySystemWhy we need itMinimum buildQA criterion
P0An impulse re-roll at ◈19Closes the ◈6 ↔ ◈119 hole — our main cross-sell problemOne dev-product «re-roll» as a button on the roll result screen, where the disappointment already isShare of D0 players making a first purchase; average first-purchase value
P0The odds panelRoblox 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 lineThe sum reaches 100 %; the boost line appears when a pass is active
P1A pack = a goal, not a numberA bridge over the pit: «5,000 coins» means nothing, «exactly one nation» means somethingRename packs into units of the goal and show what is actually being boughtConversion into packs before / after the rename
P1The match as a prize with the gate on the buttonOur match is a conveyor step. Theirs is a reward for an hour of work, and it holds the goal for that hourAn entry threshold written on the button, and a payout in luck rather than only cashShare of players reaching the gate; D1 retention among those who reach it
P2Roblox event + redeem codeThumbnails give <2 % CTR — this is a second and third entrance that bypasses the thumbnailAn event on the page for the World Cup final on 19.07 + a code in the description granting roll fuelTraffic from the events feed; share of code activations
P2A reward that grows with the recordTheir plateau at minute 38 is a direct consequence of a flat payoutTie the payout to the delta in Overall rather than to the fact of a recordSquads 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.
ProblemWhy it hurtsMinimum fixHow to verify
The ◈39 → ◈109 holeA player willing to spend 50–100 Robux finds nothing to spend it onA ◈19 re-roll and a ◈39 «one nation» pack; then a rung around ◈139Histogram of first purchases by price
Odds are not disclosedLegal exposure under Roblox policy + we lose on trust, where we are strongAn odds panel on the roll screenSum = 100 %; rating does not fall over two weeks
The match is a step, not a goalNothing to want for a whole hour; the match does not pay for itselfA threshold on the button + a payout in luckShare reaching the threshold; their D1
Thumbnails at <2 % CTRThe door is narrow: the leader has ×69 visits at equal favouritesThumbnail = a screenshot of the interface (as theirs is) + a Roblox eventA/B on the screenshot thumbnail CTR
The content cliff at the topThere is nothing to do after GOATNation sets (their Captain / Breakout) — content built from cards that already existSession 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.