IDC Games

GOALS · 2026-05-26

GOALS explains why it dropped real-world footballers and points directly to one of the genre's biggest problems

For years, major football simulators have turned official licenses into one of their biggest selling points. Playing with real rosters, exact recreations of global superstars, or recognizable clubs has been considered almost mandatory to compete in the market. However, GOALS wants to build its

For years, major football simulators have turned official licenses into one of their biggest selling points. Playing with real rosters, exact recreations of global superstars, or recognizable clubs has been considered almost mandatory to compete in the market. However, GOALS wants to build its identity by rejecting that very idea.

The studio behind the game has published a new development breakdown where Frans, a designer on the project, explains one of the title's most controversial and defining decisions: opting for completely original players instead of using licensed, real-world footballers. The reason, according to the team, is neither financial nor a time constraint, but rather a design philosophy tied to competitive balance and tactical diversity.

The philosophy is simple on paper but ambitious in execution: to prevent every user from building the exact same dominant squads. In traditional football games, certain names quickly become the "meta," causing thousands of teams to look identical. GOALS argues that this diminishes the unique identity of each virtual club and stifles tactical experimentation.

According to the developers, every footballer in GOALS is unique, and the intention is for progression, scouting, and roster building to form an essential part of the experience. The objective is to ensure that two users rarely compete with identical teams.

This concept connects with another core pillar of the project: creating a simulator centered on player skill and decision-making, moving away from both the weight of licenses and overly automated systems. The official website itself insists that matches should be decided by execution and strategy, not by scripts or advantages tied to specific names.

The proposal is particularly striking because it arrives in a landscape dominated by franchises like EA Sports FC or eFootball, where having official leagues and real stars remains a key tool for attracting users. GOALS seems to be taking the opposite risk: sacrificing initial appeal among fans who want to play with their idols in exchange for long-term design freedom.

It is no minor gamble. Part of the community is already debating this exact point. Some players value the opportunity to escape cloned squads and superstar-dominated economies, while others find it difficult to emotionally connect with fictional footballers. This discussion is appearing even among users who have tested early versions of the game.

Controversy aside, the approach aligns perfectly with the identity GOALS has championed since its announcement: a competitive free-to-play title with Esports ecosystem aspirations, built around fast-paced gameplay, responsive controls, and tactical depth rather than broadcast-style fidelity. The project recently entered open beta and continues to position itself as one of the most unique challengers to the historical dominance of traditional football simulators.

The great unknown is whether players are ready to accept something that seemed unthinkable just a few years ago: a football game where Mbappé, Haaland, or Bellingham do not exist, but where your unknown striker ends up becoming a legend shaped entirely by your choices.

Because that is the idea GOALS emphasizes time and again: no identical squads, no untouchable stars, and no excuses. Just football.

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