iljuventino
League 1
- 12 May 2018
FC26 - ULTRA REALISTIC GAMEPLAY (URG)
Introduction
š§Ŗ Status & Approach
This is the result of relentless work and an incalculable amount of research: URG advances through iterations, cross-testing, and feel-driven validation. The project is still at the beginning: weāre just leaving Alpha, and the first Beta is coming very soon. With your support, Iāll keep innovating and push this simulation as far as possible.šÆ Vision
I donāt want a disguised arcade game. With URG, the goal is clear: recreate, controller in hand, the TV-match sensation ā a game thatās readable, fluid, and credible, where every movement fits into a continuous physical flow (momentum, footing, balance) and where tempo comes from the playerās decisions, not artificial effects.š® Controller Feel
Every action is designed as a continuous chain of movement ā no breaks or āteleportingā:- First touch with perceived weight (cushion, carry, first contact) that conditions what comes next.
- Fluid transitions sprint ā braking ā lateral steps ā re-acceleration, with carried momentum and micro re-balancing timings.
- Passes/shots only trigger when the animation allows it (realistic release windows) for readable timing.
- Smoothed animation blends: the torso opens, the hip follows, the leg whips ā you see and feel the body mechanics.
- Tighter input buffer: the controller responds without cancelling inertia; you steer the tempo.
šāāļø Movement & Physics
Movements are extended, refined, and linked to preserve inter-gesture fluidity: a āheavyā touch slows the sequence, a clean touch opens play. Players turn, slow, and orient through human footwork (scanning, shoulder pivot, weight transfer) ā never instant spins.The ball has tangible mass, inertia, and roll: it lives outside the players, resists abrupt direction changes, and naturally modulates circulation speed, which establishes an organic, readable tempo.
š§¤ā½ļø Goalkeepers & Ball Dynamics
Goalkeepers are no longer robotic: animations are varied and continuous from positioning to push-off, save, and landing. Impacts are perceptible; depending on speed and angle, the ball can be caught, parried, or spilled ā with realistic rebounds, second balls, and double-grabs.The ball is fully detached from players ā no artificial stickiness. Clearances depend on hand orientation, body tension, and balance at contact, enriching the rhythm (pauses, emergencies, turnovers).
š§ Decisions That Matter
No more head-down running. Every direction, touch, and sprint weighs on the action chain: a poorly oriented control closes your next angle; over-accelerating breaks balance and risks losing the ball. Managing inertia becomes a tempo lever: speed up to create, slow down to breathe.š”ļø Contacts & Falls
Contacts are hierarchised by intensity and direction: shoulder, hip, shin, footwork. Losses of balance (off-axis, slides, landings) follow the logic of the previous movement: the greater the momentum, the longer the recovery. The result: readable duels, continuous animation, and a rhythm that tightens or relaxes according to the real impact of collisions.š§ ā±ļø AI & Match Tempo
The AI presses with intention, shuts lanes, re-evaluates based on density, and respects space. It makes micro-hesitations (reading time, late footwork) that affect phase fluidity: built-up strong phases, weaker repositioning phases, and transitions triggered by your choices ā not by visible triggers. Tempo alternates layering, accelerations, and breathing.šŗļø Roadmap
Development continues. Different options will progressively become available so you can customise the gameplay and bring it even closer to your own vision of football, while preserving a 100% simulation core.š¤ Support & Patreon
There will always be a free version of URG. However, given the number of hours invested (daily testing, research, fine-tuning) and the sustained pace of EA updates, maintaining and improving the project represents several hours of work per day.Patreon support helps maintain this level of quality, accelerate iteration, and push the simulation further, while keeping a base thatās accessible to everyone. Thanks for understanding this balance: free to discover, support to move the project forward to its fullest.
INCLUDED IN THE MOD PACK
- Enhanced Extra LOD Graphics (Low, Medium, High, Ultra)
- Broadcasting TV Camera (now independent from gameplay)
GAMEPLAY VIDEO
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