FC26 - ULTRA REALISTIC GAMEPLAY (URG)
Introduction
🧪 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: 
we’re just leaving Alpha, and the 
first Beta is coming very soon. 
With your support, I’ll 
keep innovating and 
push this simulation as far as possible.
🎯 Vision
I don’t want a disguised arcade game. With URG, the goal is clear: 
recreate, controller in hand, the TV-match sensation — a game that’s 
readable, fluid, and credible, where every movement fits into a continuous physical flow (momentum, footing, balance) and where 
tempo comes from the player’s decisions, not artificial effects.
🎮 Controller Feel
Every action is designed as a 
continuous chain of movement — no breaks or “teleporting”:
- First touch with perceived weight (cushion, carry, first contact) that conditions what comes next.
- Fluid transitions sprint → braking → lateral steps → 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 — you see and feel the body mechanics.
- Tighter input buffer: the controller responds without cancelling inertia; you steer the tempo.
🏃♂️ Movement & Physics
Movements are 
extended, refined, and linked to preserve 
inter-gesture fluidity: a “heavy” touch slows the sequence, a clean touch opens play. Players turn, slow, and orient through 
human footwork (scanning, shoulder pivot, weight transfer) — 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.
🧤⚽️ 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 — with realistic rebounds, second balls, and double-grabs.
The ball is 
fully detached from players — no artificial stickiness. Clearances depend on 
hand orientation, 
body tension, and 
balance at contact, enriching the 
rhythm (pauses, emergencies, turnovers).
🧭 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.
🛡️ 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.
🧠⏱️ 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 — not by visible triggers. Tempo alternates 
layering, accelerations, and breathing.
🗺️ 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.
🤝 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 that’s 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