What's new in PandaFoot
The version you play is on the title screen and in the dashboard's corner. Each version below says what changed for whoever plays it; how it was built is in PLAN_PANDAFOOT.md.
2.3 — The stronger side wins, and the squad grows (2026-10-30)
What a beta player found: a team of 27 in the 4th won its division and the cup in the first year, and the starting players never got better.
- Strength counts more. A side's strength now counts whole in a match (it counted squeezed). A home side four points stronger or more wins about three matches in four, where it won two in three; one four points weaker or more wins about one in five. Goals and draws hardly change.
- Home counts less. A full ground lifts the home side by a tenth at most, where it lifted it by a third: more than the difference between two divisions. In the cup, where the lower division plays at home, a club one division below goes through about two ties in five, where it went through one in two. The cup is mostly the 1st division's again; an upset is still possible.
- The starting squad grows. A starter weaker than the eleven needs a lower mean to grow at the month's end: 0.1 lower for each point under the eleven's mean, never under 6. In the 4th, a starter well under the eleven grew about 2 points in six seasons; he now grows about 4 or 5.
- The reserves train twice as much: a point one month in five, where it was one in ten, and more with the training center (nearly half the months at level 5).
- A game saved in 2.2 goes on with these rules.
2.2 — The market, the ratings and the club (2026-10-26)
What the beta's players asked for, the second time:
- A market that works, as in Elifoot 2. A player's worth doubles every 4 of strength: a 20 is worth about $100.000, a 30 about $600.000, a 45 about $8M. A small club can buy, and selling your weak players makes money to buy better ones. Selling (F6, S), you set the asking price (50% to 150% of his worth): cheaper, more clubs bid. Any club he would play for may bid, and a reserve takes a lower division more easily: he wants to play.
- The list has players of every level, strong ones too. The computer's clubs list their regulars, not only their reserves. A club of the 2nd division or below whose best player has outgrown it sells him to the big clubs, and now and then a club lets one of its stars go, dear: in the 1st and the 2nd there is someone to buy, and money to buy him with. New free agents come every season, and a strong one wants a club of his level: to bring him to a small club, pay him well.
- Ratings of 3 to 10 for every player in every match: the man of the match is the best of them, and [R] on the results shows your match's. The squad (F3) shows the matches, the season's mean and who went up or down in the month (▲▼).
- Players grow during the season. At each month's end, a mean of 7 or more makes a player a point stronger, and 5 or less a point weaker. The papers say who.
- The reserves train with the eleven. Who hardly played in the month and is weaker than the eleven may grow a point at the month's end: one month in ten, and one in twenty more for each level of the training center (a third of the months at level 5). Never past the eleven, and one who grew in training does not lose the point a reserve of more than 30 loses at the season's end.
- A training center and a youth academy (F5), levels 1 to 5. Training makes the reserves grow, the regulars too, and everyone rest more; the academy brings one or two youths every season, the better the higher it is. A third at once, the rest in seven months, and a cost a month.
- The season's prizes: each division's top scorer and best player (the best mean, ten matches at least) win their club money, shine in gold (✪ ✦) and are worth a third more the next season. Each division's champion and runner-up win a prize too. The season's end shows them all.
- F4, Players: every player of the world on one screen, by strength, goals, rating, matches or worth, by position and division. Enter bids for him.
- In the live round, click a match to put it in front; F3 (or "The teams") shows both elevens with each one's rating so far, the round waiting under it.
- The managers' ranking (F8) has the points, titles, cups, ups, downs and sackings, and Enter shows the whole career: each club, the seasons there and how it ended (sacked, left for another club, still there).
- The board is pleased by good work: a win +4, a draw +1, a defeat −3, and the cup counts too. The dashboard shows its patience as a number. A manager winning half his matches saw the bar only go down.
- Each club's first keeper is among its eleven best (the positions were drawn, and one club in four had its two keepers among its weakest).
- The ground says what stops it growing: at 60% of health or less it cannot, and now the dashboard warns before and the finances say what to do (Maintenance).
- A game saved by 2.1 goes on in 2.2.
2.1 — The beta (2026-10-24)
- PandaFoot is in beta. The version says so on the title and in the dashboard's corner.
- Report a bug or suggest, from any screen. The [!] in the top-right corner of every screen, or F9, opens the report panel over the game, which stands still until you close it: a bug, a suggestion or something else, a few words, and Send. It goes with where you were (the screen, the option the cursor was on, the round, your club) and, if you leave "Attach my game" on, your game itself, so it can be played again just as it was. Without a connection it waits and goes later, by itself. Every report is read, and what it changes comes here.
What the first players of the beta asked for:
- Your club is drawn, as in Elifoot: each manager is given a small club of the 4th division at random.
- More money to start with (about three times as much), and ground works a small club can pay for: a thousand more seats (a quarter more for a bigger ground), priced by the division, a third at once and the rest in seven months. When the money is short, the finances screen says so.
- More shots and goals: about 24 shots and 3 goals a match, as a match has.
- Penalties in the match, now and then, and you choose who takes them (Tactics, F2); in a cup's shootout he takes the first.
- A bad run ends. Your regulars come back to the eleven as soon as an injury or a ban is over (the stand-ins used to keep their places for good, which is why a team that lost kept losing), and when the formation has fewer places, the weakest leaves. A match tires a player less and a week rests him more, a defeat hurts the morale less than a win lifts it, and morale comes back towards normal. The dashboard warns when the eleven is tired.
- The round being played is on the live round's screen (round 5/18), and TAB goes through the four divisions there, as it does on the table and the results.
- A player's goals of his whole career in the squad (F3), beside the season's.
- Bid for any player of a computer's club: on its squad (F7, Enter on the club), B; he goes up for auction and the other clubs may bid too, for three rounds.
- Offers in the middle of the season: a manager at the top of a division, or well above what the board expects, is offered a club of the division above after the 9th round, not only at the season's end.
2.0 — The club (2026-10-23)
- Four divisions of ten clubs. 40 clubs, home and away, two up and two down each season. A new manager starts at a small club of the 4th division.
- A career. The board expects a place of its club and loses its patience with a bad run or a broken purse: a manager can be sacked. Good seasons bring offers from bigger clubs; a sacked manager may get an offer from another, or end the career.
- The transfer market, as an auction (F6). Players put on the list by their clubs and by the managers; bids rise in turns between the managers and the computer's clubs. Free agents for a fee, payment in instalments (I on a bid), and loans to the season's end. S puts a player of yours on the list.
- Players who grow. A season of playing, and playing well, makes a player stronger; one left out for long loses a little. A season of goals makes a forward a Star, and the crowd comes to see him. The squad and the dashboard mark a club's three best.
- The ground. Seats grown by works that take months, and the ground's health, which a club must keep.
- The crisis. A club deep in the red cannot buy and its players lose morale; deeper, six points off and its best player sold; bankrupt, it ends its division last and goes down.
- The history (F8). Who won each division and each cup, the managers' ranking, the top scorers of each season and of all time.
- The Panda Cup and the Supercup. A knock-out cup of the four divisions, drawn on screen before each round (the club of the lower division at home), and the Supercup between the champion and the cup's winner.
- The version and this page. The version on the title and the dashboard, and "What's new" on the title opens this page.
A game saved by version 1 cannot be continued by version 2: start a new game.
1.2 — A second evening (2026-10-23)
- The season ends: after the last round, a look at the table and back no longer played the last match again and again.
- No two players of the world share a name (a Bambuzinho played for three clubs), and there are twice as many nicknames.
- The crowd varies with the day (the weather, the traffic), and the finances say about how many would come.
- A match shows its shots, how many were on target, the ball and who is pressing; the results, the shots of your match.
- The table is a menu: Enter on a club shows its squad.
1.1 — What the first players found (2026-10-23)
- A second yellow is a red; the injured are carried off and a substitute comes on, three a match; a manager makes substitutions in a pause (Space, then F1).
- Playing tires and resting rests; a tired player plays worse. A manager's eleven is kept.
- A defensive style makes fewer chances at both ends; home matters, and so does the crowd.
- A dear ticket keeps people away; the live round and the results show the crowd.
- The dashboard shows the eleven and the bench; the results every scorer; the table the top scorers.
- A new game no longer keeps the managers of the game before it (the game seemed to freeze after three seasons).
1.0 — The first PandaFoot (2026-10-22)
- One league of ten clubs, home and away, for one manager or two to four taking turns at one machine.
- A world made from its number: the same number, the same clubs and players, and a genius hidden in a small club.
- The dashboard, the squad (F3), the line-up (F1), the tactics (F2), the table (F7), the finances (F5).
- The live round: five matches in the same minute, at 1x to 16x, the table moving with each goal.
- In English, Portuguese and Spanish; three save slots.