About

Sociable Soccer is a game made by Tower Studios and Combo-Breaker, to be released on Steam Early Access for PC on the 12th of October.

Mobile (iOS & Android) and console versions for PS4 and Xbox One will follow later. Release dates to be announced.

For questions contact our community manager at Gustav (at) Combo-Breaker dot com

If you have a request for a version for preview or review use https://www.keymailer.co/g/games/46593

72 Replies to “About”

  1. I’ve already seen some gameplay videos and I’m aching to get the game! I have only a handful of questions right now:

    1. Any news on the Android version?
    2. Any chance for legendary teams, or one or more team of legends (like the Classic XI in FIFA, you know what I mean?)?
    3. When is the editor coming, and what will we be able to do in it? I don’t really mind if it’s not as complete as PES because the generic badges aren’t bad at all; I’d only feel miffed if it turned out half-assed.
    4. Is there going to be a Portuguese language option?
    5. How is animation work going? I know the game will still be top-down as it should, and SS is more about the action than looking like a TV broadcast, but being made in 3D, from what I saw in the videos, I think some stuff deserves more work, like keeper reactions and goal celebrations – and even the opposite, the team that conceded a goal or lost a match should look disappointed. Just a few pointers.

    Anyway, I guess I’ll wait for the full game to see it all for myself. I’m a sucker for large football games like this (like I was for SWOS) and I’ve already wishlisted “SocSoc” on Steam. So, kudos to you guys, all the way!

    1. Hi Andy,

      Sorry for the late answers.
      1. Work is ongoing on the android version, it will be out during the first part of 2018 we believe.
      2. We have tons of legendary squads in there. When we have time we will hopefully make them all playable.
      3. The first version of the editor will basically be name editing for teams and players. There are so many priorities before this but when we have it as a priority it will get the same focus as everything else.
      4. Most probably yes. Still need to finish the game in english.
      5. The animations need work, and for that we need an animation specialist. We hope to add that position to the team starting next year.

      Thanks for all your questions. They will be largely discussed when gameplay is more finished.

      Cheers

    1. One of the first to buy, can’t play as yet, joypad doesn’t work, looks good though, disappointed there’s no option to play with one button as promised, hope this will follow soon.

      1. Hi Andy, the one-button does all will be an add-on to the current scheme of controls, if it happens. Jon is not very found of it, but we have to have it for mobile so I guess we will have it for the other platforms too so that users play with the same conditions. Jon has last word on this. There’s a fix coming for controllers, because our game is only reacting to the controller which is 0 on Steam Settings/Controllers. If you take away other controllers setup in Steam and only use one, it should work as temporary solution.

        Cheers

      1. Thank you very much for your answer. Damage, that I have to wait. Do you know when you will decide to support linux? I would love to buy sociable soccer Early access (perhaps it works under Wine/Codeweavers Crossover and so is useful even before a native linux port?) but linux support would be very important for me. Just as you say you defintely support Linux, I will buy the game, even if I have to wait some time for the release!!!

  2. Hi, I just read on http://steamcommunity.com/app/636690/discussions/0/1471967615871871585/ a comment from the Sociable Soccer staff:

    “Hi! We haven’t taken a decision about the VR version yet. I’ll get back to you when I know.”

    I was told here in the sociablesoccer.com/about section the following:

    “The VR version is an addon to the normal game. It is not a version which we put our main focus on. It just happened to be easy to implement for our devs. The VR game is developed to be played with a bluetooth controller just like the PC and console versions so there are no disadvantages.”

    This answer came on my question how it will perform on Gear VR because I read a review about Sociable Soccer on Gear VR.

    Last month I bought a Gear VR kit especially for playing Sociable Soccer when it comes out. I really thought it would become awesome on VR. I am really surprised that there was now mentioned that there still has to be made a decision about the VR version. I feel misleaded and really thought there would come a VR version because of that you told me on this site.

      1. Ah…that explains a lot. Was worried already 😉 You write about PSVR , but you also mean GearVR right? Because that was confirmed earlier to me in this /about section. Really hope so.

          1. That’s good to hear. I am really looking forward to play it on the Gear VR. If you need more testers for the Gear VR version, then please send me a mail and I would be very glad to help.

  3. Just watched the latest video again at half speed, what an option that would be.
    No one, and I mean no one, would need to buy any other Soccer game. 🙂

  4. Hi
    I work for the French blog VR4player.fr and
    I would like to do an article on your next title. But i need to know if sociable soccer will be officially compatible with the PSVR ?
    Have a great day
    Cyril Thevenot
    Vr4player.fr

  5. Hi! Is there any chance for a PS3 version? Well, I’m not a programmer and so I do not know if the PS3 supports “unity engine”…

    My PS3 is Superslim- so unlike my Rasperry PI- no Commodore Amiga emulation.

  6. Hi, how will be the performance on Samsung Gear VR? Will it be really good? I read a review about Sociable Soccer on Gear VR that someone tested it but that there were still some issues. However that was already some time ago. Will it be perfectly working upon released?

    And can it be played well on the Gear VR or does someone playing on Gear VR have a disadvantage in terms of chances of winning against someone playing on the pc, because it is more difficult to control on Gear VR?

    Last question…it will be also possible to play on tablet? So pc, tablet, mobile and Gear VR? Looking forward hearing from you!

    1. Hi Eensie,
      The VR version is an addon to the normal game. It is not a version which we put our main focus on. It just happened to be easy to implement for our devs. The VR game is developed to be played with a bluetooth controller just like the PC and console versions so there are no disadvantages. All the versions are compatible in network multiplayer as long as the different platforms allow it. That is not up to us to decide, but it works in development.

      1. That’s very good to hear. Really looking forward to the VR edition. Will it be only released for the Samsung Gear VR or is it also playable on Google Daydream?

  7. please add possibility to change tactics when pausing during play and an aided&improved movement of player towards the one having the ball, on mobile devices this is a great issue except for the slow-paced soccer games (which play awful BTW)

      1. Hi Antonio. There will be an option to play with only one button and on mobile this will be the only (touch) way unless you play with a Bluetooth or USB-C controller.

        1. thats great! another thing: can you please scale down players? in the vids they are so big compared to the field…

          1. That’s up to our game designer and artists to decide. I trust them, and that’s not the final model either. In Jon’s old games the proportions were not always correct either, but let’s see how it pans out 😉

  8. Hi, I really loved Sensible Soccer. Therefore I am looking forward very much to the release of Sociable Soccer. I also read that the clubs will include some classic players which can be unlocked.

    My favourite club is Feyenoord. Of course everyone knows the legendary player Henrik Larsson but will those cult figures be also included? Those are by far the most popular Feyenoord players of the last decade and are all cult figures.

    Ulrich van Gobbel: more than 220 matches for Feyenoord. And one of the fastest players the Dutch competition ever had. Also a very tough defender.
    Regi Blinker: also superfast and played 238 matches for Feyenoord. Famous for his rushes and his long dreadlocks.
    Mike Obiku: supersub striker. Extremely strong, fast and muscled. Always laughing.
    Joszef Kiprich: still one of the biggest cult figures. Scored a lot for Feyenoord and called him the sorcerer of Tatabanya.
    Gaston Taument: also a very fast winger famous for his long hair.
    Henk Fraser: one of the toughest defender ever in the Dutch competition.
    Chris Gyan: one of the smallest defenders in the Dutch competition which played superb during the 2002 win of the UEFA cup. Despite his short length famous for easily out jumping Jan Koller of Dortmund during the final.

    Those are on of the most famous cult figures ever for Feyenoord. Is there a possibility to include them in the game? Hope this feedback comes in handy! Thanks in advance!

    1. Hi Eensie! Thanks for supporting us! We will have more than 30 Feyenoord legends to unlock.

      Including… (players related to the following players *blink blink*)

      Coen Moulijn
      Wim Van Hanegem
      Ove Kindvall
      Wim Jansen
      Rinus Israel
      Eddy Pieters Graafland
      Wim Rijsbergen
      Ben Wijnstekers
      Taument
      Fraser
      van Gobbel

      Hope that makes you happy 🙂

      1. Hi Gustav,

        Wow you mention some pretty awesome Feyenoord legends. Really cool! Do you know if Regi Blinker and Mike Obiku are also on the list :)? They were also in the old Sensible Soccer game 🙂 I am really curious of which players the full list consists but I understand I have to wait some more time.

        And not Feyenoord related…but will the legendary Argentinian players Claudio Caniggia and Diego Maradona also be included in the game?

        Can’t wait to start playing the game. Do you already know in which month the game will be released?

        Thanks a lot and keep up the good work!

        Greets Eensie

  9. I would like to see a match played with a similar side view camera as from PES/FIFA (higher than the side cam shown on replays)

    Concerning the game physics I think it’s worth consideration to look what for example another similar type arcade sports game NHL Hitz Pro did. That game included many dozen sliders for physics and A.I behaviour. They even have a slider for ‘puck retention’, which is less evidently remarkable in terms of how it affects the game compared to swos/kick-off/sociable soccer. I brought this retention setting up, because that’s something I would like to see experimented on. Swos had players with the C attribute marking that those players had more control of the ball than those that didn’t, in kick-off all players had less control (iirc), in videos from sociable soccer players seem to have a good control of the ball.

    Anyway, if Sociable Soccer went the NHL Hitz -like route, people could discover some of the physic settings themselves, like in the simulation games. For the online games the solution could be that you could then also pick up from couple different pre-defined settings to play matches on. Here is a relevant post describing the vast amount of NHL Hitz slider settings slider by slider http://z15.invisionfree.com/NHL04Rebuilt/index.php?showtopic=1387&st=15&#entry22151937

    Considering a scenario where a Sociable soccer sub-community focusing on the possible slower and more ‘realistic’ sliders (from above paragraph) would end up being competitive online with tournaments etc. In this scenario the player control features would become also relevant. Control settings like having the 1 ) manual control, player changes automatically on ball possession and air balls, manually without the ball. 2) Locking your player to one position for the full game. 3) ‘Fixed’ player control option from PES (this type of fixed lacks in FIFA). Fixed position I mean here is such that you only switch the player when you initiate a switch player trigger (eg. pressing a button, or in one button setup maybe some double click?). In the latests PES’s you could even change the player while dribbling, giving the ball possessors control to AI, and then make a run with a ball without a ball. Although this Sociable soccer seem fast paced, a feature like this would allow more strategy and possibilities.

    Competitive online game:

    There are good examples especially in the recent fifa and nhl games. The nhl 2014/2015, also hearthstone (maybe nhl 16 has it too?) style ranked game mode where you start with the lowest rank and rank up the more you play, and eventually get stuck at some ranks as you gain or lose points depending how well you play. You are matched up with other players around the same rank (if available) randomly. Micro-transactions -wise the FUT concept seems appealing. Competitive players and the fantasy team builders uniting to the same place. The integrated card game with Sociable Soccer style caricatures in cards sounds like potential.

    If one goes the route without giving user the optional settings for things like game speed, camera zoom, some game physics perhaps and other things, then there is just the larger margin for not satisfying the wide range of preferences the players wish.

    1. Hi, this is Jouni, the lead gameplay programmer commenting. 🙂

      The approach we’re taking internally is very much like “dozens of sliders”, and the reason all players seem to have such a good grip on the ball is that we haven’t implemented the player skills yet. We do have all the data for SWOS equivalent variation for all teams in the game, and many parameters are still due to change as we balance the game.

      Discovering this optimal balance of sliders (or, numbers) is a task that in the case of Sociable Soccer falls primarily on Jon, because only one person can have a consistent feel for the whole thing. We trust him with this job for the obvious reason, he brought us Sensible Soccer and SWOS.

      We’re not planning at this point to make the values user-adjustable, largely for the reason that with so many interconnected parameters the range in which *everything* works is actually very narrow. While some individuals will always disagree with some parameters of the game, making meaningful changes to them might actually be impossible.

      We can also make use of of facts like how long the ball takes to travel across the field, how far a slide tackle reaches or what the aftertouch limits are to optimize online gameplay to flow well in all situations.

      Jon is like a master chef preparing a dish for all to enjoy – shipping it with a crate of spices and telling you to season it for yourself would feel something of a cop-out. Additionally, if we make the parameters adjustable we would not be able to guarantee a consistent experience, and some of the subtler gameplay aspects might only become apparent after several days of play. If you were to change things to your own peferences early in the beginning, you might run into something that blocks your enjoyment a few days later and there would be nothing we can do to save you from that disappointment.

      What we can and will do, is to extensively play-test every change in the game with Jon, only keep the parameters that work and roll back to the previous settings if we take a step in the wrong direction. While adjustable parameters could let a bigger margin of people tinker with the game, they would not guarantee the optimal experience for anyone.

      Whether some of these parameters are opened up post-release for the modding community remains to be seen, but we believe it really is our job to make this the best damn soccer game on the planet to begin with.

    1. Hi Andy, no we never said that this was going to be a one button game. We decided (and it was Jon Hare’s design decision) to go for two already from the beginning. The classic one which does passing, shooting and tackling and the burst of speed one on the right trigger. (Xbox Control)

  10. Hi guys,
    i’d like to know everything about in-game editor/s.
    Will it be possible to edit teams / players / competitions? and, if yes, how deep?
    I’m an editor and I love to edit football games! I have lots of ideas about this aspect of the game.

    1. Hi Davide,
      At the present the only thing you can edit is Team Names and Team Players.
      The focus right now is only about gameplay and it will probably be like that until the end of the year. The remaining focus will be on other stuff.
      Cheers.

      1. Tnks fr yr prompt reply!
        One of the coolest features (and I bet also key of success) of SWOS games was the total (for that time) freedom in customization.
        I hope it’s planned to focus properly on this particular aspect of the game when gameplay is complete.
        Could you confirm me if it’s planned to be a key feature or not? (even if it’s not yet developed). Thanks a lot!

        1. Thanks again for yr attention,
          I was hoping to have at least the same options of the SWOS saga.
          It would be really cool to have a fully customizable database of Leagues, Teams and Players (I mean, even with basic options ((ae. for player editor, just color of players skin, hair and boots)) which could be easily and quickly edited.
          Even for team kits and badges, i dreamed of the classic SWOS quick and fast editor enhanced with lots of kit designs and a fully customizable rgb palette for colors.
          Let’s hope publisher decision will be wise.
          A spiritual successor of SWOS cannot forget / miss / ignore a so “distinctive” feature of the series.
          Fingers crossed.
          P.S. Please update us on this point, in the FAQ section of this site it’s said: “Q: Can you edit the teams?
          A: Most definitely.”… mmm… if at this stage the only official editable options are Teams and Players names… the answer is a little big misleading… 😀
          Thanks again!

  11. What about goal celebrations and Trophy presentations on the pitch when you’ve won the League or a Cup competition.

  12. Player Positions.
    Rather than deeming a player to be a Right Back (RB) or Left Back (LB), make Defenders (D) become a (RB) if they play on the extreme right of the defence or (LB) if they play on the extreme left, the same for Midfielders (M) playing on the Right (RW) or Left (LW) wing.
    Chelsea are a good example of this, Azpilicueta is a right footed defender who sometimes plays at Right Back but mainly plays at Left Back, Ivanovic is a defender who mainly plays at Right Back but sometimes plays at Centre Back.
    Sorry to be a pain, but you did ask for suggestions.
    Thanks for the quick response, I’m only trying to help make the game a success.

  13. Thanks again, my view is, the more options the more variety, the more variety the greater appeal to a larger clientele.
    I apologise if I am repeating my-self, but I have been waiting for a game like this for years and obviously want it to be a huge success.
    If I had known about the Kickstarter campaign I would have surely donated, but I didn’t find out till after it had closed.

    1. Our point of view is that the users have all those options in both FIFA and PES, but usually they go for the options that gives them most reward. Like the auto pass or the auto shot. People rarely use the options that create simulation. If PES/FIFA REALLY wanted to create simulation they’d force the users to play their game without easy controls. That would make for a great football game based on actual skill.

      The standard speed of the game will be that of SWOS. Everything else is undecided. I’ll keep you updated and let’s look forward to how things look when the speed stats are in place.

      Thanks!

  14. What you saw in the video was probably top speed (at least to me). Players are yet to get their speed stats yet. When they do the players will slow down considerably.

    Sociable Soccer is an arcade game, the other games on the market do a great job with the simulation and a lot of options for example speed, controls etc.

    Thanks.

  15. Although I loved Sensible, the Side view was always my prefered choice, but the one thing that bothered me was not being able to slow the game down to a more realistic pace. If this was an option it would blow the other Football games, you know who I mean, out of the water. I do hope you consider this.
    Thanks for the reply, keep up the Great work.

  16. Hi, great work, will you have the option to slow down or speed up the pace of the game and is there an option to zoom in or out. Thanks for bringing game play back to Football.

    1. Hi Andy,

      We have no such options planned since we aim to keep the pace that Jon’s previous games had. The fast pace made it fun because it was end to end football with great tackling. You will be able to chose from Side view and Classic view, and we’ll probably add some more. Do you have any suggestions? Thanks

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