Four defects found by running the suites and the staging lifecycle end to end after the kit milestone. 1. club-stats kits were half-implemented. The global `kits` counter was real but `kitsHome`/`kitsAway` and every per-team `kits` bucket stayed hardcoded 0, so the same screen reported two owned kits and zero home/away kits. `kits` is a total with a family split, exactly like players/playersGold and staff/staffManager. The split key is `fcc_kitcards.assetid`: 14 is the home family and 15 the away family, verified across all 1482 rows of the kit table (assetid 14 covers exactly the 63xxxxx carddbids, 828 rows; assetid 15 exactly the 64xxxxx ones, 654 rows; no exceptions either way). ClubStatInput now carries `asset_id`, and a kit buckets onto the team that wears it -- including a team the club owns no player from, the normal case for a kit won from a pack. The host reads both from the catalog through new NON-MINTING accessors: `resolve`/`resolve_kit` allocate a wire id, which a read-only stats query must never do as a side effect. 2. host_test.rs had 10 tests red since the squad-manager work (25f4ad1/d37a9d5);56bd9ddupdated the squad_projection integration test and stopped there. `put_body` hardcoded the captured manager ref 100000427 into EVERY save, including tests with no manager fixture, so each one was refused with `unresolved_wire_ids` -- the tests were reporting a real invariant against a fixture that could not satisfy it. The manager is now an explicit `Option<i64>` per test, and FakeCore models Core's manager persistence instead of inheriting the "not implemented" default that 502'd every save. Added the coverage whose absence let this rot: a manager assignment round-trips as a Core owned id, a later save without one CLEARS it, and an unowned manager ref refuses the whole save with nothing committed. 3. `club_route_maps_query_and_shapes_core_items` pinned `offset`/`limit` forwarding to Core, which the kit commit deliberately replaced with host-side pagination. It only ever passed because FakeCore ignored the window -- against a real Core, `start=10` over a one-item club was always an empty page. Retargeted to the real contract (Core gets semantic filters and NO window) plus a new test that the window is applied locally after filtering, which the old fake made vacuous. 4. The staging lifecycle scripts identified production by hardcoded pids, so a correct teardown FATAL'd: production moved into containers and pids 3631953/3374264 died with a container restart days ago. A pinned pid rots into the worst of both worlds -- a kill-refusal gate that no longer names any real production process, and a liveness gate that fails a healthy teardown. New shared `scripts/openfut_production.py` resolves production pids AND published ports from the container runtime at the moment they are needed, refuses to signal anything it cannot see, and proves production is the same processes serving the same ports before and after. Both lifecycle scripts use it, which also closed a real gap: port 8085 is published by openfut-fut-backend but was missing from the up script's forbidden list, so staging could have bound a production port. Also fixes the economy differential, red because `complete_match` unlocks achievements in the same transaction that pays the match reward -- a deliberate Core feature the Python oracle has no counterpart for. `rust WIN +400` asserted that progression did not exist; it now asserts the delta is the 400 match reward plus exactly the achievements the match unlocked, read from Core's own report.
OpenFUT
⚠️ Status — see
docs/PROJECT_STATE.md(canonical). The working, actively-developed target is FIFA 17, not FIFA 23. Everything below this banner describes the superseded FIFA 23bridgelineage and is kept for historical context.Run the server (canonical):
cd fifa17-recon/docker/fifa17-python && docker compose up -d— seefifa17-recon/FUT-RUNBOOK.md.openfut-coreis the shared offline backend (still used by the FIFA 17 path);openfut-bridgeis the retired FIFA 23 integration.
Offline Ultimate Team — like SPT, but for FIFA 23.
OpenFUT replaces EA's retired FUT servers with a fully offline, single-player backend. You own FIFA 23 legitimately. You just want to keep playing after EA shut down the servers.
Repositories
| Repo | Purpose |
|---|---|
openfut-core |
Game-independent offline FUT backend |
openfut-bridge |
FIFA 23 integration layer + reverse-engineering proxy |
Architecture
FIFA 23 client
│
▼
┌─────────────────┐
│ openfut-bridge │ ← intercepts FUT traffic, maps routes, logs unknown
└────────┬────────┘
│
▼
┌─────────────────┐
│ openfut-core │ ← offline FUT backend: profiles, packs, squads, SBCs
└─────────────────┘
│
▼
SQLite database
Core is game-independent. It speaks a clean REST API and knows nothing about FIFA 23 internals.
Bridge is FIFA-specific. It speaks FIFA 23's wire protocol and translates it into Core API calls. Bridge is where all reverse engineering work happens.
Current Status
| Feature | Status |
|---|---|
| Local profiles + clubs | ✅ Working |
| Coin system | ✅ Working |
| Pack generator | ✅ Working |
| Card collection | ✅ Working |
| Squad builder | ✅ Working |
| Objectives engine | ✅ Working |
| SBC engine | ✅ Working |
| Match rewards | ✅ Working |
| NPC transfer market | ✅ Working |
| Statistics | ✅ Working |
| FIFA 23 integration | 🔴 Reverse engineering in progress |
| Chemistry calculation | 🟡 In progress |
| Full Draft mode | 🟡 In progress |
| Squad Battles AI generator | 🟡 In progress |
| Objectives claim flow | 🟡 In progress |
Running
# Start the offline backend
cd openfut-core
cargo run
# Start the proxy (for traffic capture / FIFA integration)
cd openfut-bridge
cargo run
Core listens on http://127.0.0.1:8080 by default.
Bridge listens on http://127.0.0.1:8443 by default.
Design Principles
- Offline-first. No EA account required. No internet connection needed.
- Single-player only. This is not a multiplayer server emulator.
- Data-driven. All cards, packs, SBCs, and objectives are JSON files. Everything is moddable.
- Clean architecture. Core has zero knowledge of FIFA 23. Bridge has zero game logic.
- No copyrighted assets. No real player images, no EA trademarks in data files.
Disclaimer
This project is not affiliated with EA Sports. You must own FIFA 23 legitimately to use this software. This project does not bypass any ownership verification and is intended only to restore offline playability of a game whose online services have been retired.