A club item's `assetId` (record +0x20) is family specific and is NOT the carddbid: per the client's own tables a kit carries the art class from fcc_kitcards.assetid - 14 for the 63xxxxx home/third band, 15 for the 64xxxxx away band - a badge carries its team id, and a ball and stadium their own asset number. The catalog shipped `asset_id`, the carddbid, in that slot. Measured on the live client with both kits resident: record +0x20 held 6300006 (home) and 6400003 (away) where the table says 14 and 15, while every other field - resourceId, cardassetid 35, category 2/3, teamid 21, year 0, itemState 101/102 - already matched. Operator reports both pre-match kit tiles rendering identically. assetId is the only field that diverges from the client's own data, and an assetId that is not a valid kit art class cannot resolve to distinct art. `resource_id` is derived from `asset_id`, and every home kit shares art class 14, so the two cannot be the same field: catalogs now carry an optional `club_asset_id`, defaulting to `asset_id` so a catalog predating the field and every non-club kind are unchanged. resolve_kit emits it as the wire `assetId`. Fixed at the source too - scripts/sold-staging-up.py emitted asset_id as the wire assetId for all four club families, so a re-emit would have regressed it. Field-offset note: club_items.json's _record_map is authoritative and my earlier working note had these transposed - assetId is +0x20 and cardassetid is +0x1c, not the reverse. Adds tools/live/diff_kit_records.py, which byte-diffs the two resident kit records and names the fields the decoded clone query consumes. Staging wire now reads assetId 14/15 with cardassetid 35 on both squad.actives and /club?type=equippables. Workspace 1250 passed, 0 failed. Client re-parse still to be confirmed visually.
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 Everything below this banner describes the superseded FIFA 23bridgelineage and is kept for historical context.Run the server (canonical):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.