Q2 is LIVE-CONFIRMED (operator saw the inactive row under TRANSFER LIST with Start Price 0 and no Buy Now / Current Bid / timer, active rows still separate under LISTED ITEMS, and the state survived a full FUT exit/re-entry). Promoting from the bounded one-item probe to the real behaviour: the env gate is gone and /tradePile now enumerates the whole trade pile. Mechanism: read the pile (async), resolve each member to a shaped card (sync, because the identity/Core resolvers are not `Send`), then build the response (async). The core->wire lookup is `wire_for_owned_id`, which uses the identity store's NON-allocating `external_for` -- enumerating a pile is a READ and must never mint a wire id for an item the client has not seen. Items with no mapping, no Core record or no resolvable FIFA identity are skipped, never faked. Includes a bug the DIFFERENTIAL caught and unit tests did not: a pile row OUTLIVES its auction, so after a sale the seller's `trade` row is stale, and filtering only on ACTIVE listings re-advertised a SOLD card as an owned unlisted item. Suppression is now by listing state via `blocking_core_items()` -- active (real auction shown instead), reserved (sale in flight) and sold (card gone) -- while `cancelled` is deliberately NOT suppressed, because a cancelled listing means the card came back to the pile. New test covers all three plus the store-level rule. counts semantics deliberately unchanged: `count`/`selling` still track auctions only. 341 tests pass, 0 failed, clippy clean. Deployed: the 6 previously stranded pile items now render, alongside the 1 active listing, with Ronaldo correctly in /club and out of the pile. Body preserved as phase-c-full-pile-exposed.json.
OpenFUT
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.