The game hung and then crashed on the first equippables fetch. My fault twice over.
CAUSE, primary. I copied teamid, leagueid and value straight out of the fcc row as
extras. `value` appears elsewhere as an OBJECT member (displayGroup {"value": ...}),
and a scalar where an object is expected is the type-desync busy loop at 0x1801c7f1a
-- which presents exactly as "the game is taking its time" and then dies. Omission is
safe; an unestablished field is not. That is this project's own rule and I broke it
for three fields that were not needed to draw a card. All three are gone.
CAUSE, contributing. The last request before the crash was type=equippables&count=11
and we answered with 30 items spanning FIVE unverified cardsubtypeids at once: the
widest possible blast radius for a wrong shape, and it tells you nothing about which
subtype was wrong. equippables now answers [] until the subtypes are confirmed one
family at a time, and shelf() takes a families= filter so a test can serve exactly one.
Adds FUT_CLUBITEMS=probe:<family>, which serves one item per candidate subtype for a
single family, so the screen names the correct subtype instead of me guessing a third
time. Eight items, one family, one question.
The flag already defaulted off, so a plain restart cannot serve any of this.
439 + 414 checks green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
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.