Introduction
Soccerverse is a community-driven football management and trading simulator, built on the Xaya gaming blockchain with transactions settled on Polygon. It runs in any web browser, is free to start, and lets players buy influence over clubs and footballers using cryptocurrency. The setting is a persistent parallel football world where the community, rather than a single owner, steers every club through shared ownership and voting.
Setting
Soccerverse plays out in a self-contained football universe that echoes the real sport without copying it: 5,350 clubs and more than 140,000 players spread across hundreds of national leagues, domestic cups, and continental competitions. Each season lasts about six months before ratings and trophies reset. A FIFPRO license ties the in-game footballers to the identities of real professional players, and ownership sits with the community rather than distant boardrooms.
Gameplay
The aim is to run or shape a football club through one or more roles: manager, agent, influencer, trader, or scout. Managers set the approach and balance wages against income, agents handle contracts and transfers, scouts back players whose value might climb, and influencers vote on big calls such as hiring or removing a manager. Matches simulate on a fixed weekly rhythm, with league fixtures midweek and at weekends and cup rounds on their own days, all inside a persistent world that resets each season. Season 4 opened in July 2026 with refreshed competitions and updated player ratings.
- Five overlapping roles let one player manage, trade, and scout at the same time.
- Fixed weekly fixtures keep leagues and cups running on a predictable calendar.
- Community voting hands club decisions to holders rather than a single owner.
Economy
The in-game currency pays player wages, settles trades, and distributes matchday income across the football world. Ownership is expressed as influence: fractional stakes in individual clubs and players, each split into one million units, that carry voting power and a share of revenue. Players buy influence with a stablecoin in tiered packs and trade it on an in-game decentralized exchange that uses an order-book model, earning SVC from club results, wages, and bonuses. A portion of the coins spent on player influence is burned to keep supply in check.
- Fractional ownership divides each club and player into one million tradable units.
- Player transfer fees are burned to push back against inflation.
- Rating refreshes every six months use real-world data and move influence value.
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