Old-school online arcade soccer game with fast-paced graphics, responsive controls and accurate ball physics.
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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“While WEBCUP SOCCER is already fully playable and fun, creating a solid online experience is not an easy task.

So, in Early Access I hope for your feedback if/how well the game works in your particular (network) environment.

I'd also love to read about your ideas on how to improve the game and which features you'd like to see most in a final release.

I am a solo developer and the time I can spend on WEBCUP SOCCER varies greatly. So, progress is sometimes smooth, sometimes it crawls to a halt temporarily. Also, the game's look and feel may vary between updates and there might be bugs. That's what I would like you to be aware of by releasing the game in Early Access.”

Approximately how long will this game be in Early Access?

“I plan to release the final version in Q2 / 2021.”

How is the full version planned to differ from the Early Access version?

“The full version will have more features, be more balanced and more polished.

Features I plan to implement are, for example:

  • Action replays
  • Different pitches (normal, wet, muddy, ...)
  • Play in a fixed position instead of the whole team
  • Option to play horizontally

But please keep in mind that, as a solo dev, I have to focus on the essential features (first).

WEBCUP SOCCER is all about casual online multiplayer fun. So, please do not expect any (advanced) single player features such as a career mode with leagues, cups and transfers.”

What is the current state of the Early Access version?

The game is fully playable online for two players and offers single-player training matches against the CPU.

The "action on the pitch" is already very advanced and rather feature complete - offering brilliant ball physics, responsive controls, fast net code and powerful AI.”

Will the game be priced differently during and after Early Access?

Yes. The price will start (very) low and increase with each major feature added to the game.

This way, I plan to offer you a game worth its money, at each stage of development.

Of course, joining EA as an "early bird" not only gives you access to the game during its development, it also enables you to help shape the game with your feedback - and save some money down the road compared to the game's final retail price.”

How are you planning on involving the Community in your development process?

“As much as I love getting feedback on my games, again, as a sole indie developer, I have to restrict the number of communication channels I'll have to manage to a minimum :-)

So, I plan to chat about my game on Twitter (@schleinzer_com) and on the game's Steam discussion boards. A discord server is planned, but especially those tend to "eat up" a lot of time, I'd rather spend on actual game development ;-)”
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About This Game

WEBCUP SOCCER is an arcade soccer game with old-school gameplay, fast-paced graphics, responsive controls, accurate ball physics and online multiplayer.

Features / Roadmap

Online Multiplayer

WEBCUP SOCCER is all about playing online. While, in the beginning, WCS will just offer online play of two players against each other, my goal is to add various additional modes, such as playing with up to 8 (or even 20?) players in any vs/co-op combinations, or join a match as a spectator only.

Fast-paced Gameplay

WCS is not a simulation but an arcade “easy to learn, hard to master” approach to playing soccer on a computer. When designing WCS, it is crucial to me that controls always feel utmost responsive, and that you would never have to wait for any animation/script to finish before your desired action commences.

Responsive Controls

All your beautiful dribbling, passes and goals should be a direct result of you controlling the game, pressing the right buttons at the right time and for the correct amount of time, rather than random effects or pre-scripted events.

“Easy to Learn, Hard to Master”

Simulating the complex player movements, feints, tricks, dribbling and kicks, which are part of real-life soccer, leads to very complex controller layouts with lots of buttons to use and dozens of combinations which are hard to master, requiring a lot of practice and making soccer simulations quite hard to pick up.

WCS is different. I won’t even try to simulate the complexity of the Beautiful Game. Rather, I concentrate on the bare essentials: dribbling, passing and kicking. That’s why WCS only uses (about) 3 buttons and one stick.

Realistic Ball Physics

The ball being the central piece of the game, it actually was the very first thing I started to implement years ago. It’s essential to me to have authentic, plausible and smooth ball physics, as a backbone of exiting, controllable and fun gameplay.

Strong AI

A powerful and challenging AI is crucible for single player matches or co-op matches against a CPU-controlled team. As the goalies (for now) are always CPU-controlled, their AI code is especially important to me: a strong and plausible goalie behavior is crucial in matches of human players against each other: It’s very frustrating if one’s goalie concedes a goal in a buggy, implausible way — so that’s something I try hard to avoid.

Limited Scope

As a solo indie dev, I do have to limit the scope of the game, otherwise it might take even more years before you could play it...
So, please be aware that WCS is all about simple and casual online matches. There will be no cups, leagues or even a career mode.

I really hope to create a fun, worth-to-play online arcade soccer game with that old-school vibe!

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Dual Core / 2 Ghz
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3
    • Network: Broadband Internet connection
    • Storage: 150 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
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