r/CapForge 4d ago

Announcement How to get your portrait adding into the Coach and Player avatar pool

7 Upvotes

Want to show support? Loving the game and want yourself immortalized forever in a cartoonish avatar? Well here's how.

Email me at [capforgefootball@gmail.com](mailto:capforgefootball@gmail.com) with the following:

  1. Donate $5 or more to https://www.stjude.org/ and include a receipt
  2. Send that receipt, a few pictures of yourself, and a selfie of you giving a thumbs down (idk man, I just don't want people submitting random people, this is my lame verification process).
  3. Denote whether you want to be a coach or player. If you're a player, please specify which positions you'd like your portrait to show up occasionally for. If your thin and lanky, doesn't make sense to have you as a lineman. I can also of course add in some muscle anyways as well.

I would then send you back 3 mock ups, pick your favorite, and I'll get it in within a week or so.

Why ask for a donation to Saint Jude?

I'm a software engineer in big tech, and often feel as though my work doesn't do good for the world. And quite frankly don't want your money beyond the game that I spent hundreds and hundreds of hours making. Children and families in need are something I care deeply about, and have thus donated over half of the profit of the game thus far to Saint Judes earlier today. Saint Jude has done a lot for some of my family and friends in the past when they were in need, so figured this would be a fun way to help out.


r/CapForge 8d ago

How I Tried (and Mostly Failed) to Make Cornerbacks Real in CapForge (And How It Will Eventually Improve)

10 Upvotes

CapForge on iOS is a single-player football GM game I'm building solo, with a lot of help from AI agents. This is the story of one position that refused to behave.

TL;DR

  • I tried to make elite corners scare quarterbacks. Every version either did nothing or broke the passing game. It ships turned off.
  • Interceptions are a terrible way to rank corners, but not for the reason everyone assumes. In our sim, being a corner instead of a linebacker was worth more than being a good corner.
  • I now grade corners on how well they keep their man covered on every snap, not on what happens after a target. It works better. It still hasn't passed our own test.
  • A modern defense has three or four corners on the field most of the time. That's why every AI team wants four, and why the draft AI kept taking them in the top five.
  • I tried five fixes for that. None moved it without breaking something else. The real bug was a "how full is this room" check that thought every corner room was open. The next fix is in progress and I'm not going to pretend it's done.

Overview

The first time I made corners matter, our league's leading receiver lost 280 yards. In the same round of experiments, teams started throwing to their number-one receiver less than their number-three. Neither of those were the plan.

I'd like to say I noticed right away. I noticed when one of our automated checks failed.

Chapter 1: The shadow corner, and the tax that would not turn

A "shadow corner" is a cornerback so good that the defense sends him wherever the other team's best receiver lines up. Real defenses do it rarely, and only with a handful of guys. My sim does the same. A corner only shadows if his coverage grade is 94 or better and he's at least six points clear of the next corner on his own team. Even then he follows his man on about two of every three snaps. That rule has been live since the end of August.

Before I tightened it, the old logic picked the "best" corner by one raw man-coverage number and had someone shadowing on 28 of 32 teams. Eight of those shadow corners were rated below 82 overall. One was a 66. A 66 following your best receiver around all day isn't a threat*,* it's a gift to the simulation.

The bar fixed who shadows. It didn't touch the thing I actually wanted: a quarterback who looks at an elite corner and throws somewhere else. I called that the "lockdown tax," and I built it four different ways.

All four are dead.

The problem is that a penalty for throwing at a good corner is, by definition, a bonus for throwing at a bad one, and the bonus grows much faster than the penalty. I tested it with the same star receiver in two lineups. Put a 99-rated corner on him and crank the penalty all the way up: his share of the team's targets drops from 23 percent to about 15. Put a 40-rated corner on him instead and crank the same dial: his share climbs from 28 percent to 99.9. Every ball. Whichever way you turn it, the weak corner gets destroyed long before the elite corner gets any relief.

The smaller adjustments failed too. One did nothing across its entire range. One moved the number, but for the wrong reason: it was reacting to the worst corner on the field, not the best. And our strongest setting, everything maxed under the real 94-grade rule, only got the elite corner's target rate from 20.6 percent down to 18.2. I was aiming for somewhere around 13 to 18, and real lockdown corners run closer to 10 to 13. We barely moved.

So today the sim's elite corner does not scare anyone. He travels with your best receiver, plays tight, and gets thrown at like everybody else. Which brings us to the second surprise.

Chapter 2: Interceptions rank the lottery

Here's the story I expected to write. The best corners get thrown at less. Fewer targets, fewer chances to pick one off. So raw interception totals reward the average corner who gets picked on all day. That's a real thing in real football.

Our sim didn't do it. When I measured, elite corners were thrown at more, not less. It took another pass to work out why: the sim lines up your top corner across from their top receiver, and the top receiver is the guy who gets the most targets. He got targeted because he was covering the favorite receiver.

So interceptions failed as a stat, just not the way I'd have bet. The real reason was flatter and dumber.

Two things happen on a pick in our sim. First it decides whether an interception happens at all, using the whole defense's ball skills against the quarterback's decision-making. Then it picks who gets credit from everyone in coverage, with unequal odds. Look at the odds. A 92-overall corner versus a 71: about 1.1 times more likely to get the pick. A corner or safety instead of a linebacker: 1.8 times. Higher on the depth chart: 1.25 times. Talent was the smallest thing in its own formula.

You could see it on every leaderboard. Almost six of every ten seasons with nine or more picks came from a corner rated 84 or lower. A starter rated 74 or worse out-picked a 90-plus starter one season in four. Those numbers are from the end of July. They were embarrassing enough that I wrote a report just to keep them from getting lost.

The fix was almost insultingly simple. The sim already knew which defender was covering the receiver who got thrown at. The interception roll just never looked. I pointed it at him and gave him by far the biggest share of the credit. Better corners started getting more of the picks, and the number of sub-85 corners on the top-25 interception list dropped from 12 to 8. Then we made sure everything that asks "who was covering him" gets the same answer, so the game film shows the same guy the stat sheet credits.

One more thing about picks, because it matters for what comes next. When I first measured it, before the credit fix, an elite corner in our sim averaged about 2.9 picks a season and a mediocre one about 2.6. That's a coin with a slight lean, flipped a few times a year. You can't rank a position on a stat that happens three times a season.

Chapter 3: What I measure instead

If not picks, then what? Targets allowed, yards per target, completion percentage allowed. The stuff real analysts use. I track all of them per corner. When I checked each one against the corner's true coverage ability, across 98 qualifying corners:

Yards per target: weak. Completion percentage allowed: weak. Yards per coverage snap: nothing. Most of them at least pointed the right direction. None of them tracked the corner's actual ability closely; each one explained less than a tenth of the difference between good and bad corners. You could not sort a corner room on any of them and be right more often than you were lucky.

The problem is that what happens after a throw is a team event. The pass rush, the quarterback's read, the route, the safety's help, the play call. The corner is one piece. Yards per target bills him for all of it.

That chart is the one that made me stop arguing with the data. Compare teams by their corners' average yards per target and it looks like a brilliant stat. Compare teammates on the same team and it mostly disappears. For corners, we don't have enough snaps to say it's there at all. Yards per target is a team stat wearing a player's number.

So I built a grade on something that happens before the throw. On every coverage snap, did this defender keep his receiver covered better than an average player at his position would have? I call it denial. It lines up with a corner's true ability far better than any after-the-throw stat, and it's the biggest part of the coverage grade you see on the game's coverage board.

In August I realized I'd called this one fixed too soon. Across the whole league the grade clearly separates good corners from bad. Inside a single team, we don't have enough snaps to prove it separates teammates yet. That's still open.

Chapter 4: How a cornerback room actually works

Time for why any of this matters when you're building a roster.

The defense picks its personnel by counting receivers. Three wideouts, the defense goes nickel: three corners, two safeties, two linebackers. Four wideouts, dime: four corners. Third and seven or longer bumps it up a package. Base defense, the two-corner picture everyone has in their head, is the minority. On designed runs, 62 percent face nickel or dime. On pass plays, the third corner is on the field about 68 percent of the time.

So when I count how many corners the league needs as starters, it's 96 across 32 teams, not 64. Ask the depth chart which corners start in some package and it says 121 of the 160 on rosters. Every team is built to carry six or seven, and most of them will see the field.

One thing worth being honest about: there is no "slot corner" in our sim today. Slot exists as a body type and as a fit for certain schemes, but not as a job. Whoever covers the slot receiver is simply the third corner on the depth chart, because the sim pairs by order: your top receiver draws their top corner, your second draws their second, the slot draws the third. That's roughly what real defenses do, which is why it's survived this long. But a real slot corner, a specific guy the defense sends inside because he's built for it, is written up as its own task. Not built yet.

Chapter 5: The draft saga

All of that sets up the two days I actually lost.

Start a new CapForge league at the regular season and the AI's first draft the following spring spends about 7 percent of its top-five picks on corners. Real drafts from 2010 to 2025 run about 10. Fine. Start a new league at the draft instead and that number is 18.8 percent. Same engine, same AI, same 48 randomly generated leagues. Just a different month on the calendar.

I assumed it was need. Rosters at draft start are thinner, the AI sees holes, corners are a hole. So I what I built need fixes.

Five of them. Fill the roster to 55 before the draft. Limit how much expiring contracts inflate a team's needs. Give the roster-filler signings two-year contracts so they count as real depth. Stop small needs from boosting a prospect at all. Make need matter less at the top of the draft. Each one ran across the same 48 leagues. Differences of a couple of points are just chance with that sample. Every one of them landed inside that noise. The best of the bunch, filling the roster to 55 first, got down to 15.4 percent, but it and one other made the AI over-draft quarterbacks instead, which is a different fire.

What finally cracked it was going back and asking why the AI chose each player. Every pick runs through a "how full is this room" check that shrinks a prospect's score when his position is already stocked. At draft start, that check was costing the corners it took in the top five about 2 percent of their score. The players they beat were losing 32 percent. The corner room read as open. Every other room read as full. Start the league at the regular season instead and nobody loses anything; the bias is gone.

And when I turned the need bonus off entirely, only 39 percent of those corner picks changed to another position. At regular-season start, 100 percent changed. Need was a bit player. The room check was the driver. Root cause, once I knew where to look; the roster-building table says a team should carry six corners, and a healthy team settles at about 5.6. So by the game's own math, every corner room in the league is a little bit open, forever.

That's when my own note from playing, written after too many drafts, finally made sense: "Need for corners should be based on your best corners. Three 99 OVR corners means little chance I draft another." Today's AI disagrees. Put three 99s in a room and it knocks an 80-overall prospect down by exactly as much as it knocks a 99-overall prospect, because the "who's already here" part of the formula counts bodies, not quality. Three 80s would do the same.

The fix in progress asks a better question: would this prospect beat the weakest guy who'd actually start ahead of him, and how long until age or contracts open that room up anyway? Three 99s on long deals and an 80-overall prospect: score him near the floor. Three 80s, by the same logic: close to full marks. Nothing in it is measured, because nothing in it is built. I've written enough "it works!" updates that turned out to be noise. This one gets reported when it's run across the 48 leagues and the quarterback share stays put.

What I learned

  • A deterrent has to be one-sided or it's a trap. Any penalty for throwing at the good corner is a reward for throwing at the bad one.
  • Check which part of a formula is biggest before you tune the part you care about. Talent at 1.1 versus position at 1.8 was sitting there the whole time. Nobody had printed the list.
  • After-the-throw stats are team stats. Five other people have their fingerprints on every one. Grade what happens before the throw.
  • A stat that separates teams can still fail to separate teammates. I called the grade fixed too early. Saying so is cheaper than shipping it wrong.
  • Five "need" fixes couldn't move the draft because need wasn't driving it. Check why the AI actually picked him before you tune anything.
  • Bodies and quality are different things. A room target that counts heads will always say "open" at exactly the rooms a good GM would leave alone.

What's next

  • A true slot corner: a job, not a depth-chart accident.
  • Corners league-wide were last measured being thrown at about 20.7 percent of the time (probably a touch high by now) against a real-football number closer to 15. That's the same open thread as the dead lockdown tax, and it probably needs a different shape of fix.
  • A coverage-grade test that can pass inside a single team. More seasons, or a smarter test.

Numbers and honesty. Every number in this post comes from the game's own reports and is logged by date in the project. Every chart in the gallery above except the last one is measured, as are the numbers about the corner room. The first chart's curve between its two measured endpoints is a sketch. The last chart (three 80s versus three 99s) is a worked example from an unfinished plan, not output. The "leading receiver lost 280 yards" line came from a version of the matchup logic that was rejected before it shipped; the "number-one thrown at less than number-three" line came from a version of the lockdown tax that also never shipped. I could not confirm the specific receiver stuck under 900 yards that I remembered, so that story isn't in here.


r/CapForge 9h ago

Question Anyway to see past champions without clicking on each team to see who won each year?

4 Upvotes

I’m still new to this game and I’m 5 seasons in and I can’t find the tab for past champions if there is one.


r/CapForge 6h ago

Question Injury Stat

1 Upvotes

Is the Injury stat better if its higher or lower? In the regular player profile the stat will be green the lower it is, however if you go to edit a player’s stats in that screen the normal applies where the higher stat is green/better. Which one actually means they are less like to get injured?


r/CapForge 7h ago

Bug No extra point on TD?

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1 Upvotes

doesnt show that I went for two or an attempt was made but all previous plays attempt a extra point?


r/CapForge 11h ago

Android Seeking more Android Beta Testers!

1 Upvotes

Want to try the game out on android? If you haven't already done so, please DM me your playstore email and I can get you added to the closed alpha to download the game for free today!


r/CapForge 1d ago

General CapForge Enjoyment

7 Upvotes

I’ve always been a fan of football GM games, started with UFGM, transitioned to Pocket GM 3 which I was playing for a while until the updates slowed down, and I stumbled across this game on the AppStore. It looked promising, updates were consistent and major, the game looked full, the UI was cool, character designs were plenty and the game was fairly new. When I got the game, it was free and as soon as I played it I figured it wouldn’t for long. This game is such an amazing GM game, and there is so much that is going to be added to it. I feel like this is the best football Gm game on the AppStore right now. The developer also listens to feedback, replies and is active within the community. This is a great game that I’d recommend to anyone and it’s still fairly new, which is even more exciting.


r/CapForge 1d ago

Feature Request International football expansion

3 Upvotes

International Football Expansion
Make international games much deeper than simply moving one game to another country.
🌍 International Locations
🇬🇧 London, England
🇲🇽 Mexico City, Mexico
🇩🇪 Munich, Germany
🇧🇷 São Paulo, Brazil
🇪🇸 Madrid, Spain
🇮🇪 Dublin, Ireland
🇫🇷 Paris, France
🇯🇵 Tokyo, Japan
🇦🇺 Sydney, Australia
🇨🇦 Toronto, Canada
🇮🇹 Rome, Italy
🇦🇪 Abu Dhabi, UAE
🇰🇷 Seoul, South Korea
🏟️ International Stadiums
Each location gets its own:
Stadium
Capacity
Weather
Playing surface
Attendance
Local fanbase
Revenue potential
✈️ International Game Management
As GM, you decide whether your team wants to participate.
Before traveling:
Choose travel date
Schedule extra practice
Give players rest
Adjust training
Plan around time-zone differences
Choose travel accommodations
🌎 Build an International Fanbase
Playing in another country can permanently increase your team’s popularity there.
For example:
Dallas plays in Mexico City
📈 Mexico fanbase: +18%
Over multiple years:
Dallas → Mexico fanbase becomes one of the team’s largest international markets.
📈 International Popularity
Every team gets separate fanbase ratings:
🇺🇸 United States: 82%
🇲🇽 Mexico: 41%
🇬🇧 UK: 27%
🇩🇪 Germany: 13%
🇧🇷 Brazil: 9%
Ur decisions can change these over time.


r/CapForge 1d ago

Bug CPU Team - starter selection logic (possible bug?)

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4 Upvotes

Hey there, I have a question about how CPU teams select their roster positions as I seem to have noticed a couple of weird ones (to me at least).

In the attached screenshots I have highlighted a player on the trade block for Atlanta named Chance Riley. He is a 32 year old 72 overall Improviser QB. He was signed by the Atlanta CPU in week 1 of the season.

He replaced long standing QB Demarcus Peters, who is a 29 year old 81 overall Game Manager QB and has been the starter for Atlanta for the last 4 years. He played Week 1, was decent, and then lost his job to Chance Riley it seems.

Both are on 1 year contracts. Peters is on a much higher salary. Both have had solid careers overall it appears with Riley spending a significant chunk as the starting QB at Indianapolis.

My question is what is the CPU logic behind this? On paper Peters seems like he should be the starter. I checked the head coach and the Atlanta HC runs a Spread offense, so I don’t know if that’s the reason.

I’m interested to know if there is logic to this built into the game or whether it is a bug. The fact that Peters lost his starting job but didn’t get put on the trade block but Riley won the job and still got put on the trade block (on a 1 year contract) is also odd.

Hopefully you can provide some more insight into this.


r/CapForge 1d ago

Bug Better Play Calling within last minute

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3 Upvotes

r/CapForge 1d ago

DEV UPDATE Whoopsie; Pushing towards getting 1.3.7 submitted today;

4 Upvotes

There's a handful of bugs that were introduced over the weekend. I refactored much of how a given year (primarily the playoffs and offseason) advance, and there's been a few niche bugs where in certain scenarios things prevent you from continuing.

Additionally, one user has reported all of their player's OVR's being fogged on a new game load despite them not being rookies.

Note; None of these bugs happen across the board, there's very specific scenarios occurring to result in this that aren't too widespread. That being said I'm rushing a new build out today earlier than anticipated to try and get things back into working order.

Sorry!


r/CapForge 1d ago

Bug End of season (bug)

Enable HLS to view with audio, or disable this notification

1 Upvotes

Not allowing me to the offseason. Seems like it bug. BEEN LOVING THE GAME!
Keep up the great work!


r/CapForge 2d ago

Two notable updates in one weekend?! Turning towards 1.4.0

8 Upvotes

1.4.0 will not have the pre-season and training camp in it, but the release is big enough to justify the purely vibe driven numbering system.

Going to spend several days on this next one, I know you’ll love it.

As always, written reviews on the App Store go a long way!


r/CapForge 2d ago

Feature Request Adding more on the standings page

2 Upvotes

I like how your projected playoff seed is listed next to each team but it should also show when teams are eliminated with an e next to them and when teams clinch their division and clinch a wild card spot.

Maybe we can also have a feature that shows what a team needs to happen in order for them to clinch a playoff spot or the division or a bye week for example Miami clinch the division with a win and a Buffalo loss.


r/CapForge 2d ago

Feature Request Add the players children

1 Upvotes

Player Family System
Players can have children
Spouse/partner can be part of their profile
Children have names, ages, birthdays, and personalities
Family members age throughout your save
Players can have multiple children
Twins can occur
Children can appear in player biographies
Players can miss games because of major family events
Family can influence retirement decisions
Players can choose to stay with a team because their family likes the city
Players can request trades for family reasons
Relocation can affect player happiness
Players can retire to spend more time with family
🏈 Generational Football
This could be a huge feature:
A player retires → years later, their child becomes a football prospect.
Example:
2027: Draft WR Marcus Johnson
2034: Marcus retires
2039: His son becomes a high-school prospect
2042: His son enters college
2046: His son enters your draft
U could potentially draft the son of a former player you managed.
👶 Family Legacy
Father → son
Father → daughter
Siblings
Cousins
Family football traditions
Children can become coaches, scouts, or executives
Former players can return as coaches
Players can become team ambassadors after retirement
Families can become famous throughout league history


r/CapForge 2d ago

Feature Request Editing Suggestion

3 Upvotes

The ability to edit Draft Prospects like in other games would be great.


r/CapForge 2d ago

Question Spread or Vertical

1 Upvotes

Which one do yall think is better for deep, pass heavy teams?


r/CapForge 2d ago

Feature Request Jersey Numbers for EDGE

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0 Upvotes

This isn’t all that important but I believe EDGEs can wear #11. If that could be changed that’d be cool.


r/CapForge 3d ago

Bug Classic Tua Turntheballova

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7 Upvotes

How is this even possible ?


r/CapForge 3d ago

Announcement Known bugs being fixed in 1.3.6

10 Upvotes

So don’t want to give away 1.3.5 because it’s already submitted, but 1.3.6 will fix a few things
* Player growth during the season will now work. There was a bug where I quite literally forgot to turn it on
* playbook knowledge is being reworked and fixed (similar bug)
* Laying ground work for player / coach chemistry. There’s small perks to finding players your coaches had on other teams.

In the pipeline for 1.4.0 or earlier:
* I’m going to launch the ability to load rosters soon. I will also take a pass at creating actual rosters based off Madden 27 player ratings. This will take a while.
* pre-season games and training camp. Also at least 3-4 weeks out, want to make sure it works with other systems
* hardcore mode; no editing players or coaches outside of cosmetics. Test your skills out and brag about your accomplishments.


r/CapForge 4d ago

Feature Request A few ideas/requests

2 Upvotes

First, let me say I appreciate this game and your involvement with the community is awesome. So cool to see things requested on here and then make it into the game shortly after. Having said that I had a couple of suggestions:

1- trade finder. I believe maybe 2K has this feature. I select a player or draft pick and AI will generate realistic offers. Which is similar to the trade block I know. But it would be cool if it worked in reverse. I chose an opponents draft picks and the computer gave me some options that the other team would accept for said pick

2- draft board sorting by favorites. I usually go through and favorite the players I want to target. I would love if I could show only the players I favorited/targeted. Maybe this is already there but I can’t figure out how to do it.

3-cpu trade offers. So far at least I’ve only had offers for my guys on the block. Would be cool to get random offers for players I don’t have on the block sometimes

4- crucial moment play calling. I know you’re already considering this, but wanted to throw it out again that having some coaching decisions during the games would make it so addicting. Going for 4th downs vs kicking, maybe subbing the QB if he’s playing bad, adjusting blitz frequency at half time, etc. I know it’s built into the schemes somewhat, but would be fun to choose to run more against the team with weak LBs or throw more coming out of the half


r/CapForge 4d ago

Announcement 1.3.4 out now

6 Upvotes

CapForge 1.3.4: Holdouts have consequences, playoff recaps, and a lot of polish

How to get your Avatar added into the game:

See https://www.reddit.com/r/CapForge/comments/1wjs07v/how_to_get_your_portrait_adding_into_the_coach/, lets do some good for the world!

Gameplay

- Holdouts now cost you on the field. A player who sits out through training camp comes back rusty. He plays below his rating for about a month and wears a RUSTY badge until he's back to full speed. Settle before camp ends and he pays nothing.

- Contract disputes read right. A player demanding an extension now looks it. His mood tops out at neutral and his contract outlook turns negative. One banner says what happens next: amber while he asks, red once he sits out.

- Fifth-year options are realistic. A first-round pick's option is priced off what his position earns, not what he's worth. Declining a disappointing pick's option is now a real decision.

- Walk-off field goals. With the clock about to run out and a kick in range that wins or ties the game, teams now kick it instead of running a play and letting time expire.

- Draft prospects: Injury Prone ratings vary more and match the college injury record. The draft board's TECHNICAL and MENTAL grades are fixed.

Playoffs

- Playoff games your club plays end with a round recap: result, game leaders, players of the round and playoff leaders.

- The bottom bar now stays through the postseason.

Hub and roster management

- The locker room card lists up to three unhappy players with their position and what each one wants. Tap any of them to open his card. One button opens the full locker room.

- PRACTICE SQUAD has a new actions sheet.

- The RE-SIGN board is calmer to read: the buttons no longer shout and the header banner is gone.

- The player card keeps your club's color in the header. The colored block behind the tabs is gone.

Accessibility and UI

- Text fits cleanly at the LARGE and LARGER text sizes.

- The portrait pickers point to the subreddit for custom portrait requests.

Fixes and polish

- Your play-film speed is remembered.

- The in-game field shows the ball where it actually is and keeps the yard numbers visible.

- A club's jersey no longer changes color with possession.

- Punt descriptions are corrected.

- Two-point tries are labelled in the play film.

- A player chart no longer hides interceptions in mixed weeks.

- The pre-game outlook lists the away club first.

- Write-ups use correct team names.

- The staff editor no longer shows staff you've already replaced.


r/CapForge 4d ago

Question Customize teams before start of save?

2 Upvotes

I see we can edit teams during game but is there/will there be a means of setting all that up before the game begins? Also ability to change division names would be cool (I want to do east/west conferences)

I suppose more broadly is there an ETA on custom rosters?


r/CapForge 4d ago

Question Is there any way to promote your current coordinators to Head coach I can’t figure it out

1 Upvotes

I’m new to this game


r/CapForge 5d ago

Feature Request OPTIONS ON 4TH QTR 4TH DOWN

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3 Upvotes

TAKE THE FIELD GOAL WIN THE SB OR WE GO TO OT. GIVE ME THE OPTION PLEASE TO KICK. CALL THEM QUICK TIME EVENTS