Update Notes 0.73.0

by Elena Misko

Dear UFL Players,

A scheduled maintenance update will take place on May 14 from 07:00 to 10:00 UTC. The server will be unavailable during this period, and matches will be inaccessible starting from 06:40 UTC.
Please note that while the expected server reactivation time is 10:00 UTC, minor delays may occur. If the game is not accessible immediately, rest assured it will be available shortly.

Squad Swaps

A new gameplay feature that allows players to exchange resources available in their club for packs or unique player cards. 

  • Each Squad has specific requirements for completing a lineup using player cards. 

  • Different Squad categories will be available: Players, Upgrades, and Promo.

  • Squad can be time-limited or permanently available. 

Gameplay

Player Switching

  • Improved player selection when switching players during intense gameplay situations.

  • Added two right-stick switching types:

    • Player Relative;

    • Ball Relative.

  • Added a switching sensitivity setting (from 0 to 10).

New Pass Targeting and Selection System

What has changed:

  • A new algorithm has been implemented for the following pass types: Through Pass, Ground Pass, Pass and Run, and Driven Ground Pass.

  • Instead of relying on fixed points and simple scenarios, the system now analyzes multiple possible outcomes in real time and selects the most suitable option based on player positioning, open space, and the direction of your input.

What this improves:

  • Passes target open space more accurately.

  • Passes better account for the movement of teammates and opponents.

  • Stick direction now has a greater impact on the final trajectory of through passes.

  • Through passes are now more controllable and logical.

  • Target selection is now more stable in complex gameplay situations.

  • Reduced the number of cases where the ball is passed to the wrong player.

  • Combination play now feels smoother and more natural.

New Pass Type — Manual Ground Pass

A new manual ground pass has been added, replacing the previous Driven Through Ball (RB/R1 + Y/△). 

  • The direction of the pass can now be manually controlled using the stick.

  • The ball can be directed:

    • into open space;

    • onto the receiver’s stronger foot;

    • into a run.

  • Pass power control is now more precise.

  • An aiming indicator has been added.

What this improves:

  • Greater freedom in build-up play and more precision in attacking combinations.

Pass Reception 

What has changed:

  • Players react to passes faster.

  • First touches are now cleaner and more predictable.

  • Players transition into movement faster after receiving the ball.

  • The ball is less likely to bounce away unexpectedly after a touch.

  • Receiving the ball at speed now feels more natural.

  • Improved the base tuning of pass reception:

    • Players with strong technical ability now control the ball better at speed.

    • High-level players maintain attacking momentum more effectively.

    • Players with weaker technical ability lose momentum more often when receiving difficult passes.

What this improves:

  • Ball control is now more reliable, especially during fast attacks and under pressure. 

Improvements to Lofted Passes 

What has changed:

  • Improved responsiveness of the Driven Lobbed Through Ball, especially when performed out of dribbling.

  • Improved Lobbed Through Ball passes.

  • Added new animations for lofted passes while moving.

  • Expanded the range of gameplay situations where passes look natural and are executed correctly.

What this improves:

  • Lofted passes are executed faster after button input.

  • Reduced delays in dynamic gameplay situations.

  • Through passes into runs are now more convenient and consistent.

  • Gameplay sequences now feel smoother and more realistic.

Ground Pass Interceptions

What has changed:

  • Defensive players now intercept ground passes more effectively.

  • Defensive players now react more logically and more quickly.

  • Interception success now depends more heavily on player positioning and attributes.

  • Improved animation selection for ground pass interceptions.

  • Adjusted rebound strength after intercepting ground passes to provide more control during interceptions.

  • Improved rebound direction selection after interceptions for more intuitive and expected gameplay outcomes.

What this improves:

  • Ground pass interceptions are now fairer and more logical, while successful passing requires better timing and directional choice.

Goalkeeper Improvements

What has changed:

  • Reduced delayed reactions to shots.

  • Reduced incorrect dives.

  • Improved decision-making between catching and parrying the ball.

  • More natural saves in difficult gameplay situations.

  • Improved reactions to powerful shots aimed at the body.

  • Added new catching animations after powerful shots.

  • Goalkeepers now react more actively to balls traveling close to the post or toward the goal.

  • Fixed close-range issues:

    • fewer missed ball contacts;

    • fewer illogical reactions.

  • Reduced the time required to put the ball back into play after securing possession.

What this improves:

  • Goalkeepers now play with greater confidence, make decisions faster, and perform more reliably in difficult situations.

Dribble Dash

  • Improved recognition of the input combination that triggers Dash during dribbling and ball reception.

  • Accelerated transitions into Dash after dribbling and receiving the ball.

  • Dash now activates faster and feels more responsive.

  • Updated the direction selection for ball knock-ons during right-stick Dash: the direction is now determined by the stick’s latest position. This provides more freedom and allows for more precise last-second adjustments to the ball’s movement direction.

  • Added right-stick knock-on power buildup, providing greater control flexibility:

    • a quick flick — for dynamic and precise actions;

    • holding the stick — for powerful knock-ons that exceed the standard Dash.

Defensive Improvements Against Dribbling

What has changed:

  • Defenders now react better to balls pushed too far ahead after sprints or knock-ons.

  • Defensive players contest loose balls more actively.

  • Reduced the number of situations where attackers retain possession despite defenders having the advantage.

What this improves:

  • Defensive play is now fairer and more reliable.

  • Sprints and knock-ons now require more precise timing.

  • Reduced the number of situations where attackers “glide through the defense.”

  • Ball contests after dribbling are now more natural and feel more realistic.

AI assist, Bot

  • Improved logic for finding open spaces for attacking runs.

  • Increased variation in AI attacking movement.

  • Improved coordination between attacking players.

  • Improved clarity and predictability of attacking runs.

Content

Other

  • Rewards in Ranked, Showdown, and Playoffs have been updated.

  • Added a reward selection option for certain slots within some packs.

  • Added a system to prevent the dynamic camera view from being obstructed by other players during goal replays. 

  • Updated the in-game playlist.

  • The appearance of the following players has been updated:

  • Henrikh Mkhitaryan

  • Jordan Henderson

  • Frank Anguissa

  • Ashley Young

  • Alexis Saelemaekers

  • James Milner

  • Fixed a number of goal net bugs.

  • Fixed a number of visual bugs.

  • Fixed a number of UI bugs and crashes. 

UFL Community

Join the thriving UFL community on our official Discord server and across social media: X, Facebook, Instagram, YouTube, Threads, TikTok.

Need help?

If you encounter technical issues when installing or playing UFL, our Support Portal is your go-to resource. You can report any problems directly on the main page by submitting a request.


See you on the pitch!

The UFL Team