WE ARE FOOTBALL 2027: Mods, Steam Workshop and the Database Editor
How WE ARE FOOTBALL 2027 mods work: the editor's Steam Workshop flow, the two launch databases and what each one changes, plus the manual integrate path.
Frequently Asked Questions
Is there a Steam Workshop for WE ARE FOOTBALL 2027?
Do WE ARE FOOTBALL 2027 mods add real player names?
How do I install a subscribed mod in WE ARE FOOTBALL 2027?
Do mods change an ongoing career save?
What did the video author think about fan databases?
WE ARE FOOTBALL 2027 ships with a full data editor, and since 24 September 2026 it also has a Steam Workshop to feed it. The two together are the whole modding story of this game: the editor opens every table the simulation reads, and the Workshop delivers other people’s versions of those tables straight into your game as additional databases. This guide walks the editor as the video shows it, adds the official launch facts the video predates, and finishes with what the Workshop’s items — two launch entries and the first post-launch addition — actually change.
What is the difference between the editor and mods?
The editor is the database tool that ships with WE ARE FOOTBALL 2027: it opens the master data every career reads and lets you change it by hand. Mods are finished databases somebody else has already built and shared. The editor installs them: subscribed Workshop items become an additional database you select for a new career.

You reach it from the game’s main menu — the Editor button’s tooltip reads „Startet den Dateneditor, mit dem Sie z.B. Vereins- und Spielerdaten bearbeiten können” —, accept the user agreement, and the editor opens in its own window, build 1.0.0.30491 in the video. The main screen is a map of the whole simulation: for Germany alone the Land block lists 181 clubs, 198 stadiums, 39 referees, 234 sponsors and 343 fan actions, and the men’s and women’s games sit in separate columns, each with its own league system, cup competitions and national teams.

Along the bottom runs the tool row that matters for mods: Daten überprüfen checks the data for errors, Daten zurücksetzen resets it, Statistik crunches it into tables, Eigene Ereignisse holds your own events, and Daten von anderer Datenbank übertragen imports data from another database — plus, front and center, Daten ins Spiel integrieren, the button every Workshop item funnels through. One caution the video demonstrates better than any manual: check the Aktuelle Datenbank dropdown before you edit anything, because the author works happily for minutes before noticing his editor is reading a database named WeAreFootball2024. The screen also reminds you to back up your database regularly — mods are additions, but your own edits are not undoable. If you want the editing itself in depth, our external editor guide walks the individual dialogs.
How do you install a database or mod in WE ARE FOOTBALL 2027?
Installation runs through the editor, not through folders: open the editor from the main menu, press the Steam Workshop button, and the Download tab lists everything you subscribed to. Update, select the items, then press Daten ins Spiel integrieren — once the bar finishes, the mod sits in the game as an additional database for your next career.

The screenshot catches that same dialog on its Upload tab — the direction for publishing your own database, with checkboxes for which files to include, a title, a description, a preview image and the Sichtbarkeit options from Öffentlich to Nicht gelistet. The Download tab beside it is where subscribed mods arrive; from there the flow the author narrates twice in the video takes over: update, select, integrate, close the window, and the additional database waits in the game. Because the video was recorded nine days before the Workshop opened, it never shows a completed subscription — the clicks after launch day follow the official announcements, and our troubleshooting and update log tracks how the flow behaves in practice.
What is the Steam Workshop and what was on it at launch?
The Steam Workshop went live for WE ARE FOOTBALL 2027 on 24 September 2026 at 16:00 — announced that morning on Steam with a two-word „Today. ;)” and, when a time was requested, a laconic „16:00 Uhr.”. Two free items carried the opening day, both housed in the Workshop hub for the game’s app 4328570. The storefront itself has since caught up: as of 8 October 2026 the store page lists sixteen categories, Steam Workshop among them for the first time since the 16 September release — the fifteen-category list before that carried no such entry. That listing is the storefront’s own formal acknowledgment of the game’s user-generated-content channel.
WAF 2027 Real Names Database - Preview Version v0.1 (Workshop item 3807525007) is the identity fix: 162.727 MB that replace the fictional club names with real ones — and deliberately nothing else. It contains no real player names, and at 567 subscribers within its first three days (as of 26 September) it was the clear early favorite. Our real name database patch guide covers what changes once club names are real.
WAF Reality Mod v0.5 (item 3808092719) is the world reshuffle: 351.444 MB expanding the playable earth to 89 countries and 141 leagues, with real club names and historical stadium names, marked as tested and optimized for the Steam Deck. Its description carries the one warning in capitals: „IMPORTANT: Players do not have real names!” — 215 subscribers had signed up by 26 September.
The first post-launch addition followed on 30 September 2026: WAF27 Real Clubs & Players (item 3811000123) by Markus, posted at 21:29 UTC under its original name WAF27 Originalvereine & Spieler — the entry carried the German title until an update on 7 October 2026 renamed it in English. It launched as a pure identity database like the Real Names one — 546 original club names across nine countries and 1,187 player records with loan information, 79.856 MB — and its description states outright that graphics are excluded (“Die Grafiken sind nicht Bestandteil dieses Workshop-Datensatzes”), pointing anyone who wants original crests and player pictures to the FM-Zocker graphics stock on modDB. Where those graphics files go is the facepack and logo install guide’s territory. Its first-hour numbers, snapshot as of 30 September 2026 (community workshop entry, as-of figures): 18 unique visitors and 2 subscriptions 43 minutes after release — the same quiet start the Real Names Database had before its takeoff. The quiet start did not last: as of 3 October 2026 the entry counted 1,283 unique visitors and 442 subscriptions, had passed every entry except the two launch databases, shipped a second update on 3 October that took the entry to 84.328 MB, and its latest 48-hour gain of 189 subscriptions was nearly triple the other five entries combined. As of 6 October 2026, 22:15 UTC, it stood at 2,100 unique visitors and 862 subscriptions — another 84 subscribers in the latest 24 hours — and a fourth revision inside its first week had carried the package to 84.681 MB as version 1.5. The 7 October update (Workshop stamp “Oct 7 @ 2:10am”, page time in PDT, around 09:10 UTC) then renamed the entry and rewrote its description without changing the package size; as of 8 October 2026 it stands at 2,467 unique visitors, 1,085 subscriptions and 21 favorites — 104 new subscribers in the single day since the previous snapshot, enough to overtake the Real Names Database as the Workshop’s most-subscribed entry. The latest reading, 11 October 2026, 15:12 UTC, widens that lead: 3,009 unique visitors, 1,427 subscriptions (+342 in roughly three days, an accelerated pace of around 127 per day) and 23 favorites, against 1,037 for the Real Names Database — a gap of 390 subscriptions, the top spot unchanged since 8 October, with no new upload behind it (the package still measures 84.681 MB, the changelog still seven change notes, the update stamp still “Oct 7 @ 2:10am”, page time in PDT) — and the rewritten description claims roughly 1,370 changed club names across 36 countries and about 5,100 player records (Austria, Denmark, England, France, Germany, Italy and Spain, loan players included), with real club names and up-to-date squads for the 2026/27 season as the stated goal and the database self-described as still a work in progress: still the workshop’s momentum item, and now its subscription leader as well. None of the three covers everything — names, world and graphics remain separable choices, which is exactly why they coexist.
What can you inspect and edit in the database editor?
The editor’s main screen is a map of the whole simulation: for Germany alone the Land block lists 181 clubs, 198 stadiums, 39 referees, 234 sponsors and 343 fan actions, and the men’s and women’s games sit in separate columns with their own league systems, cup competitions and national teams. Every block opens a dialog where that data can be read and rewritten.

The Ausrüster dialog shows how deep the fiction goes: twelve equipment suppliers with types stacked from Weltkonzern through Groß und international and Mittel und international down to Klein und lokal, each with logo, display and pitch-side board slots to fill. Sponsors (234 entries) and referees (39) follow the same pattern — complete, plausible, and entirely made up, which is precisely what the real-names items above start to replace.

Country data goes further than names. Germany carries 83,100,000 inhabitants, a language split of 99 percent German and 1 percent Danish, additional school-language shares for English, French and Spanish, and a climate block with an 18 °C average and a 15-degree seasonal swing. That temperature is not decoration: the author points out it feeds the snow calculation, so turning the average down is how you get proper winter snow in Germany — a one-field mod of your own.

The Startspieljahr einstellen dialog is the modding community’s quiet workhorse: it shifts a database’s start year so older databases stay playable. The warning text is honest about the cost — five-year-rating values move and leave gaps to refill, birthdays get corrected, contracts that expired before the new start are extended by one to five years, and loans ending in the new year can be set to resolve automatically. In the video it reads 2023, another hint of the older database loaded; check your own year matches the database you meant to edit.
What do the editor’s statistics tell you about your database?
The Statistik button turns the loaded database into numbers: 211 countries, 565 leagues, 1,821 stadiums, 1,870 clubs and 43,413 men’s players next to 24,080 women’s players in the video. Its two best tables rank strength levels and talent classes worldwide, and they carry the video’s best scouting insight: about a third of the very best talents play outside the first league.

The Verteilung Stufen table sorts every player into fourteen strength classes. At the top, level 14 holds exactly five players in the whole database, all in the first league; level 13 holds 39, level 12 holds 224. At the bottom, level 1 holds 240 players of whom just ten — four percent — have reached the top flight. Where your league sits in that ladder decides how brutal its best players are.

The Verteilung Talent table is the one to screenshot: 77 Jahrhunderttalente — once-in-a-century talents — exist worldwide, and only 52 of them, 68 percent, play in the first league. Below them: 341 Megatalente, 1,091 Riesentalente, 3,289 große Talente, 9,966 Talente and 28,649 players without a special talent. The author’s takeaway, and a genuinely useful one: if you want a century talent, you have to scout the second, third, even fifth division, because roughly a third of them are hiding there. He compares these numbers with a fan database he had looked at earlier — his verdict, offered as opinion, is that fan databases fielded far more top talents and almost no duds, which made the game feel easier than it is and got blamed for developments that were the database’s doing, not the game’s.
Which databases and mods are worth it first?
Start with the official launch items, because they solve different problems: the Real Names Database preview fixes club names and nothing else, while the Reality Mod reshapes the playable world to 89 countries and 141 leagues — and still ships without real player names. For the names slot there is now a second, fast-growing option: the Real Clubs & Players database above — named Originalvereine & Spieler until 7 October — which pairs roughly 1,370 club names across 36 countries with about 5,100 player records in one subscription (as of 8 October 2026). Pick by what bothers you more, and settle the Standard-or-Welt question first with our database choice guide.
The boundary between the two matters. The Real Names Database is a name patch on the data you already play — small, previewed, easy to reason about. The Reality Mod is a whole new database: more countries, more leagues, historical stadium names, Deck-tested, but also a different balance to learn, and per its own description still without real player names. If your priority is atmosphere, start with the names; if it is novelty, start with the mod; there is no rule against trying both — each arrives as its own additional database, and the career you start decides which one you play.
The author’s stance from the video is the counterpoint worth hearing: he loves the original data precisely because the fan versions had, in his view, flattened the game’s difficulty curve before the community noticed. Whatever you install, the editor’s own advice holds — back up your database, verify with Daten überprüfen, and if a mod misbehaves after an update, the troubleshooting log is where we track it. And translation work lives in the same family: if the official languages — four since Update 3 (14 October 2026) added Italian, plus direct support for fan language files — are not enough, the Spanish translation guide covers the community pack that converts the whole interface today.
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