WE ARE FOOTBALL 2027 Editor and Customisation
External editor, in-game editors, and database tools.
WE ARE FOOTBALL 2027 ships with a comprehensive suite of editing tools split between a standalone external editor and in-game editors. Together they cover every layer of the game world: from league structures and competition formats to kits, stadiums, player portraits, and live save-game tweaks. This guide explains what each tool is for, how they interact, and the discipline that keeps custom worlds readable rather than chaotic.
External Editor (Standalone)
The external editor is a separate application installed alongside the game launcher. It opens outside of any active save, which means it is the right tool for structural work that shapes the entire football universe before you load a save.
What the external editor can change:
- League systems — add or remove divisions, change promotion and relegation rules, alter playoff formats, and tune the number of teams per tier
- Cups and competitions — create custom cup tournaments, edit entry criteria, change scheduling, and set prize money
- Clubs — rename, relocate, change colours, assign stadiums, edit finances, set board expectations, and define club history
- Stadiums — customise seating layouts, standing areas, VIP lounges, pitch patterns, and advertising board positions
- Players — create new players, adjust attributes, set personalities, assign portraits, edit career history, and set contract terms
- Staff — edit managers, coaches, scouts, physiotherapists, and board members including their attributes and personalities
- Referees — edit referee names, attributes, and appearance
- Sponsors — create custom sponsor types with different financial terms and reputation levels
- Fan chants and anthems — assign audio files to clubs and stadiums
- Derbies — define rivalry relationships between clubs and set derby-day atmosphere modifiers
- Youth and recruitment settings — tune the youth intake frequency, quality ranges, and regional modifiers
- Rule sets — edit competition rules such as foreign player limits, squad size caps, and salary cap configurations
The external editor also handles database conversion — it can open WAF24 databases and convert them to WAF27 format, preserving as much data as possible while flagging elements that may need post-conversion correction.
Best practices for the external editor:
- Make a backup copy of the database before editing
- Use the in-editor validation tools to check for orphaned records (clubs without stadiums, players without clubs)
- Test new competition formats by running one simulated season before committing to a long save
- Keep a change log: note what you edited, why, and what the expected side effects are
In-Game Editors
In-game editors work inside an active save without exiting to the main menu. They are for live presentation fixes and small data corrections — not structural universe redesigns.
What in-game editors can change:
- Club details — fix spelling mistakes in club names, update board members, adjust financial reserves
- Player data — correct jersey numbers, adjust attributes within realistic bounds (to avoid breaking the simulation), change personalities, and rename players
- Staff data — edit staff roles, attributes, and current club assignments
- Stadium presentation — rename stands, adjust capacity numbers, change banner text
- Active save debugging — these editors are the sanctioned way to fix live-save issues that would otherwise require console commands or third-party tools
Important in-game editor limits:
- You cannot use in-game editors to add new leagues, create new clubs, or change competition structures
- Attribute edits beyond realistic bounds trigger a “suspicious edit” flag that can affect player morale and reputation
- In-game edits do not persist through saves that were started before the edit — the edit applies to the current save only
- You cannot use in-game editors to grant yourself trophies or alter historical results
Database Conversion Workflow
For WAF24 veterans moving to WAF27:
- Back up your WAF24 database folder (found in the WAF24 install directory) before starting
- Open the WAF27 external editor and select “Open External Database”
- Navigate to your WAF24 database file and open it — the editor shows a conversion progress bar
- Once conversion completes, the editor flags elements that could not be fully translated; review these in the conversion report panel
- QA the converted database by loading it in a test save: check kit colours, badge images, competition entry lists, and a sample of player names and attributes
- Common post-conversion fixes: re-link custom kit/badge image files (paths change between WAF24 and WAF27), verify promotion/relegation links between tiers, and reset any club debt levels to WAF27 defaults if they look wrong
- When satisfied, save the converted database and load it in your main save
Custom Logos, Kits, and Graphics
The editor supports importing custom PNG and JPG files for:
- Club badges — recommended size 512x512 pixels minimum, transparent background
- Kit designs — front and back templates; club-specific templates are available in the editor
- Stadium images — crowd banners, seat patterns, and billboard advertising
- Player portraits — replace generic faces with custom headshots; WAF27 includes 12,000+ generic AI portraits as the baseline
Community graphics packs shared on Steam Workshop and the WE ARE FOOTBALL Discord are typically .kpeg or .wafpkg files that install via the editor’s import function. Always virus-scan community files before importing.
When to Use Which Editor
| Task | Use | Reason |
|---|---|---|
| Change league format | External | Structures the whole save universe |
| Fix a player’s name in a live save | In-game | Quick fix without exiting |
| Create a new custom cup | External | Requires competition system changes |
| Adjust kit colours after a conversion | In-game | Fast live-save fix |
| Convert WAF24 database | External | Requires universe-level access |
| Set up a custom sponsor tier | External | Creates new data entities |
| Edit stadium seat pattern | External | Requires full editor stadium tools |
Use the external editor as your workshop and the in-game editors as your emergency toolkit.
Frequently Asked Questions
Quick answers for managers starting WE ARE FOOTBALL 2027.
What can I do with the external editor that in-game editors cannot?
The external editor changes league structures, competition formats, creates new clubs, edits stadium layouts, and converts WAF24 databases. In-game editors only fix names, attributes, and small live-save details.
Can I convert my WAF24 database to WAF27?
Yes. Open the WAF27 external editor, select Open External Database, navigate to your WAF24 file, and the conversion runs automatically. QA the result: check kits, badges, competition entries, and a player sample.
What are in-game editors and when should I use them?
In-game editors work inside a live save without exiting. Use them to fix spelling mistakes, correct jersey numbers, or adjust player attributes within realistic bounds — quick fixes that do not need universe-level access.
Do custom kit and badge graphics survive database conversion?
Custom image files often break because file paths change between WAF24 and WAF27. Re-link them manually in the converted database after conversion.
What is the safest way to try major structural edits?
Back up the database first, make structural edits in the external editor, then load a test save and run one simulated season to verify competition formats and promotion/relegation before committing a long career.