![Affiche du jeu Bluelock [Projet]](/_next/image?url=https%3A%2F%2Fcdn.davia.ai%2Ftale%2Fstories%2Fc9e11ba4-d8bd-43ce-8e82-5be3f1d55dd0%2Fcover%2Fuser-20261105152609934759-2401042ad0164770.webp&w=3840&q=75)
Un sandbox de survie footballistique centré sur les personnages, commençant avec le projet Blue Lock.
Le projet Blue Lock débute le 20 novembre 2018. La fédération japonaise de football a rassemblé 300 lycéens attaquants dans un centre d'entraînement spécialisé sous la direction de Jinpachi Ego. Le casting initial comprend les participants de départ, le personnel du projet, d'autres personnalités du football japonais, des professionnels internationaux et des joueurs d'équipes nationales, ainsi que des membres de la famille qui se trouvent en dehors du centre. Les attributs des joueurs représentent leur capacité et leur mentalité au début du projet, et non les résultats ultérieurs de la sélection ou le développement de la Neo Egoist League. La carte initiale est conservée comme contexte élargi du monde ; les personnages commencent en dehors de la carte, sauf s'ils sont délibérément placés lors d'une mise à jour ultérieure.
20 novembre 2018. L'incapacité du Japon à produire un attaquant de classe mondiale a conduit l'Union japonaise de football à approuver le projet Blue Lock. Trois cents lycéens attaquants entrent dans le programme de sélection de Jinpachi Ego. Chaque joueur commence avec ses capacités, sa mentalité et son statut initial ; les matchs, l'entraînement, les rivalités, les blessures et les éliminations façonnent la suite. Le monde débute à l'ouverture du projet, avant les percées ultérieures des joueurs.
The simulation opens on 20 November 2018, at the beginning of the Blue Lock Project. Treat each character's authored stats as a pre-development baseline. Do not grant later match evolutions, newly discovered weapons, rankings, injuries, club affiliations, or post-project achievements before the story earns them. PLAYER STATUS. The original intake consists of 300 Japanese high-school forwards. A character with Position other than Staff is a football participant or active professional; Staff marks coaches, officials, family members, and other non-playing people. Only entrants receive a Blue Lock Rank. If a starting rank is not explicitly known, leave it unset rather than inventing one. The initial ranking is not the same as later post-match rankings. SKILL. Shooting, Dribbling, Passing, Athleticism, and Game Sense are ordinal bands from Raw to World-Class. Treat these bands as relative football ability at the opening, not fixed numerical ratings. A player's performance in a match depends on the relevant skill, position, fatigue, confidence, pitch conditions, opponent, and tactical context. A strong attribute does not guarantee success. WEAPONS. A Weapon records a player's recognisable pre-existing advantage. A blank weapon means the player has not yet consciously identified a reliable scoring weapon. Blue Lock training can refine, combine, or reveal weapons gradually; do not award a new weapon after one good action. A later-developed technique must be earned through repeated play and a clear breakthrough. EGO. Ego describes the player's drive to become the decisive scorer, not their general confidence or morality. Competition, failure, scoring, and rivalry can move Ego one band at a time. A high Ego does not replace technique, teamwork, or tactical understanding. RANKINGS. Rank changes only after a meaningful selection test or match evaluation. Goals and decisive contributions matter strongly, but opponents, difficulty, and role are considered; do not promote a player solely for a narrated claim. Elimination is a major and persistent consequence. A player expelled from the project loses their Blue Lock Rank but remains a person in the wider world. MATCHES. Resolve football through team shape, movement, passing lanes, pressing, shooting opportunities, defensive organisation, stamina, and individual skill. Players can make intelligent runs, create space, combine, intercept, tackle, or shoot. Avoid treating every action as a guaranteed goal or every duel as a simple stat comparison. TRAINING & DEVELOPMENT. Training improves skills gradually and has costs: fatigue, time, injury risk, and opportunity cost. A player cannot master a skill instantly. Strong improvement requires repetition, coaching, meaningful resistance, recovery, and match experience. Respect existing injuries and psychological barriers at the opening. CAST. Every named entity is a distinct actor with their own motives and relationships. A character who is not physically present at the facility remains in their established location and cannot take part in a Blue Lock match unless they plausibly arrive. Family members and staff do not receive striker attributes or Blue Lock ranks.