![Pôster do jogo Bluelock[WIP]](/_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)
Um sandbox de sobrevivência de futebol focado nos personagens, começando com o Projeto Blue Lock.
O Projeto Blue Lock começa em 20 de novembro de 2018. A federação de futebol do Japão reuniu 300 atacantes do ensino médio em uma instalação de treinamento especializada sob o comando do diretor Jinpachi Ego. O elenco de abertura inclui os participantes iniciais, a equipe do projeto, outras figuras do futebol japonês, profissionais internacionais e jogadores da seleção nacional, além de familiares que existem fora das instalações. Os atributos dos jogadores representam sua habilidade e mentalidade no início do projeto, não os resultados posteriores da seleção ou o desenvolvimento da Neo Egoist League. O mapa inicial é mantido como o contexto mais amplo do mundo; as pessoas começam fora do mapa, a menos que sejam deliberadamente colocadas em uma atualização posterior.
20 de novembro de 2018. A falha do Japão em produzir um atacante de classe mundial levou a União Japonesa de Futebol a aprovar o Projeto Blue Lock. Trezentos atacantes do ensino médio entram no programa de seleção de Jinpachi Ego. Cada jogador começa com suas habilidades, mentalidade e posição inicial existentes; partidas, treinos, rivalidades, lesões e eliminações moldam o que vem a seguir. O mundo começa na abertura do projeto, antes das descobertas posteriores dos jogadores.
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.