Skip to content
WAF 2027 Wiki
Powered by Pagefind
English
Database Patches & Editor

WE ARE FOOTBALL 2027: External Editor Guide

Complete WE ARE FOOTBALL 2027 editor guide: launch the external tool, create custom clubs, edit player databases, and import or export .wafdb files.

9/18/2026 v1.0 WAF 2027 Wiki Team Last updated: 9/18/2026 5 min read

Frequently Asked Questions

Where is the WE ARE FOOTBALL 2027 external Editor installed?
The Editor ships with the base game. Open Steam, right-click WE ARE FOOTBALL 2027, choose Manage → Browse Local Files, and launch Editor.exe from the tools folder. You can also reach it from the in-game Database & Editor tile on the main menu.
Can I import a community Megapatch and edit it in the Editor?
Yes. Install the Megapatch into Documents/WE ARE FOOTBALL 2027/database first, then open the Editor and load the active database profile. Your edits merge on top of the community files without overwriting the original archive.
Do Editor changes apply to an existing career save?
Visual updates such as crests and stadium names appear immediately. Structural changes—new leagues, revised player attributes, or altered promotion rules—require a new career with Use Custom Database enabled.
What file format does the Editor use for sharing databases?
The Editor exports packaged databases as .wafdb files. Import a .wafdb through File → Import Database, or extract its contents directly into the database folder alongside database.cfg.

What the WE ARE FOOTBALL 2027 Editor Does

The external Editor is Winning Streak Games’ official modding toolkit for WE ARE FOOTBALL 2027. It lets you build fictional clubs, reshape league pyramids, tune player attributes, and publish shareable database packages—without third-party trainers or memory editors.

Main menu of the WE ARE FOOTBALL 2027 external Editor showing Clubs, Competitions, Players, and Export Database tabs

Unlike the lightweight in-game editor (contract tweaks and morale sliders during a live save), the external tool edits the master database files that every new career reads on day one.

Launching the Editor (Two Paths)

You can open the Editor from Steam or directly inside the game:

  1. Steam Library route: Right-click WE ARE FOOTBALL 2027ManageBrowse Local Files → run Editor.exe inside the tools/editor/ directory.
  2. In-game route: From the title screen, select Database & EditorLaunch External Editor. The game passes your active profile path automatically.

The Editor reads and writes the same directory referenced in our /patch/real-name-database-patch/ installation guide:

%USERPROFILE%\Documents\WE ARE FOOTBALL 2027\database\

Creating a Custom Club from Scratch

Building your own club is the most common Editor workflow after installing real-name data:

  1. Open the Clubs tab and click New Club.
  2. Set Club Name, Short Name, Founded Year, and Country.
  3. Upload a Crest (512×512 PNG with transparent background recommended).
  4. Assign a Home Stadium or create a new venue under Stadiums.
  5. Link the club to a Competition slot in the Competitions tree (e.g., English League Two).

Custom club creation screen in the WE ARE FOOTBALL 2027 Editor with crest upload, stadium assignment, and league slot selection

After saving, generate a starter squad under Players → Generate Squad for Club or import a CSV roster (see below). Test the club immediately in Creative Mode before committing to a full career—our /guides/beginner-guide/ covers the first-month checklist once your database is live.

Editing Player Values and Bulk Imports

The Players module exposes every attribute the match engine uses: pace, stamina, heading, morale baseline, wage demands, and contract expiry.

TaskEditor pathNotes
Edit one playerPlayers → Search → AttributesChanges sync to players/ JSON shards
Bulk attribute editPlayers → Batch Edit → Filter by clubUseful for rebalance patches
CSV importFile → Import → Player CSVHeader row must match player_import_template.csv
Facepack alignmentPlayers → Portrait IDMatch portrait IDs to Megapatch facepack indexes

Player database export dialog in WE ARE FOOTBALL 2027 Editor showing CSV export, .wafdb packaging, and Import into Career options

When importing CSV files, keep player IDs stable. Community facepacks and the Megapatch reference those IDs—random renumbering breaks portraits across your entire database.

Building Custom Leagues and Competitions

The Competitions tab controls pyramid structure, promotion/relegation slots, cup draws, and foreign player limits:

  • New Competition Wizard: Define nation, tier level, number of teams, and round format.
  • Promotion/Relegation Links: Drag arrows between tiers to mirror real pyramids or invent sci-fi structures.
  • Season Calendar: Set matchday spacing; congested calendars increase injury rates once you start playing.

Export the competition tree as part of your .wafdb package so friends load identical rules. For match-day tactics tuned to your custom league tempo, cross-reference /tactics/best-tactics-formations/.

Export, Import, and Activating In-Game

When your database is ready to ship:

  1. Choose File → Export Database and save as MyCustomDB_2026.wafdb.
  2. Alternatively, copy the live database/ subfolders (clubs, competitions, players, database.cfg) to a zip for forum sharing.
  3. To import someone else’s package: File → Import Database and select their .wafdb, or extract into your local database/ folder.
  4. Launch WE ARE FOOTBALL 2027, start New Game, enable Use Custom Database, and pick your profile name from the dropdown.

Editor Workflow Checklist

Use this sequence to avoid broken saves:

  1. Install the Megapatch (optional but recommended for authentic baselines).
  2. Back up Documents/WE ARE FOOTBALL 2027/database/.
  3. Edit clubs, competitions, and players in the external Editor.
  4. Validate with Tools → Database Integrity Check (zero errors required).
  5. Export .wafdb and start a new career with Use Custom Database.
  6. Scout wonderkids under your custom rules via /talents/best-wonderkids-guide/.

The Editor is the backbone of the WE ARE FOOTBALL 2027 modding scene—master import/export first, then iterate on league design and squad building at your own pace.

Related Guides

Was this helpful?