Anpfiff1
2.2.0: Belgium, advertising boards and your own databases
20 September 2026: Version 2.2.0 of Anpfiff1 is on Google Play, Steam and itch.io. A maintenance update.
Belgium plays its real format
The Pro League abolished its play-offs with a reform in June 2026. In the game that now means: 18 clubs, 34 matchdays, two direct relegation places. The second division has 15 clubs and therefore weeks without a match, the third stays at 16.
Careers already under way finish their season in the old format and are topped up at the change of season.
Real sponsors on the advertising boards
Without booked boards, the stadium showed four fixed, made-up names. Now they come from the sponsors of your country and your club's tier. Every one of them can be changed in the database editor, including sponsor tiers 7 and 8, which could not be reached there before.
Young key players cost more
Until now every player up to 20 got the same 40 percent on top of his market value, the reserve goalkeeper just like the regular starter. Now the premium follows playing strength: a young squad player gets cheaper, a young regular starter clearly more expensive. Potential is left out on purpose, what counts is what a player can do today.
Your own databases
- Crests, kits and sponsor marks belong to the database of the save. "Continue" in the main menu used to show the images of whichever file was currently selected.
- The list of your own files no longer freezes when it opens.
- The online list shows clubs, players, date and the uploader's description, and sharing now shows a wait notice.
- League names from the editor apply again in every built-in country.
Also
- Club crests are larger, almost twice the size in team selection, and now also appear in the press conferences.
- Lists scroll even when your finger lands on a button.
- The calendar handles leagues with an odd number of clubs correctly.
Where to go next
On iOS, 2.1.9 was still in review at Apple at the time of release, and 2.2.0 follows there afterwards.
The changelog lists everything in detail. The measurements behind these fixes are in the Dev Log.