Patch Notes

Beta Test Demo Upcoming Updates

Update Date: 2024.4.24 [JST]

Thank you for playing the Inazuma Eleven Worldwide Beta Test Demo.
Since the release, we have received feedback from many players around the world via "Inazuma Post."

After careful consideration of the opinions and feedback provided by the community, we plan to make the following adjustments in the upcoming version 1.1.0 update (unlocking Story Mode and more) scheduled for early May 2024.

We will continue to improve the quality to make gameplay even more enjoyable, and really appreciate your continued cooperation in beta testing.

  • * The adjustment details and specifications are subject to change.
  • * All translations in this page are tentative. There is a possibility that they may change upon official release.
  • * This page is translated into English only.
  • * Screenshots display the Japanese version of the game.

Update Scheduled for Early May 2024
Beta Test Demo ver.1.1.0 Planned Revisions and Additions

  • Addition of Story Mode

    The Story Mode on the title menu will be unlocked, allowing you to experience the story of a new protagonist, "Destin Billows."

    The first chapter tailored for the demo version
    "You Can Play Football" will be playable.

  • Addition of the "Theater"

    The Theater on the title menu will be unlocked, allowing you to replay scenes you have previously discovered. In the demo, only the endings of each mode will be available.

  • Implementation of a Penalty for Improper Disconnects

    • Any player who disconnects improperly will automatically lose, and the opponent will be awarded the victory.
    • Even if the game is disconnected midway, the player who did not disconnect will be able to keep all items acquired up to that point.
      * The items obtained by the player who is judged to have disconnected improperly will be confiscated. If the match is not completed, neither player will receive experience points.
    • A message will be displayed depending on the situation of the disconnect:
    • [When an improper disconnect is detected]
      [When an opponent disconnects]
  • Addition of the "Concede" Function During Matches

    To remove an incentive for intentional disconnects, if you determine that there is no chance of winning, you will be able to choose to "Concede" to legitimately end the match at any point.

    When a match ends due to a player conceding, both players will keep any items already obtained; however, if a player disconnects, that player's items will be confiscated.
    No experience points will be awarded to either player when the match ends due to a concession.

  • Measures Against Lag in Online Matches

    • The amount of data transmitted will be reduced to about 10%.
    • We have optimized the program to be more resilient against lag.
  • Revamping the UI for Training Characters

    "Move players in Team Dock" and other commands will be removed from the Team Dock menu. Those functions, including changing tactics, formations, and uniforms, will be consolidated into the Training menu.

  • Addition of "Match History" in Competition Mode

    You will be able to check your past match history in a list format.

  • Implementation of the "Advantage Judge Setting"

    If you want to avoid the game ending in a tie, you will be able to use "Advantage Judge" to determine the outcome.
    By turning on the advantage judge setting in lobby matches, in case of a tie, the winner will be decided based on an official set of rules and an evaluation of the players' performance during the match.
    * The setting will apply to all matches in the lobby if any participant or spectator has it enabled.

  • Added Focus Victory Count to Mid-Match Log Display

    During the half-time break, the intermediate log will display the number of shots, possession percentage, and number of Focus victories.

  • Addition of "Build Type Icons"

    "Build Type Icons" will be displayed in the passive description section, making it easier for more casual players to understand team build strategies.

  • Changes to the Uniform Setting UI

    When purchasing and changing uniforms, you will be able to see them on the character models.

  • Fixed an Error with the Duration of Tactics Effects

    The effect timer will no longer stop during Zone and Focus.
    * Basically, the effect timer will continue while the player can move their characters.

    • The effect timer will be paused during command input wait times.
    • During the slow-motion phase in the Zone, the timer will progress according to the slow-motion ratio.
  • "AI Tutorial" Mode

    A lowered difficulty AI will play against players who have not yet completed tutorial conditions.
    Once you clear the tutorial quests, the Tutorial AI will be turned off.

  • Solving the Issue of the Bots Being Too Strong Initially

    • Implementation of "Tutorial AI" to provide you with more practice flexibility.
    • While Tutorial AI is active, the Bots will not use Tactics.
    • The Tutorial AI will take longer to shoot, so it will be easier for you to establish defensive Zones.
  • Changes to Tutorial Videos

    • The tutorials will be changed to small videos plus text sheets.
    • You will be able to advance the text at your own pace.
    • Added explanations regarding areas and conditions where the Special Moves can be used, and their cool-down time.
  • Changes to the UI for Special Move Commands

    • A "Position Icon" will be added in front of the name of each Special Move, making it clear when you can use them.
    • Icons for "Long Shot" and "Shot Block" will also be added to the right side of the Special Move.
  • Characters No Longer Commit Blatant Offside Offences

    • Adjusting the AI to be less prone to offside positions.
    • Both the defensive and attacking forward's positioning strategies will be adjusted.
    • The offside rule will be enabled.
  • New Information Display and Confirmation Options for the Tactics UI

    • Displays effect durations for Tactics and Super Tactics (for both sides).
    • Can be called up to check the remaining time using the L Button.
  • Changes to Defensive Character Switching UI

    • Changes to the display of character switching when defending.
    • The display will change from a circle to a vector.
  • New Action: "Through Pass"

    By holding down the B Button, you will be able to easily adjust the direction of your pass, enabling what is commonly known as a through pass.

  • Reflecting Equipped Boots on the Character Model

    • Changes in the equipped boots will now be reflected on character models both in menus and during matches.
  • Changes to the Calculation and Display of "Breach" and "Save"

    Specification changes are made to mitigate the lack of strategic impact of "Breach" and "Save."

    • Changes to the timing of the necessary Tension check for Breach/Save.
  • Major Changes to the Calculation Specifications of "Breach"

    Breach will be modified to convert the percentage of Tension into proportional damage to Keeper Power.

    "Breach" will reduce KP by the same percentage as there is Tension left in the Tension Gauge.
    At that time, the opposing keeper will suffer KP damage equal to the combined total of Shot AT and Breach damage.
    Tension converted into KP damage by a Breach will be consumed.

  • Adjustments to "Invincible Keeper"

    • Fixed a bug related to the duration of the effect.
    • Once a shot is stopped, the effect will expire.
  • Changes to "Lucky Fever" Specifications

    Added an effect that affects both Breach and Save by 10%.

    • Opponent's Breach rate: -10% (from 10% to 0%)
    • Your Save rate: +10% (from 10% to 20%)
  • Changes to Messages Shown During Ranked Matchmaking

    • The matchmaking status will be displayed, making the process easier to understand.
  • Display of Level Difference Bonus on Ranked Match Confrontation Screen

    • A display will be added to make the existing level difference bonus more understandable.
  • Other Adjustments

    • The sorting settings on the Spirits screen will now be saved.
    • The confirmation requirement for spectators during lobby matches will be removed.
    • An option to hide passwords in lobby matches will be added.
  • Default Cursor Position Inside the Frame During Shot Chain and Similar Actions

    During Shot Chain events, many players failed to notice that the cursor had shifted away from the goal frame, preventing them from pressing the skill button.
    To address this issue, the default position of the cursor for the second and subsequent shooters in the chain will be adjusted to always start within the goal frame.

  • Challenge the Alius Masters on "Legendary Hero" Difficulty

    Addition of Legendary Hero Alius Masters to Competition Mode.
    ・Accompanied by the addition of new Special Moves.

    Considering the impact on online play, a challenge limit of three times per day will be set.

  • Addition of Stamp Function

    Communication using stamps will be possible during matches and within the match lobby.

  • Addition of a Landing Motion After Activating Special Moves

    • A landing motion will be added to enhance the atmosphere after using a Special Move.
  • Game Balance Adjustments

    The experience points you can earn in Bot battles will be doubled.

    Character data has been adjusted so that all characters have one special move available from the beginning.

  • Cross-Save Interface

    It will be possible to save data for transferring from Nintendo Switch to other platforms.

  • Tension Display During Spectating

    The Tension levels of both players will be displayed on the spectating screen, making the match situation clearer.

  • Goalkeeper Control

    During a defensive Zone, you will be able to switch control to the goalkeeper.

  • Name Display on Certain Uniforms

    On some kits, the character's name will be displayed above the jersey number.

  • Addition of More Goal Celebration Types

    Ten new types of goal celebrations will be added.
    A random celebration will be selected from three options specific to each personality type.

  • Addition of Pass Mode/Kick Mode Toggle Feature

    Changed the system so you can toggle between Pass Mode and Kick Mode by pressing ZL Button.

    • Kick power lines will start from a somewhat extended state.
      * Improving the ease of switching to Kick Mode.
  • Visual Improvement: Ball Rotation in the Goal Net

    When a goal is scored, the ball will continue to rotate in the net.

  • Translation Quality Improvement

    In the previous Beta Demo Version 1.0.0, some language translations were not done correctly.
    In the upcoming update, we will correct the relevant sections and revise the translation process to improve quality.

  • New Content for Competition Mode

    Addition of the new character "Beta" and new Special Moves.

    Addition of the "Protocol Omega 2.0" kit.

  • Bug Fixes

    • Fixed a bug where characters not involved in the duel were facing irrelevant directions during a Scramble.
    • Fixed a bug where players do not actively go to retrieve the ball when it drops between them.
    • Other minor bugs will be fixed.
INAZUMA ELEVEN: Victory Road
Worldwide Beta Test Demo
"Leave Your Inazuma Mark on the World!"
Release Date March 28, 2024, 11:00 (GMT) Global Launch Timing
Downloadable Mar 28, 2024⁠ – 14:59 Jun 28, 2024 (GMT)
Supported
Platform
Nintendo Switch
File Size Approx. 5 GB
Supported
Languages
English, Japanese, Traditional Chinese, Simplified Chinese, French, Italian, German, Spanish, Portuguese (Brazil)
  • *To use online play, a subscription to Nintendo Switch Online (paid) is required.
  • *Character training data can be saved.
  • *Beta test data cannot be transferred to the final version.

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