Bringing a Whole Community Across
Moving a Soccer Manager Worlds game world here — its clubs, their squads and its divisions — and getting every manager back into the club they already run.
- You need
- Your SMW login
- Export takes
- ~25 min for a big world
- Your SMW world
- Never changed
- Season starts
- Fresh, at round one
If your community plays a Soccer Manager Worlds game world, you can bring it here whole — every club, the squad each one currently has, and the divisions they play in. Each manager gets a code that puts them back in charge of the same club.
The season then starts fresh: round one, a new fixture list, budgets from our own model. Nothing is replayed. What comes across is who runs what, and with which players.
What comes across, and what does not
Worth reading before you start, because the answer is deliberate rather than a limitation:
- Clubs, squads and divisions — yes. Every club we can match, with the players it has right now, in the division it plays in.
- Fixtures, results and tables — no. The new season starts at round one. Each club's final SMW position is kept and used to order its division, but no match is invented.
- Money, ratings and tactics — no. They are numbers in a different game's economy. Clubs open on an FM Worlds budget set by their squad's value, and matched players arrive with our attributes. Importing SMW's figures would import a balance our transfer market and match engine were never built against.
Every one of those is listed in the preview before you commit, with a count and a reason — including the ones that cost you nothing. Nothing is dropped quietly.
1–3. Getting the world out of SMW
- 1Download and install the exporterDownload the exporter and unzip it somewhere it can stay — Chrome loads the extension from that folder and will stop working if it moves. Then open
chrome://extensions, turn on Developer mode, choose Load unpacked and pick the unzipped folder. No build step, nothing to compile. - 2Open your game world on soccermanager.comSign in yourself, as normal, and enter the world you want to move. The extension works on the session you already have — that is the whole mechanism.
- 3Run the exportClick the extension. It shows what it found — world name, world ID, owner, your club — and asks what to include. Squads are the slow part: one request per club, so roughly 20–25 minutes for a 400-club world. The panel tells you the cost before you choose. Leave the tab open; you can close the panel and it keeps going.
You end up with a file like smw-world-29520.fmw-migration. Nothing is sent anywhere — the extension has no server and no telemetry. The file is yours until you upload it.
4. Upload it here
Go to Migrate a world and choose the file. We then match every club and player against our database. That takes a few seconds for a small world and a minute or two for a large one.
Matching is mostly exact rather than guesswork: Soccer Manager and FM Worlds both key their clubs and players to the same SoccerWiki identifiers, so most of a world resolves on an id rather than a name.
5. Decide the ones we would not guess at
Some clubs cannot be matched confidently — there is more than one Everton, and the one in Chile plays in Viña del Mar. Rather than pick, we ask. The preview links to a review queue showing each undecided club or player, why it was uncertain, and the candidates it was torn between as buttons. You can also search, or leave it out.
6. Create the world
The preview tells you exactly what will exist: how many divisions, how many playable clubs, how many AI clubs, how many players placed, and everything that will not come across. Nothing is written to the game until you press Create.
The world is then built in the background — it keeps going whether or not you have the page open — and arrives private and locked. Only you can see it until you open it.
Changed your mind? Roll back deletes the world and everything in it and leaves nothing behind. It works even after the world is built.
7. Getting your managers back into their clubs
Every managed club is issued a claim code — FMW-7K29-XP4 — and you download the list as a CSV from the migration page. It has the SMW manager name, the club, and the code.
You hand those out. We do not email anyone: we have no addresses for your managers and should not want any. The person who knows which manager runs which club is you, not us.
If someone sent you a code
You are in the right place. Three steps:
- 1Create an FM Worlds accountFree, and takes a minute. You do not need a Soccer Manager account here.
- 2Go to the claim pageOpen Claim your club, paste the code, and put in the manager name you want to be known by in this world.
- 3That is itThe club is yours, with the squad it came across with and a transfer budget set by that squad's value. You land straight in the world. Pick your tactics before the first fixture.
No code? Ask whoever moved the world — codes come from them, not from us. Clubs nobody claims stay AI-managed, and are never handed out automatically.
Two questions people ask first
Can I keep playing on SMW as well? Yes. Nothing about this changes, closes or touches your world there. It is a copy, not a move.
What if the export is wrong? Upload it again — the same file is recognised as the same import rather than making a second world. If a world was already built and it is wrong, roll it back and start over. Nothing outside that world is ever touched.