EA College Football 27 Sparks Offline Microtransaction Backlash on Steam
EA Sports College Football 27 is out, but its launch has quickly turned into a fight over pricing and incentives. On Steam, the game is sitting at “Mostly Negative” user sentiment as players push back against microtransactions that they say change how offline modes work.
The newest entry in EA’s College Football lineup arrived in early access on PC, PS5, and Xbox Series X|S on July 6. From the start, a large portion of the backlash has focused on changes to two long-running offline experiences: Road to Glory and Dynasty. Instead of supporting the kind of progression tweaks players were used to, EA added purchasable upgrades that span a wide range, from $9.99 up to $149.99.
In earlier releases like College Football 25 and College Football 26, offline versions of Road to Glory and Dynasty let players adjust their setup through settings that increased XP gain. For College Football 27, those XP modifiers are gone, replaced by an option to spend real money to raise elements such as a player’s coach level.
Content creator Bordeaux—who has helped drive the #CFBPlayDontPay push—claims this year’s system asks players to spend as much as $100 to reach the maximum coach level of 100. The controversy deepened because many creators say the microtransaction angle wasn’t clearly communicated before release. Some also allege that it didn’t show up in pre-launch builds, making the sudden switch feel even more abrupt to the community.
“It makes me sick that you spent years building up community trust, saying that this was our game, this is all for us,” Bordeaux said. “Nobody, not a single person out there was like, ‘What would make our game better? What would make me want to play College Football more? Oh, I know. Being able to buy coach levels. Being able to buy upgrades for my player that is now way too slow to upgrade.’”
As the uproar grew, players turned to the one place they could collectively pressure the conversation: Steam reviews. Since launch, much of the discussion around College Football 27 has been dominated by the community campaign, with calls for EA to reduce or remove microtransactions and restore the in-game XP modifiers that let offline players tune progression. At the moment, only about 22% of reviews are rated positively, which is why Steam tags the title with that “Mostly Negative” label.
On the review pages and across social posts, creators and players have been especially vocal about the disconnect between offline mode expectations and the new monetization. One Steam review tied the issue directly to the idea of paying for access to features that were previously part of the offline experience, saying that adding microtransactions to Road to Glory and Dynasty offline is “insane” and that the reviewer will not spend on future College Football games unless the system is reverted. Another player echoed the same theme, agreeing with Bordeaux while still arguing that the core gameplay is “exceptionally well-made,” even if they can’t justify the monetization decisions behind it.
That second review went further, criticizing EA’s response and saying the company’s approach to backlash is unacceptable. The reviewer argued EA should lose exclusive rights to publish these games and that another publisher should take over, claiming this kind of microtransaction “BS” has been happening for years in Madden and now appears in College Football as well. Their message was blunt: if you haven’t purchased the game yet, don’t buy it.
EA later responded to the growing controversy by announcing an upcoming patch that will add new XP settings back into Road to Glory and Dynasty. For Road to Glory, EA says the patch will introduce revised XP settings. For Dynasty, players can expect new options that allow XP scaling up to 1.5x, and EA also says the XP players earn in Dynasty will be tied to the difficulty level. Even with that response, many fans still feel uneasy—either because the changes aren’t as flexible as before, because the monetization remains in place, or because the wording around the system implies players may be pushed toward less favorable play choices.
Players immediately pointed to concerns about how the new approach could affect XP distribution, including how the system could punish those who choose lower difficulties. One creator shared a scenario imagining a younger player loading up Road to Glory on “Freshman” difficulty and receiving less XP than players on higher settings like “Heisman.” The point of that post was that the game now discourages or penalizes the kinds of difficulty choices that casual players make to learn and enjoy the mode.
Other community reactions have been even more direct about the underlying principle. Some players said they’re being asked to spend money for non-physical access to content they don’t truly own, while also being incentivized to pay more if they want key parts of the offline experience—like leveling up their player. The overall sentiment is that the “future of gaming” looks good only in marketing, not in practice, when progression can be tied to additional payments.
Bordeaux and supporters of #CFBPlayDontPay also argued that the newly announced XP options appear slower than what existed previously. They further claimed that EA’s language suggests players may be discouraged from using easier difficulties. Bordeaux said the confirmation about disabling player Wear & Tear affecting XP gain sets off the core frustration, because Wear & Tear is being treated as something that can interfere with XP in an offline Road to Glory mode. His criticism was essentially that the issue isn’t gameplay balance—it’s a business decision that could shape player behavior in ways that benefit monetization.
With negative reviews continuing to accumulate and claims of pay-to-win mechanics in single-player modes increasing, it remains unclear whether EA intends to fully reverse the direction it has taken. For now, many fans are urging others to be strategic about how they ask for change and what they demand—especially when it comes to whether microtransactions should be removed entirely or whether the game should return to the earlier XP slider-style approach.
Other Steam users reiterated the same point from different angles. One review described the situation as removing a feature and then forcing players to pay to reproduce it in an offline mode, calling it one of the worst things EA could do to the game. Another added that they stand with their Dynasty and Road to Glory community, saying they won’t buy packs until microtransactions are removed or the XP sliders return to Dynasty/RTG.
Bordeaux also addressed who he believes is truly responsible for the change. In his initial video, he said he’s not aiming blame at the development team. Instead, he argued the decision comes from higher-ups pushing the need for more revenue, including a claim that College Ultimate Team (CUT) isn’t pulling in enough interest compared to Ultimate Team. His point was that the devs did an excellent job, and that’s what makes the monetization decisions so upsetting: the game is strong, but it’s being overshadowed by “microtransaction slop” introduced on top of it.
That contrast—between solid on-field changes and a monetization system players consider invasive—has helped explain why the controversy is sticking around even as EA promises patch improvements. Despite the debate, reviews are painting a consistent picture: players can recognize quality in the gameplay while still feeling that offline modes are being reshaped into systems that reward additional spending.
For context on critical response, IGN gave EA Sports College Football 27 a 7/10 review. Its commentary highlighted that Dynasty and Road to Glory leaned heavily into spreadsheet-style management this year, but also argued that smart improvements on the field make College Football 27 worth suiting up for again.
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP.


