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It’s an independent football management simulation game, currently being built by a small team of developers. We’re developing it from the ground up as a modern console-first alternative to current options, with gameplay inspired by proven ideas from classic titles.
Our goal is to build a console-first management experience inspired by classic titles. Features include 3D AI match simulation, infrastructure development, youth player growth, player interactions, and dynamic transfer negotiations.
We are targeting consoles (Xbox and PlayStation) and PC. Mobile and emulation platforms (like RetroArch) are not in current scope but may be considered in the future RoadMap.
It’s too early to give a definitive date. We're aiming for a 6–18 month development cycle, but as a first-time indie team, progress may vary. We’ll communicate updates transparently.
Our scope includes the full English football league system down to the National League (Vanarama) and Scottish leagues down to League Two — though these lower tiers may not be explicitly called "Vanarama" or "Scottish League Two" due to licensing restrictions. We’re also including all major European leagues, with each having between 1 and 3 playable divisions depending on the country. Additional leagues may be added in future updates based on demand and development capacity.
Not in the first release. Online features may be explored in future iterations based on demand and funding.
No. Due to budget and legal constraints, the game will feature custom names and visuals. However, we're aiming to create a familiar, immersive world. If future versions gain traction, official licensing will be considered. We are not affiliated with any past football game developers or publishers.
Editable content is being explored, especially for offline single-player use. However, strict console regulations may limit certain modding capabilities.
No. We're deliberately focusing on making it accessible, intuitive, and fun — similar in spirit to older, console-friendly management games. Simple to play, hard to master.
No. We are completely against in-game purchases or pay-to-win mechanics. This is a traditional, self-contained experience.
Yes. The game will include a youth development system with progression mechanics. Reserve teams may be included depending on development scope.
Yes. Infrastructure and stadium development are core elements of the gameplay experience. However, due to legal and licensing constraints, we will not be able to use real stadium names.
Most likely, yes. As a small team, we currently don't have the resources to produce physical copies. We plan to release it via digital stores.
We’re aiming to support any console that can run the game smoothly. Official compatibility will be confirmed closer to launch.
Absolutely. This is a community-led project. We’re actively listening to feedback and feature requests — some will make it into the game, others may be considered for future updates or sequels.
We haven’t set a price yet. That decision will be based on the final feature set and platform requirements.
We’re a small, independent team of three working part-time outside of full-time jobs. Despite our size, we’ve made strong progress and are committed to delivering a high-quality product.
Our philosophy is simple: deliver a solid, enjoyable first game and build from there. The more support we receive, the more we can expand in future editions.
We’re currently aiming for a 30-season career mode, subject to performance testing and save system capacity.
Kit editing and visual customisation are on our wishlist. We’re evaluating whether we can implement them for the first release based on available resources.
We’re aiming for simplified financial systems that don’t overwhelm players, with potential to expand deeper in future titles.