A roguelike football management game for mobile.
Take a nobody club. Rise season by season — or get sacked.
You discovered him. Nobody knew his name. You gave him his debut, played him five seasons, and sold him to Manchester.
People don't remember the system — they remember the story.
Every match arrives as a live broadcast you control — the score bug ticking, the team sheet yours, the tactics board live. And every caption on that feed is a story about a player you found, grew, and will one day sell.
| Story, not stats | People remember the player they found, the derby they lost, the call they made. |
| Players are characters | The derby monster, the dressing-room leader, the training-dodger. Traits are mechanically real — they change the match. |
| Drama is a decision | Your star wants out — hold him, sell him, or win him back. You choose, you own it, you remember it. |
| A season is a run | Randomized squads, board targets, events. Adapt or get sacked. |
| Lose forward | Sacking ends the run, not the career. Reputation, perks, and your Hall of Fame carry over. |
Pick XI & tactics → Simulate the match → Live the drama → Transfer & scout → Next week
Players are generated, never hand-written. Somewhere in a lower division sits an 18-year-old nobody with the potential and the temperament — if you find him, play him, and grow him. That's your legend. Next run, it's someone else.
In design. Building the believable core first: a statistical match engine validated across a thousand headless seasons before a single screen is drawn. If it isn't believable, nothing goes on top.
GAFFER · Mobile · Unity 6 · Roguelike Football Management