What ManageFC is
ManageFC is a free football management game that runs in your browser. You found a club and take charge of everything that decides results: the squad, the tactics, the transfer market, the finances and the young players coming through the academy. Your career starts in division 10, and the climb is the story. The same club also plays Online, in one pyramid with every other manager’s club, and in Friends, a quick session with your mates.
Every save is a private world built for you alone: your country's football pyramid plus up to 30 more leagues chosen from 211 countries, with clubs, players and stadiums generated from scratch. Nothing happens while you are away — the world moves forward when you press the button, a few days at a time.
Who makes it
ManageFC is made by a small independent studio in Portugal. There is no publisher, no investor and no commercial partner behind it: the studio pays for the game itself, and every decision about it — what to build, what to fix first, what never to sell — is taken here. The idea took shape over several months before the website first went online in March 2026, and the game has been in open beta since. We write about how it is built — the decisions, the measurements and the mistakes — in the development diary, which starts with why we are building ManageFC.
ManageFC is not affiliated with any football club, league, federation or governing body. Every club, player and competition in the game is fictional by design, which is explained in why there are no real names.
ManageFC in numbers
- 2,254 manager accounts have been created since the first version.
- 311 clubs are run by a manager today, across every career and the Online league.
- 296,691 matches have been simulated in managers’ worlds, every competition counted.
- Managers play in 57 of the 211 countries the game can build a world from.
Counted from the game’s own records and refreshed every few minutes. Accounts include people who signed up once and never came back; the clubs run today are the better measure of who plays. What is happening right now is on the service status page.
How we test it
ManageFC has been in open beta since its first day, which means the people playing it are also the people testing it. Reports arrive on Discord and by e-mail, and many of the changes in the diary started there: when players found that free agents in the lowest divisions would not join a club, we tied the transfer market to a club’s reputation, and reputation to its division, fan base, facilities and history.
- Before a change reaches players it runs on a separate test copy of the game, with its own database, where test accounts play the affected screens.
- Whole careers are played by test accounts, season after season — league, cup, transfers, finances and the inbox — and checked for anything that does not add up.
- Every change to the match engine is followed by a real match played on the server, before anyone else plays one.
- When we tune the engine we simulate thousands of matches and publish what we find, as in 15,000 matches to answer one question.
- When something still goes wrong, it is written up — what happened, why and what changed — on the service status page and in the diary.
The story so far
- March 2026 — The first version goes online: one shared world that ran on a clock. Read more
- May 2026 — The game is rebuilt around private saves — a world of its own for every career, from 211 countries. Read more
- August 2026 — Live matches: step into a game while it is played and change it from the touchline. Read more
- September 2026 — The website is audited line by line and every claim that was not true is removed. Read more
- October 2026 — ManageFC 3.0: careers start in division 10 with a real calendar and a new economy. Read more
Every step in between is in the development timeline.
The rules we design by
No countdown timers, no daily chores and no punishment for missing a day. Time in your world only moves when you press the button, so a month away costs you nothing.
Designing against FOMO →Depth you can measureTactics should change what happens on the pitch in ways that can be tested. We run thousands of simulated matches when we tune the engine, and publish what we find.
15,000 matches, one question →Money never buys footballNothing for sale will ever make your team better: no attributes, no boosts, no shortcuts through time. A manager who spends nothing can win anything.
Cosmetics without pay-to-win →Honest about what went wrongThe development diary covers the outages, the bugs and the redesign we rolled back, not only the launches. A diary that only reports successes is an advert.
Read the Dev Diary →How ManageFC is funded
ManageFC is free to play, and during the open beta real-money payments are switched off: nothing can be bought. A banner at the foot of the pages and on the time-skip screen, clearly marked and only with your consent, pays for the servers; there are no ads on sign-in, in the shop or during a live match. Together with the optional cosmetic purchases planned after the beta (MFC+ and the MFC Coin shop) they keep the game free, and nothing you can buy changes a result on the pitch.
The optional purchases planned for after the beta are described in the FAQ, and all of them follow the same rule: nothing you can buy changes a result on the pitch. Cosmetic items such as Eternal Cards are explained in full, including how MFC Coin and loot boxes work and where they are not available.
Where to learn more
- The Game Guide — twenty chapters, from your first save to youth development.
- The Wiki — how each mechanic works, with the numbers the game uses.
- The blog and the development timeline — how the game got here.
- Service status — whether the game is running now, and every past outage.
- Page by Page — every screen in the game, in pictures.
Contact
Questions, corrections and bug reports are welcome. Write to support@managefc.com, use the contact form or visit the help center; we usually reply within 24 to 48 hours. The community also meets on Discord.
How we handle your data is set out in the Privacy Policy and the Cookie Policy; the rules for using the service are in the Terms of Service and the Rules & conduct.