The first ManageFC was a single shared world. Every manager's club lived in the same universe, leagues followed a fixed calendar, and the game decided on its own when matches were played, when players trained and when the transfer market moved. You logged in to find out what had happened.
In early April 2026 we started that world's second season. The new season worked. It also showed us a few problems we had not seen coming.
Every match at midnight
The first one was almost funny. When the new fixtures were drawn up, every match in the world was scheduled for midnight — tens of thousands of games, all at the same minute. For a manager in Europe that meant your match was played while you were asleep, and for the game it meant the whole world's football arriving in a single burst.
We fixed it by giving each league its own kick-off slot, spread from late morning to the evening, with the cross-league competition in an evening window of its own. When the next season was drawn, we counted: more than fifty thousand matches, none at midnight.
AI clubs that crowded out the players
The second problem was quieter. Every day the AI clubs made their decisions — transfers, contracts, line-ups — all at once, and at peak times they used so much of the game's capacity that real managers had to wait. We had the AI work through its decisions a few clubs at a time instead. It sounds slower; in practice everything felt faster, because players no longer queued behind the computer.
Routines that collided
Several weekly routines — player development, squad dynamics and the AI's daily decisions — were all set to happen at the same moment on Sunday nights. We spread them out across the evening and gave the AI its day off on Sundays.
Cutting a dependency
At this stage, some scouting reports were written by an external text-generation tool. It was slow, and when it was unavailable the reports simply failed to appear. We replaced it with reports written from our own rules and templates. It was the first time we took a decision that later became a principle: the game must run on its own, without depending on a service that can disappear.
What April taught us
Looking back, none of these bugs was the real lesson. The real lesson was the shape of the game. A world that runs on a clock has to be kept alive around the clock, and every manager has to fit their life around its timetable. We kept fixing symptoms for another month before we changed the thing causing them.
That change — moving from one shared world to a private world for each save — is coming up in the diary. First, though, two other things happened in April and early May: two-factor authentication for anything that touches money, and the day we deleted our own battle pass.
- 1Why we're building ManageFC
- 2The first version — a world that ran on a clock
- 3Two-factor authentication for anything that touches money
- 4Why we deleted our battle pass
- 5Why ManageFC is English-only for now
All 38 parts
- 1Why we're building ManageFC
- 2The first version — a world that ran on a clock
- 3Two-factor authentication for anything that touches money
- 4Why we deleted our battle pass
- 5Why ManageFC is English-only for now
- 6The inbox is the heart of the game
- 7Substitution plans, set-piece takers and a proper Christmas break
- 8The pivot — from one online world to a private world per save
- 9Rebuilding the game around private saves
- 10The bug that made time stand still
- 11Build your own world — 211 countries, up to 40 leagues
- 12Your money, your units — currencies and expense periods
- 13A security review in June
- 14A quieter month under the hood
- 15When registration broke — a post-mortem
- 16Players now age like players
- 17A season is 245 days
- 18Stepping into a live match
- 19One crest, everywhere
- 20From eight minutes to eighty-four seconds
- 21Recalibrating goals and morale
- 22Every word on screen, checked
- 23We audited our own website — and deleted what was not true
- 2415,000 matches to answer one question — do tactics matter?
- 25AI clubs finally choose their tactics
- 26Why you start in division 3
- 27The day the league tables froze
- 28Crises scaled to your division
- 29Half the game is played on a phone
- 30We redesigned the whole game — then rolled it back
- 31A stadium that grows with you
- 323D where it helps — the season rail and the tactics board
- 33The dressing room, and knowing when to start over
- 34Rewriting the guide and wiki with real numbers
- 35A new front door, and a blog
- 39ManageFC 3.0: why we closed the game, and what we rebuilt
- 40Your club's mailbox: everything that happens reaches you
- 41Objectives, a head coach and the end of a season




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