The idea for ManageFC is older than the website. For months it lived as a list of things we wanted from a football management game and could not find together in one place: real depth in the simulation, a world big enough to get lost in, and a game that does not punish you for having a life.
In March 2026 we registered the domain and put the first version online. It was rough. It was also the moment the project stopped being an idea and started being something people could open in a browser.
What we wanted
We wrote down three things before we wrote any code, and they are still pinned to the top of our notes.
Depth you can feel. Tactics should change what happens on the pitch in ways you can measure, not just in ways the interface claims. If a setting does nothing, it should not be in the game — or the game should say so.
A world, not a league table. Every club in your world should have a name, a crest, a stadium and a history that keeps going whether or not you play against them. Football is not one division; it is a pyramid, and the climb is the story.
Respect for the player's time. No countdown timers, no daily chores, no penalties for going on holiday. A management game should fit around your week, not the other way round.
What we got wrong at first
The first version did not live up to that third point. It was an always-online world: every club shared one universe, matches kicked off at fixed times, and the world kept moving whether you logged in or not. It looked impressive on a diagram. In practice it meant players had to show up when the game was ready, not when they were.
It took us until May to admit that the shape of the game was fighting the idea behind it. The pivot to a private world per save is the single biggest change in ManageFC's history, and most of this diary is the story of getting there and living with the consequences.
The rule that survived
If we had to reduce the project to one sentence, it would be the one we wrote down in May, after cutting a battle pass we had already built:
We want a game people love, not one they can't put down.
Every feature since has been checked against it. Would a player feel respected by this? Does it still work for someone who plays twice a week? Can they stop for a month without being punished? When the answer is no, the feature changes or goes.
What this diary is
Each entry in this series covers a month or a moment, written from our own records: the dates, the measurements, the bugs, the decisions. We will be honest about the parts that went badly — there are several — because a development diary that only reports successes is an advert.
Next in the series: the first version, and a world that ran on a clock.
- 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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