Player Guide
Welcome to ManageFC
๐ ManageFC is a free, browser-based football management simulator built for people who love the depth of a tactical sim without the burnout that comes with always-online competitive games. You take charge of a club in any of 211 simulated countries, build a squad from procedurally generated players, set tactics that genuinely change how matches unfold, manage finances, develop youth, and skip time at your own pace. Every save is your own private world โ there are no live opponents pressuring you, no FOMO timers, no streaks that punish you for taking a break.
๐งช We are currently in Open Beta. The core single-player loop is fully playable and free. Paid features (the Solo unlock and Multiplayer leagues) are deliberately disabled while we stabilise the game and gather feedback. The product mantra is simple: we want a game people love, not one they cannot put down. That means no dark patterns โ no streak punishment, no fabricated crises, no fake social pressure, no inflated urgency. If something in the game feels manipulative, tell us on Discord and we will fix it.
Creating your first save
๐พ A save in ManageFC is a complete, isolated game world. When you create one, the engine generates 211 country databases, populates each top-tier league with procedural clubs (each with its own crest, kits and stadium), seeds roughly 83,000 players with realistic attribute distributions, builds a multi-year fixture calendar, sets up cup competitions, and snapshots a starting transfer market. Generation runs as a background job and typically completes in 10 to 60 seconds depending on server load โ you can leave the page and come back, the worker queue is durable.
The new-save wizard is 11 steps. The first half handles your manager identity: display name, date of birth, nationality, preferred formation and managerial philosophy. The second half lets you customise the club you create or join โ name, short name, primary and secondary colours, crest style, home and away kit patterns, stadium capacity tier, and any heat modifiers you want to apply. Every choice is reversible later from /game/club-settings except the world seed itself.
Picking a club
๐บ๏ธ Where you choose to manage shapes the entire save. ManageFC simulates 211 countries with their own league pyramids, calendar windows (autumn-spring in Europe, calendar-year in Brazil, MLS regular season + playoffs in the US, spring-autumn in Scandinavia, Apertura/Clausura in Latin America), transfer windows and youth intake months. A top-flight European club gives you a big budget and high expectations from the board; a tier-2 club in a smaller country gives you space to build slowly and learn the engine without being sacked in your first season.
Heat modifiers are optional difficulty toggles applied at save creation. They are not RNG โ they are persistent state changes on your save. Financial fragility starts your club with a tighter wage budget and an angrier board. Transfer freeze locks you out of incoming transfers for the first window. Injury-prone squad raises your baseline injury rates. Media pressure makes press conferences more consequential. Rivalry intensity inflates derby fan reactions. Youth-only forbids signing players over 21 in the opening season. Each modifier is independent and can be combined.
The dashboard
๐ฅ๏ธ The dashboard at /game/dashboard is your home screen. The topbar shows your manager avatar, club name and badge, current sim_date (the in-game date, distinct from real-world wall-clock), MFC Coin balance, inbox bell with unread count, and a save switcher if you have multiple saves. The left sidebar is the primary navigation: Squad, Tactics, Transfers, Scouting, Youth, Staff, Finance, Stadium, Board, Press, Inbox, Settings. The main panel rotates contextual widgets: next fixture, board confidence trend, league position, recent inbox messages, upcoming injuries, and a time-skip control.
sim_date is the single source of truth for what has happened in your save. Every matchday, every training session, every transfer rumour, every wage payment runs against it. Real-world time only matters in that the server is up โ you can leave for a month and come back to a sim_date that is exactly where you left it. The tick engine advances sim_date in discrete chunks when you ask it to, and runs all the periodic jobs (daily, weekly, monthly) that should have fired in between.
Time skip & the tick engine
โฐ Time in ManageFC only moves when you tell it to. The tick engine accepts a target date (up to 365 days into the future per tick) and runs every periodic job between sim_date and the target, in order, before returning control. This means a +30 day skip will simulate every fixture on the calendar, every training session, every injury recovery, every transfer rumour, every board confidence drift, every press conference and every wage payment for those 30 days โ and then update your sim_date and refresh the dashboard.
Daily jobs include: aging (age_months ticks up, attributes drift), condition recovery (rested players regain fatigue), training application, mentoring increments, morale decay/recovery, finance pulse, injury recovery, AI tactics rebuild, news feed generation and rumour mill. Weekly jobs (Monday 06:30 UTC) include: crisis generation (intentionally rare โ was daily, now ~86% less frequent), board confidence drift, staff loyalty adjustments and youth scouting reports. Monthly jobs include: youth intake (new academy players arrive once per month), sponsorship reviews and stadium pricing reviews.
Match day
๐๏ธ Matches in ManageFC are simulated by matchEngineV2, a deterministic engine that takes both clubs' tactics, lineups, form, morale, conditions, home advantage and a seeded random factor, then plays out 90+ minutes producing a minute-by-minute event log, final score, possession share, shots on target, cards, injuries, individual player ratings, goalscorers and assist providers. You do not watch matches in real time โ you set up the team beforehand, and the result is generated when sim_date crosses the kickoff timestamp.
The pre-match preparation page at /game/match/[id]/prepare is where you commit to a lineup, formation, mentality, captain, set-piece takers, substitution plan and pre-match speech. If you do not set a lineup before kickoff, the auto-selector picks the strongest available XI in your default formation โ workable but never optimal. The pre-match speech is a 4-option choice (calm/motivate/demanding/relaxed) that applies a small morale tweak based on the squad's personality mix. Captain choice affects on-pitch leadership and post-match interview tone.
Tactical dials
๐ On top of formation and mentality, ManageFC exposes four continuous tactical dials that genuinely change match outcomes. Each is a 1-100 slider, and matchEngineV2 reads all four when computing force scores, pressing pressure, transition speed and chance-creation patterns. The defaults from your mentality choice are sensible; tuning the dials is where intermediate play happens. Synergies and counters exist โ a high-press, high-tempo, narrow team is a coherent identity; a low-press, low-tempo, wide team is a different one. Mixing them randomly creates incoherence and lowers your effective rating.
The four dials: Pressing intensity (how aggressively your team closes down out of possession โ high values trigger more turnovers but also more fatigue and more space behind the line); Tempo (how fast your team moves the ball when in possession โ high values mean more shots but lower passing accuracy); Width (how wide your shape sits โ high values spread the opposition and favour wingers, low values overload the centre and favour midfielders); Defensive line (how high your back four sits โ high values compress play but risk offsides traps and through-balls).
Set pieces
๐ณ๏ธ Set pieces are individually configurable. The Set Pieces tab in /game/tactics lets you nominate primary and secondary takers for corners (left and right), direct free kicks, indirect free kicks and penalties. Taker quality matters: the engine reads the assigned player's passing, shooting and technique attributes when calculating set-piece conversion. A weak corner taker will waste set-piece chances; a strong free-kick specialist will turn 25-yard fouls into real goal threats.
Beyond takers, you can pick a routine for each set-piece type. Corners offer near-post flick-on, far-post target, short corner, edge-of-box pull-back. Direct free kicks offer power, curl-and-bend, indirect dummy. Penalties offer placement, power, panenka. Each routine has modifiers that interact with your nominated taker's strengths โ pairing a curl-and-bend routine with a low-technique taker is a waste, while pairing it with a high-technique taker can turn a 25% conversion into 45%.
Substitution plans
โ๏ธ You cannot make in-match substitutions live (matches are simulated, not played in real time), so the substitution plan is how you delegate substitution decisions to the engine. A substitution plan is a list of conditional rules that the engine evaluates at preset checkpoints (typically 55', 65', 75' and 85'). Each rule says "if X then sub out player A for player B". X can be a condition threshold (player's condition below 60%), a scoreline (drawing or losing), a minute, a card status (yellow-carded player at risk), or a combination.
Plans are stored per save in club_tactics.substitution_plan and persist across matches. The engine respects plan order โ first matching rule wins. If no rule fires, no substitution is made; you can still finish a match without using all three subs. Conversely, a plan with too many triggers can burn through your bench by 70' and leave you exposed for the closing stages. The art is sequencing โ protect tired key players first, manage scoreline second, deploy fresh attackers last.
Squad management
๐ค A squad of 20-30 players is what you work with. Each player has core outfield attributes (pace, dribbling, passing, shooting, defending, physical) plus role-specific attributes โ goalkeepers have handling, reflexes, kicking, command of area and throwing instead of the outfield set. On top of static attributes, every player carries dynamic state: condition (0-100, drains during matches and training, recovers with rest), morale (0-100, swings with results, contract talks, role in the team, social interactions), age_months (real monthly ageing โ younger players grow, older players decline), and form (last 5 ratings rolling).
Rotation is essential. Playing your best XI in every fixture will collapse their condition by week 4, triggering injuries and form drops. A good squad has 2 strong options for every position and 3-4 versatile players who can cover multiple slots. The /game/squad page lets you sort by condition to spot tired players, by morale to spot unhappy ones, and by age to plan succession. Setting a player's squad role (Key, First-team, Rotation, Reserve, Youth) tells both the AI assistant and the player himself how often he expects to play โ playing a Reserve role player every week will tank morale.
Player development
๐ Players develop through three concurrent systems: daily training (attribute work scheduled by your coaching staff), weekly mentoring (senior players passing personality and habits to juniors), and match experience (game time accelerates development for under-23s and decelerates decline for over-30s). Every player has a hidden potential ceiling โ generated at creation, never visible to you directly โ that caps how far attributes can grow. Scout reports estimate potential as a star rating with a margin of error, narrowing as scouting level improves.
Training intensity is configurable per player at /game/squad/[id] โ Training tab. You assign a primary focus (e.g. shooting, defending positioning, passing accuracy, physical conditioning) and an intensity (low/medium/high). High intensity grows attributes faster but spends more condition and raises injury risk. Older players cannot tolerate high intensity for long without breaking down. Daily training results are written to inbox digests once per week so you can track which players grew, regressed or got injured during the cycle.
Youth academy
๐ง Once per in-game month, your academy generates an intake of new youth players. The size and quality of the intake depends on three things: facilities_rating (the physical academy infrastructure, upgradable via /game/stadium โ Facilities), youth_coaching_rating (the coaching staff you have assigned to the youth setup), and your country's youth talent pool quality (some countries naturally produce stronger youth than others). A high-rated academy in Brazil or France will outproduce a low-rated academy in San Marino by an order of magnitude.
Intake reports arrive as inbox messages on the 1st of each month with a list of new players, their positions, age (typically 15-17), preliminary star ratings and a recommendation flag. You can immediately scout them in depth for a sharper potential read. Promising youth (3-star current ability or 4-star potential) should be promoted to the senior squad shell or loaned out to lower-tier clubs for game time. Unpromising youth (below 2-star potential) can be released to save on the youth wage bill or kept as squad-padding.
Transfer market
๐ The transfer market at /game/transfers has two faces: AI listings (players the simulated AI clubs are willing to sell, refreshed daily, with asking prices that reflect their attributes, age, contract length and the selling club's finances) and human listings (in multiplayer leagues, players that other human managers have transfer-listed). In single-player solo saves you only see AI listings, but the market is deep โ at any moment there are several hundred listed players across all 211 countries.
Bidding is multi-step. You submit an opening bid; the selling club either accepts, rejects (often with feedback like "valuation too low" or "not for sale this window"), or counter-offers. Counter-offers can be straight cash, cash + add-ons (sell-on percentage, appearance bonuses, friendly match clauses), or cash + player swap. You can accept, reject or counter back. If both clubs agree, the player enters negotiation with you directly โ wage, signing bonus, contract length, role. Either side can walk at any step. Scout reports before bidding are essential: the listed asking price reflects the AI's valuation, not necessarily fair value.
Finance
๐ฆ Your club has a single bank balance and a weekly finance pulse. The pulse runs once per in-game week and pays out wages (player + staff), receives sponsorship instalments, charges any loan repayments and applies stadium maintenance. On top of weekly pulses, transfer fees move money in lump sums on completion, gate receipts arrive post-match (computed from ticket pricing and stadium attendance), merchandise and TV money arrive at season checkpoints. The /game/finance page shows the current balance, the running 12-week cashflow, the wage-to-income ratio and a breakdown by category.
Stadium ticket pricing is dynamic and lives at /game/stadium โ Pricing. Set prices too high and attendance collapses (fans stop coming, gate revenue drops, atmosphere suffers, board notices). Set too low and you leave money on the table. The engine simulates fan willingness to pay based on form, opponent, weather and weekday โ a derby on a Saturday with good weather will fill the ground at almost any price; a midweek cup tie against tier-3 opposition needs aggressive discounting. Loans are available from /game/finance โ Loans with interest rates pegged to your club reputation; default risk if you cannot meet repayments triggers a board crisis.
Board & objectives
๐ At the start of every season the board sets four objectives: a league finish position, a win-percentage target, a balance target (be in the black by season end) and a cup phase target (reach quarter-final or better). The /game/board page shows each objective with current progress and a confidence indicator. Board confidence drifts weekly โ exceeding objectives raises it, falling short lowers it, and large swings (losing a derby 5-0, winning the cup) cause step changes. Confidence below 30% triggers warning messages; below 15% triggers a sacking risk window.
Board personality varies by club. A patient board tolerates long rebuilds; an impatient board sacks managers for missing top-3 finishes. You can read the board's tolerance profile when you accept the job; the impatient ones are flagged with a "Demanding board" badge at save creation. You can request budget renegotiations from /game/board โ Request, which the board may approve or deny depending on confidence โ high confidence unlocks bigger wage budgets and transfer kitties.
Press conferences
๐ฐ After every league fixture and at key season checkpoints, you are offered a press conference. The journalist asks 3-5 questions about the recent match, your tactics, individual players, the board relationship or upcoming fixtures. You pick from 3-4 prepared answers per question. Answers carry consequences: fan_satisfaction shifts by ยฑ5 to ยฑ15 per question depending on tone match (defending your players when they had a bad game raises morale; throwing them under the bus tanks dressing-room trust), and a ripple of ยฑ2 to ยฑ8 lands on board_relationships.score, slowly drifting board confidence.
Questions are dynamically generated from context. After a heavy defeat the journalist asks about your future and team selection; after a derby win you get a goading question about your rival; after an injury crisis you get sympathy questions; after a transfer window you get squad-balance questions. There are no "right" answers โ only answers that fit your strategy. A demanding board wants assertive, confident managers; a patient board prefers measured, humble ones. Match your answer tone to the audience you are trying to influence.
Inbox & notifications
๐ The inbox at /game/inbox is the single home for everything the game needs to tell you: match results, injury reports, transfer offers, contract negotiations, press invitations, board messages, scout reports, fan reactions, financial alerts, youth intake summaries and crisis warnings. Messages are tagged by category and priority. Priority levels are normal, important and URGENT. URGENT messages display with a red badge, sound an audio cue (if enabled) and pin to the top of the inbox until you read or dismiss them.
To prevent notification fatigue (a deliberate anti-dark-pattern decision), the engine caps URGENT messages at 3 per day per user. Anything beyond that ceiling automatically downgrades to important. This means a chaotic day in your save still leaves you with at most 3 truly red-alert items โ you will never wake up to 40 URGENT items demanding immediate attention. All messages use templates from a curated EN library so wording stays consistent and clear; the same event always produces the same shape of message.
Vacation mode
โ๏ธ Vacation mode is a deliberate, opt-in pause designed for real life. You set a "vacation until" date up to 90 days into the future from /game/settings โ Vacation Mode. While vacation mode is active, several engine systems pause or soften for your account: the daily crisis generator skips your user entirely, the daily streak counter applies a shield (gap days during vacation do not count against streak decay), and certain inbox categories (rumours, fan chatter) are suppressed to avoid coming back to a noise wall.
What does NOT pause: sim_date still moves if you time-skip during vacation; AI clubs still negotiate transfers (you just get message digests on return); board confidence still drifts based on results. Vacation mode is not save-pause โ it is a personal "I am not playing actively, do not generate stressors aimed at me" flag. You can cancel it at any time by clearing the date. It is fully reversible and leaves no permanent state on the save.
Beta status
๐ฌ ManageFC is currently in Open Beta. This means the core single-player engine is stable enough for daily play but is still being polished, paid features are disabled, and we are openly iterating based on player feedback. Everything you can access today is free โ there is no "premium tier" gating, no soft paywall, no required purchase. The two planned monetised features (Solo unlock at $1.99 USD for 2 years of unlimited saves, and Multiplayer leagues at โฌ1 per save per year) are visible in the UI as "coming soon" but cannot be purchased while beta is active.
The decision to disable payments during beta is intentional. We want player retention and satisfaction metrics to stabilise before we start charging anyone. Until D1, D7 and onboarding completion KPIs hit our targets (D1 โฅ25%, D7 โฅ10%, onboarding โฅ70%), payments stay off. When we do switch them on, existing accounts will get a grace period โ early beta players will not suddenly find their saves paywalled. We will announce activation in advance via the top banner, Discord and an inbox message.
Going further
๐ You have the foundation. From here, depth comes from playing and exploring. The Wiki at /wiki covers system reference (every attribute, every modifier, every interaction). The FAQ at /faq covers common questions and known issues. The Support center at /support is the path for account-specific help. The Discord server (linked in the footer and the top banner) is where the community discusses tactics, shares saves, requests features and reports bugs.
The product roadmap to v1.0 includes: multi-save management UI improvements, expanded set-piece routine library, deeper press conference scenarios, fully scoped multiplayer leagues with cross-club fixtures, an expanded youth recruitment scouting network, dynamic media reputation tracking, and a mod system for community-created tournaments. Phase 2 of the v2.9 backend (tick engine fully scoped per save) is shipped and stable; Phase 3 (paid multiplayer infrastructure) lands when single-player KPIs stabilise.
