90 Minute Fever is an accessible yet deep skill-based football management MMO. Create and customise your own club, sign players & staff, compete against a community of highly active managers in a persistent online world and build your own legacy!
All Reviews:
Mixed (56) - 69% of the 56 user reviews for this game are positive.
Release Date:
Jul 12, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Whilst our MMO football management game, 90 Minute Fever is still being developed, it currently has a stable and complete enough core that many people are able to thoroughly enjoy playing for hours each and every day. Early Access allows us to receive and use feedback from our users as we continue to shape and develop the game.”

Approximately how long will this game be in Early Access?

“90MF will remain in Early Access until it has all core features added, is stable and ready for full release.”

How is the full version planned to differ from the Early Access version?

“During Early Access we will be enhancing and polishing the UI of 90MF, balancing gameplay, improving and reworking existing features, and adding additional features.”

What is the current state of the Early Access version?

“The current version of 90MF is stable, playable and the core features are all implemented. This includes live interactive matches, commentary, tactics, dynamic transfer market, detailed financial systems, national teams, U21 & U18 squads, youth academies, staff and the core UI elements.”

Will the game be priced differently during and after Early Access?

“90 Minute Fever will become Free-to-Play in the future. The game will always remain skill-based and we plan to keep the core game play experience available for users to enjoy for free.”

How are you planning on involving the Community in your development process?

“Users are able to provide us with suggestions and feedback through the forum or via use of a feedback tool that exists within our game client. We also gather feedback from survey questions that are available for users to answer directly from within the game client. We release regular podcasts explaining and discussing in detail upcoming changes to the game and why those changes are being made. We run a monthly live twitch.tv stream that covers our in game World Cup tournament which has been well received by our community. We create Steam Discussions posts about future gameplay ideas to get community involvement to shape them before they are implemented.”
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Recent updates View all (67)

March 14

New Match Engine Development Blog #1

90MF Managers, ahoy!

Our adventure into ‘reopening’ the new Match Engine is well underway now. We’re planning to try and do a quick update every few weeks but we are some way away yet from being able to meaningfully update on things such as what the matches will look like, what the UI will look like, exactly what stats will be shown, exactly what tactical options there will be, exactly how long matches will take, etc. These are all things that we won’t be in a position to be able to start confirming until later on in the development process.

Now that we’ve reopened this piece of work it has become clear that it’s in the project’s best long term interests to rewrite the entirety of the existing codebase for the new match engine from scratch. We always knew this was a possibility, even though we had initially been optimistic a full rewrite may not be necessary, and was one of the key variables in why the original time estimate was given as 3-6 months. This aside, things have been about as smooth as we possibly could have hoped for, we’ve not had much disruption and we’ve yet to encounter any major unexpected problems (hopefully we didn’t just jinx ourselves!).

We’re currently in the middle of rewriting the Physics Engine and work previously done towards the AI from scratch to ensure that it will scale and allow you guys to play a good amount of matches without the associated server costs bankrupting us! This involves doing things like optimising the collision detection, being more selective about the physics we simulate and limiting the calculations for gravity, drag, etc to only impact the things they need to (such as the ball) and use more simplified physics for other objects (such as the referee), and limiting the use of CPU expensive operations (like Sin, Cos, Tan, Asin, Acos, Atan, Sqrt, Pow, Exp, etc) as much as possible - which has been challenging - as the AI is heavily dependent on geometric calculations.

We’ve also recently started the process of rewriting from scratch all of the code associated with infrastructure including being able to run multiple physical instances of match servers, load balancing, client <> match server communications, main game server <> match server communications, security, error handling, etc. We want to not only ensure that the game has the scalability that it needs but also put ourselves in a position to be able to effectively resolve many of the types of nagging bugs and nuances currently associated with the match experience.

Something we’re continuously keeping in mind is ensuring that the underpinning code structure is done in such a way that adding new features and making future improvements to the new match engine will not result in needing to do further complete overhauls of the codebase, thus allowing us to do future updates to it quite fluidly and frequently after the initial release comes.

Whilst there is a truly monumental amount of work involved to get the new match engine into the game - we’re also exceptionally motivated and are revelling in the challenges it brings. We’re making excellent progress and as things stand we believe we’re currently on track to implement the initial version of new match engine within the next 4 months as planned.

That's it for now! Thanks as always for sticking with us!
2 comments Read more

February 28

Replay - 90 Minute Fever Feb '19 World Cup coverage


Replay of the live 90 Minute Fever World Cup coverage with Steve and Kon as your hosts.
1 comments Read more
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“If you’re a fan of the Championship Manager games from back in the day, there’s a good chance you’ll feel at home in 90 Minute Fever.”
Gaming Respawn

About This Game

90 Minute Fever is an accessible yet deep skill-based football management MMO. Create and customise your own club, sign players & staff, compete against a community of highly active managers in a persistent online world and build your own legacy!

True MMO
A vibrant and thriving online community with all users in a single, persistent online world. Frequent and meaningful interaction between users, and a robust user-driven economy.

Live Matches Against Real People
Play matches using our live interactive match simulator. Make substitutions and tactical changes during the game and watch how these affect the match. 90MF will put you head to head in a battle of wits against other users to see who has superior tactical nous!

Create Your Own Football Club
Customise your team’s appearance and stand out from the crowd. Design a logo and strip for your team. Build upon an initial squad of players to make you competitive and create the tactics that get the most out of them.

Compete with Experienced Users
In other online football management games you simply cannot hope to compete with experienced users. 90MF is designed so that a new user, with skill and good decision making, can catch up with more experienced managers.

National Teams
As well as the day-to-day job of managing your club side, 90 Minute Fever also offers you the opportunity to take a national side to World Cup glory!

Skill Based Gameplay
Enjoy a fair and competitive game play experience. No possession boosts, no morale boosts, no condition or injury recovery boosts, no boosts of any kind! Additional non-core gameplay unlockable via acquiring a Pro Membership but everything you need in order to compete at the highest level is free!

Message from the Dev Team

"90MF is a proper MMO, with a real online community. It is a competitive skill based game that requires long term planning in order to achieve success. 90 Minute Fever is all about enjoying the experience and fully immersing yourself into the football management world that’s been created for you, rather than subjecting yourself to a mundane daily routine to grind your way up a never-ending pyramid. It is being developed by people who genuinely love football and football management games, and wanted to create a game where people can pit their wits against one another on a fair playing field."

Important note: This is an Early Access title that is still in development. Please be aware that a number of features are currently still being developed and not implemented in the game yet. Before deciding to buy this product we strongly suggest that you read the Early Access Game information on the store page so that you are fully aware of the current state of the game and ensure that it isn't missing any features you consider to be critical in order for you to be able to enjoy a football management game.

System Requirements

Mac OS X
    • OS: Windows 7(SP1+)/10
    • Processor: 2.5 GHz Pentium 4 / AMD Athlon 64
    • Memory: 4 GB RAM
    • Graphics: Graphics card with DX10 (shader model 4.0) capabilities
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • OS: Windows 7(SP1+)/10
    • Processor: 2.3 GHz Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: 1920 x 1080 Resolution
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • OS: Mac OS X 10.13+
    • Processor: 2.5 GHz - 64 bit
    • Memory: 4 GB RAM
    • Network: Broadband Internet connection
    • Storage: 300 MB available space
    • OS: Mac OS X 10.13+
    • Processor: 2.3 GHz Intel Core i5 - 64 bit
    • Memory: 4 GB RAM
    • Graphics: 1920 x 1080 Resolution
    • Network: Broadband Internet connection
    • Storage: 300 MB available space

What Curators Say

7 Curators have reviewed this product. Click here to see them.

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