Run the front office of an American football franchise. Build a dynasty across decades. Multi-season draft, free agency, trades, salary cap, and pre-snap play-calling on every snap. Calibrated to real pro football statistics. Single player. No microtransactions.

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Již brzy v předběžném přístupu

Vývojáři této hry se ji chystají vydat rozpracovanou a pokračovat ve vývoji s pomocí samotných zákazníků.

Poznámka: Hry s předběžným přístupem nejsou dokončené a během vývoje se mohou, ale nemusí změnit. Pokud Vás tedy tato hra nyní nezaujala, zkuste počkat, než se dostane do další fáze vývoje. Více informací zde

Zpráva od vývojářů:

Proč předběžný přístup?

„Gridiron Football GM enters Early Access with every core system already playable. The dynasty layer, the cap, trades, the draft, free agency, the coach lifecycle, and the multi-decade simulation are all live and integration-tested. You can test every feature from day one, run a season through multiple decades, and exercise the full GM loop end to end. The match engine is calibrated against twelve metric slices of real play-by-play statistics. Every band has a published target.

Early Access exists so you can shape what comes next. Your feedback on the pre-snap play-calling, your stat-mining of the calibration bands, your reports on where the AI plays well and where it plays soft, your input on which systems to deepen first, all of it goes directly into the next sprint. We plan to run monthly community feature votes in our Discord to set priorities. We plan to ship updates every four weeks that visibly reflect what the community asked for.

The audience for a pro football management simulation is the most knowledgeable cohort on PC. We want you in the room while we build the rest of the game. The simulation gets better when you are part of the process.“

Přibližně jak dlouho bude tato hra v předběžném přístupu?

„We plan to spend approximately twelve months in Early Access. The duration is a target, not a promise. We will leave Early Access when the calibration is verified across all release-gate bands, when the roadmap themes are at fully shipped status, and when the community feedback we are getting in Discord and on the store page reflects the experience we want to ship.“

Jak se bude plná verze lišit od předběžného přístupu?

„We plan to add several things between Early Access and the 1.0 version.

League-wide AI parity is the largest item, where every opposing general manager plays the cap, trade, and draft game as competently as the player does. Beyond that, we plan to deepen the scouting layer with multi-stage college reports and hidden-attribute discovery. We plan to add coach hot-seat mechanics, stronger coach and player storylines, and a dynasty dashboard that holds up across decades of multi-team coverage. We plan to ship modding-friendly data export so the community can build tools. We plan to add a win-probability and replay layer for film-room style post-game analysis.

We plan to keep the match engine and the core dynasty systems calibrated and stable. They will not fundamentally change between Early Access and 1.0. What changes is the breadth around them. More storytelling layers. More strategic levers. More presentation polish. More community-influenced direction.“

V jaké fázi vývoje se hra nachází?

„All core systems are shipped, integration-tested across multi-season saves, and stable.

The match engine runs through six phases and emits a structured trace for every play. It is calibrated against twelve metric slices of real play-by-play statistics, including plays per game, pass rate, completion percentage, yards per carry, sack rate, interception rate, drive outcomes by down and distance, and top-tier quarterback completion-over-expected spread.

The dynasty layer covers multi-decade seasons with playoffs, player awards, Hall of Fame voting, coach lifecycle, retirement, and a full offseason loop. The salary cap is fully modeled including contracts, restructures, dead money, the franchise tag, the top-fifty-one rule, and the compensatory pick formula. The trade engine evaluates every asset by team-specific positional value, surplus, and need, validates cap-legality, and respects the week-nine deadline. The seven-round draft uses deterministic AI with standings-driven order and training-camp invitee handling. The free agency chain handles franchise tag, restructure, expiration, cap growth, and dead-money decay with cap-aware AI bidders. The coach lifecycle covers hire and fire, coordinator trees, scheme fit, and mid-season vacancies.

Ten manager screens cover depth chart, roster, scouting, draft board, trade interface, free agency, cap planner, schedule, standings, and injury report. The simulation is deterministic from seed. Save and load is tested across schema versions.

Known caveats for Early Access. The live play-calling depth is in mid-implementation. The pre-snap menu is functional but not feature-complete. We plan to expand it month over month based on player feedback. UI polish is ongoing for newcomer onboarding. League-wide AI parity is on the roadmap for the second quarter of Early Access.“

Změní se cena hry po skončení předběžného přístupu?

„We plan to gradually raise the price as we ship new content and features.

The Early Access price reflects the current scope of the game. As we add the planned features over the course of Early Access, we plan to raise the price toward our intended 1.0 price. We will announce any price change publicly at least three weeks in advance. Anyone interested in the lower Early Access price can buy at that price before any announced change. Customers who own the Early Access version will receive every update through 1.0 at no additional cost.“

Jak plánujete zapojit komunitu do vývoje této hry?

„This is a one-person studio. Community feedback is the QA budget and the scoping process at the same time.

We plan to publish a weekly devlog covering what we built that week, what is on the bench, and what the next sprint targets. Every patch ships with detailed patch notes posted as Steam News. We plan to run monthly community feature votes in our Discord to set priorities for the next sprint. The developer responds to every Steam review in the first month after launch and stays active in Discord daily.

If a sprint slips, we tell the community within forty-eight hours and explain why. If a planned feature changes shape based on what we learn, we say so openly in the next devlog.

We have published our design specs, architecture decisions, and calibration data openly during pre-release development. That practice continues in Early Access. Honest scope is the contract.“
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Plánované datum vydání: 3. kvartál 2026

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Informace o hře

Gridiron Football GM is a deep American football management simulation. Run the front office of a pro football franchise. Build a dynasty across decades. Make every roster decision, every cap call, every trade, every draft pick. Then call every play before the snap. You are not the quarterback. You are the front office.

The GM Loop

Every season is a full cycle. Hire coordinators and position coaches. Scout a procedurally generated college class. Run a seven-round draft against AI general managers who play the cap, the depth chart, and the trade market with the same competence you do. Build your roster through free agency with salary-cap math that constrains the AI as much as it constrains you. Restructure contracts. Hit the franchise tag. Manage dead money. Negotiate restricted free agency. Play the compensatory pick game. Trade with opposing GMs whose AI evaluates every asset by team-specific

positional value, surplus and need. Find the deals where both sides come out ahead. Watch the AI counter-offer when you lowball. Then play the season. Every offensive and defensive snap lets you call audibles in a pre-snap menu. You watch the play unfold as a structured trace. Every decision, every spatial outcome, every result. Read it like a box score. Win games. Win the playoffs. Win the championship. Watch a young quarterback you drafted in year one develop into the franchise centerpiece across a decade, then retire into the Hall of Fame.

Do it again. The league lives without you. So does your dynasty.

How It Simulates Football

  • Calibrated to real pro football data.

  • The match engine targets twelve metric slices against real play-by-play statistics. Plays per game, pass rate, completion percentage, yards per carry, sack rate, interception rate, drive outcomes by down and distance, top-tier quarterback completion-over-expected spread. Every band has a published target. Drift is treated as a bug.

  • Deterministic from seed. Same seed produces byte-identical play traces. Replay a season ten times to study a critical fumble. Share a dynasty with a friend by sharing a seed.

  • Procedural names and procedural draft classes.

  • Every league is a fresh universe. Draft classes never get stale. Roster updates are never needed. Generate as many leagues as you want, with as many seasons as you can play.

  • The structured trace.

  • Every play emits a readable log. The formation. The coverage. The spatial anchors. Why the AI called what it called. Where each player ended up. Why the play succeeded or failed. A football-literate player should be able to read the trace alone and explain the game.

Who This Is For

  • Football fans who want a franchise sim where the simulation respects the sport.

  • People who care about scheme fit, coverage shells, and pre-snap decision-making.

  • Players who want a multi-decade dynasty where the league still feels alive in year fifteen.

  • Anyone who values a deterministic, calibrated, one-time-price product without microtransactions or paid roster updates.

Informace o obsahu vytvářeném AI

Jak využití obsahu vytvářeného AI v tomto produktu popisují jeho vývojáři:

Some marketing artwork on this store page (capsule images, library hero, page background) was generated with AI image tools and then composited with vector-rendered typography. No AI-generated content ships inside the game itself. All player names, team names, draft classes, and simulation outcomes are produced by procedural algorithms with a seeded random number generator, not by AI models.

Systémové požadavky

    Minimální:
    • Vyžaduje 64bitový procesor a operační systém
    • OS: Windows 10 64-bit
    • Procesor: Intel Core i3-4xxx, AMD FX-6300, or equivalent. 4 cores at 2.5 GHz.
    • Paměť: 4096 MB RAM
    • Grafická karta: Integrated graphics such as Intel HD 4000 or equivalent.
    • DirectX: Verze 11
    • Připojení: Širokopásmové připojení k internetu
    • Pevný disk: 2048 MB volného místa
    • Dodatečné poznámky: Mouse and keyboard required. WebView2 runtime installs automatically with the game.
    Doporučené:
    • Vyžaduje 64bitový procesor a operační systém
    • OS: Windows 11 64-bit
    • Procesor: Intel Core i5-8xxx, AMD Ryzen 5 1600, or equivalent. 4+ cores at 3.0 GHz or higher.
    • Paměť: 8192 MB RAM
    • Grafická karta: Any modern integrated or dedicated GPU
    • DirectX: Verze 11
    • Připojení: Širokopásmové připojení k internetu
    • Pevný disk: 2048 MB volného místa
    • Dodatečné poznámky: Mouse and keyboard. A 1440p or larger monitor improves stat-table readability.
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