Build an esports org from a scrappy roster into a world champion. Scout raw talent, design your own set plays, and outcoach rivals who adapt to your tactics. Grind from open qualifiers to grand finals in a scene where every win and loss makes headlines.

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Early Access Game

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

Note: Games in Early Access are 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?

“FRAGLINE is a systems-driven esports management sim, and systems like these get sharper when real managers stress-test them. Early Access lets us put the AI opponent, the match engine, and the set editor in front of players who will push them in ways we can't predict on our own. The core loop is already here and fun to play; what we want now is a community of managers helping us refine the depth, balance, and feel before we commit to 1.0.”

Approximately how long will this game be in Early Access?

“We're aiming for a focused Early Access period of roughly two to three months. Our goal is to reach the 1.0 release once the core systems are deep, balanced, and stable, with our full 3D match presentation mode as a key milestone along the way. We'd rather ship a confident 1.0 on that kind of timeline than stay in Early Access indefinitely.”

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

“We plan to use Early Access to deepen and polish the game rather than bolt on unrelated features. Our current plans include: a full 3D match presentation mode layered on top of the existing engine; deeper balancing of the AI opponent based on how real players approach it; expanded management systems and quality-of-life improvements driven by community feedback; and broader content and polish across the board. The shape of the full version will be guided in part by what players tell us matters most.”

What is the current state of the Early Access version?

“The Early Access build is already a complete, playable management loop. You can draft and manage a full roster of players with stats, roles, and careers that develop over time; negotiate transfers with clubs and players; train and prepare your squad; design set plays in the set editor; and play out full matches in 2D against an AI opponent that adapts to your decisions. The Portal news feed is live, reflecting your transfers, locker room tensions, and league rumors. Some systems are still being expanded and balanced, and match presentation is currently 2D, with 3D planned during Early Access.”

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

“We plan to raise the price gradually as the game grows in content and depth through Early Access. Getting in now, early, means getting in at the lowest the game will be, and being part of shaping it along the way.”

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

“Our community is central to how FRAGLINE grows. We plan to gather feedback and stay in direct contact with players through our Discord and community channels, where managers can report issues, suggest features, and help us prioritize what to build next. The systems players care about most, from AI behavior to management depth, are exactly the ones we want their input on. We read what our players tell us, and Early Access is where that conversation shapes the game.”
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About This Game

Every round is decided before it starts. By the players you signed, the roles you gave them, the utility you drew on the map, and the call your IGL makes at 1:55.

FRAGLINE is a deep esports management sim. Take over an org nobody rates, build a roster, write your own playbook, and drag the team out of open qualifiers and onto the Major stage. Every round is played out by a full tactical AI engine that reads your setups, your utility and your roles, and punishes you when they are wrong.

Most management games roll the dice and hand you a number. FRAGLINE plays the round out. Ten agents move through a real map, hold the angles you told them to hold, throw the utility you drew, and lose the site when your setup was thin on the wrong side. What you watch on screen is what decided the scoreline, so every loss has a reason you can go back and find.

  • Eight competitive maps on real 3D navigation. Multiple levels, ledge drops, boosts, stairs and vents. Line of sight is resolved through the actual geometry, not a flat grid.

  • Every agent thinks for itself. What it has seen, what it heard, what it believes the enemy is doing. Your in-game leader makes macro calls off that belief model, never off perfect information.

  • Duels resolve from real attributes. Aim, reflexes, positioning and discipline, plus dedicated mechanics for Flick, Tracking, Spray Control and Movement. A flicker and a tracker win different fights.

  • Utility is physical. Smokes are volumes, flashes and molotovs respect walls and floors, and a mistimed nade blinds your own entry fragger.

  • Watch it your way. Full 3D with a director that cuts between hand-placed cameras, a clean 2D radar view, or skip straight to the result with a fast resolver that still reads your tactics.

This is not a slider. You open the map, pick a role slot, and draw where that player walks, where he holds, and where his smoke lands. Save it as a set, and at freeze time your team runs it. When it falls apart you can see exactly which player was standing where, and go back and fix the line yourself. A whole season can turn on one A execute you finally got right.

  • Draw executes on the map itself. Per role slot, per phase: walk paths, hold angles, crossing lanes, stances and waits.

  • Place utility by hand. Line the smoke up from the throwing spot to the target. The team buys it, walks to the spot, and throws it in the match.

  • Tag by side and intent. Execute, control, retake, anti-rush, post-plant. Your IGL pulls from the book at freeze time, and you can override the call yourself.

  • Twelve tactical dials on top. Tempo, entry discipline, freedom, mid control, retake policy, save behaviour, utility usage and more. Every one is wired to real engine behaviour, not a hidden percentage.

  • The book keeps score. Every set tracks its own win rate from matches and scrims, so you find out which A execute on Mirage actually works.

  • Share it. Export a single set, a map book or your entire playbook to a one-line code or a file. Import a friend's. Trade playbooks with the community.

The nineteen year old you pulled out of an open qualifier is not a stat block waiting to be maxed out. He has a ceiling you cannot see, a personality that decides how he takes a benching, a first language that may not match the rest of the room, and maybe five good years in him. Your job is to find him early, point his training at the right thing, and know when to sell.

  • Attributes on a 1 to 100 scale with a hidden potential ceiling that development pushes against and never breaks. Nobody becomes a five star just by grinding.

  • Three growth channels. The yearly age curve, daily training, and skill points earned from matches and sessions that you spend attribute by attribute. Or hand the budget to your coach.

  • Roles are side specific. Five T roles, seven CT roles, per-map deviations, and a five star aptitude rating for each one built from stats and match experience.

  • Hidden personality axes drive ambition, loyalty, professionalism, temper and adaptability. They shape negotiations, unrest, dressing room reactions and how a player takes bad news.

  • Language matters. 53 nationalities with real language tables. Team chemistry is built on a shared tongue and personality fit, and an international roster that cannot talk to each other plays measurably worse.

  • Rare traits. Aggressors who snowball off entry frags, anchors who refuse to leave their site, egoists who take the fight alone. And the very rare wonderkid.

  • Age is undefeated. Veterans decline and retire. The good ones come back to your building as a coach, analyst or mentor.

Over 7,000 players are out there and you cannot see most of them properly. Scouts bring back bands, not numbers, and the report is only as sharp as the analyst who wrote it. When you finally move, you sit at a negotiation table against an agent who knows exactly how much your rivals are offering. And every deal is paid for out of one pot: whatever you hand to wages is money you no longer have to buy anyone.

Selling is half the game. Rival clubs watch your roster and put real offers on the table for the players who are outgrowing you, and a title winning season is the fastest way to get your star poached. Take the fee and rebuild, or hold him for one more Major run and watch his contract wind down to nothing.

  • Scouting with real fog of war. You only know what your scouts have seen. Attributes show as bands until a player is properly known, and an unscouted signing is a gamble you take with your own money.

  • A live transfer market. Search the whole world by role, age, potential, region, attribute floors, fee and wage ceilings. Save your searches and get told when new names match them.

  • Negotiate for real. Fees, wages, contract length and a 24 clause contract book: release clauses, buyouts, loyalty bonuses, appearance and title bonuses. Every clause is read by the engine later.

  • Offers come in as well as out. AI clubs bid for your best players, list a player for sale to bring the buyers in, and decide whether the fee is worth the hole it leaves in your lineup.

  • Free agents, expiring deals and pre-contracts. Sign a star on a free transfer if you spot the expiry before anyone else does, or lose one of yours the same way.

  • One budget, split by you. The board gives you a pot and you decide how much goes to wages and how much stays available for fees. Both are hard caps. Nobody bails you out.

  • Income you have to build. Sponsor deals with conditional bonus objectives, merchandise revenue driven by how famous your players actually are, and prize money from the events you win.

  • A full ledger. Weekly wage runs, transfer fees, staff salaries, bonus payouts and a cash runway that tells you how many months you have left at this burn rate.

Your results do not disappear into a table. FRAGLINE ships with a working esports news site inside the game, and it writes about your world. You lose a Major qualifier and read the headline the next morning. You sign a nineteen year old nobody has heard of and the scene notices. It covers the teams you are chasing too, so the league always has a story running, whether you are in it or not.

  • A full in-game esports media portal. Front page, breaking news, match reports, event pages, world rankings, team and player profiles.

  • Written from what actually happened. Your signings, your upsets, your collapses, your retirements. Rivals get covered too, and you read about a title race you are not in.

  • Every name is a link into your save. Click a club, read the roster, click a player, open his file.

  • One world model. Rankings, prize money, tournament archives and hall of fame records all read from the same simulation you are playing.

Five good players are not a team yet. Somebody has to run the practice week, read the opponent, keep the room together and get everyone to the venue with something left in the tank. Every seat you fill and every day you book between match days is a decision that shows up on the server later.

  • A staff department that is actually read by the engine. Head coach, assistants, analysts, scouts, performance coaches, psychologists and mentors, each with attributes, traits and coaching licences that change what your team gets. A better analyst is a better opponent report.

  • A living calendar. Leagues, open and closed qualifiers, tiered tournaments and Majors, with a map veto phase you can automate or play out yourself.

  • The week between matches. Training plans, bootcamps, individual drills, team talks, media duties, dressing room events, and a relationship system that remembers the player you sold.

  • Club legacy. Records, historic rosters, a hall of fame, and a wall of names that outlives the players who earned them.

Every save generates its own scene from a seed. Different players, different clubs, different careers about to happen in places you will never look. You start at the bottom of it.

  • A scene of 1,200 clubs and 53 nationalities, every player generated fresh for each save.

  • A full career from tier five obscurity to the Major stage, one match day at a time.

  • 13 languages: English, Turkish, German, French, Spanish, Brazilian Portuguese, Italian, Polish, Russian, Ukrainian, Simplified Chinese, Japanese and Korean.

No aim. No reflexes. Just the roster, the playbook, and 24 rounds to prove you were right.

Build the org, write the playbook, live with the call. FRAGLINE is a deep esports management sim with a tactical match engine that plays your hand-drawn sets, players who grow and fade on their own terms, and a living media scene that reports every result.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Pre-Generated AI content: the illustrations used for in-game news stories in
the esports portal (145 images). These were generated with AI tools during
development, then filtered and edited by hand against a fixed set of rules:
no depictions of people, no readable text, and a fixed colour palette matching
the game UI.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Dual-core Intel Core i3 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Vulkan-compatible GPU (NVIDIA GTX 750, AMD RX 460, or Intel HD 500 series or newer)
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Quad-core Intel Core i5 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU (NVIDIA GTX 1050 or equivalent)
    • Storage: 500 MB available space
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