A football management game about hindsight. Inherit a real club exactly as it was, tear the squad up, and sign the players you now know were going to be great - at what they cost then. Play it forward season by season. Seven ways to play, from managing a club to being a pundit.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

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?

“Redraft FC is ten football games sharing one world, and that breadth is exactly the kind of thing that gets better with players in it. I want to know which modes people return to week after week, which ones they bounce off, and where the difficulty curve is wrong — and I want to find that out while the game is still cheap to change.

Early Access is also honest about what this is: a game designed to be replayed for years, not finished in ten hours and shelved. That design only gets proven by people replaying it, and their runs will shape what gets built next.”

Approximately how long will this game be in Early Access?

“We plan to be in Early Access for around six to twelve months, though this depends on what players find and how much of it is worth acting on. The aim is to leave Early Access once onboarding has been reworked around real feedback, the newer modes have had a proper round of player testing, and the roadmap items below are either in or deliberately dropped.

We would rather stay in Early Access slightly longer and get it right than leave on a date for its own sake.We plan to be in Early Access for around six to twelve months, though this depends on what players find and how much of it is worth acting on. The aim is to leave Early Access once onboarding has been reworked around real feedback, the newer modes have had a proper round of player testing, and the roadmap items below are either in or deliberately dropped.

We would rather stay in Early Access slightly longer and get it right than leave on a date for its own sake.”

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

“The core is already there — all ten modes are complete and playable, not stubs. What we plan to add is depth and polish rather than missing pieces:

A guided first-run path, so a new player has one clear place to start instead of ten equal choices
Women's football, currently the largest content gap
Backroom staff, then more tactical depth in the club and manager modes
More texture in the player career — money that runs out, decisions that bite later
Continued balance work across every mode, driven by what players report
More achievements, more end-of-run cards, and more of the shareable seeded worlds

We also plan to keep fixing and rebalancing based directly on feedback. We can't promise every item here will ship, and priorities will shift as we learn what people actually play.”

What is the current state of the Early Access version?

“Fully playable and feature-complete across all ten modes, not a demo or a vertical slice.

You can rebuild a club across up to fourteen seasons, take a management job and keep it as long as you deserve it, play a footballer's whole career from academy to retirement, manage a national side, or move into punditry, journalism or agency work after you hang up your boots. There's a hidden-ratings mode, a one-season Perfect Season challenge, and a weekly shared world everyone plays at once.

It runs on real squads across five leagues and 68 nations, every world is deterministic and shareable by seed, and there are 30 achievements and multiple save slots. It's been verified end to end — every automated suite passing, every balance band holding.

The honest gaps: presentation is text and bars rather than 3D, there's no women's football yet, tactical depth is deliberately lighter than the big simulation games, and the newest modes have had less iteration than the older ones.”

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

“We do not plan to raise the price when the game leaves Early Access. It is a one-off purchase with no subscription, no season pass, no in-game currency and no annual re-release, and that's the whole point of it — so buying in early shouldn't cost you more later. Everything we add during Early Access is included for anyone who already owns it.”

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

“We plan to read and reply on the Steam forums ourselves, post a changelog for every update explaining what changed and why, and use the community to decide what gets built next rather than deciding in advance. Because every world in the game is generated from a seed, players can share a world number and we can load the exact same one — so a bug report or a "this run was unfair" complaint can be reproduced precisely instead of guessed at.

We're especially interested in hearing which modes people keep coming back to, where the first ten minutes lose you, and which numbers feel wrong. That feedback shapes the roadmap.”
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This game is not yet available on Steam

Planned Release Date: December 2026

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About This Game

You already know what happens. That is the game.


Every football management game asks you to predict. This one asks you to remember.

Take over any club in Europe's big five exactly as it was in 2012/13 - the real squad, the real budget, the real league around you. Then tear it up. Sign the seventeen-year-old you now know turns into the best player in the world, at what he cost that summer. Sell the man who was about to lose a yard. Play it forward, season by season, to 2025/26, and find out whether hindsight is worth as much as you think it is.

Seven ways to play, one world


Manage a club. Inherit a real squad and rebuild it with hindsight. Fourteen seasons to prove the point.

Sign blind. The same game with every rating switched off. A name, an age, a club and a price - and you find out what he is the day he walks in. Hire scouts, post them to a league, and pay for opinions instead of players. A cheap scout is not vague. He is confidently wrong, about one player in seven.

Be a player. One footballer, seventeen to retirement. Declare a role and be judged on it - a poacher is graded on goals, a deep-lying playmaker on the pass before the pass. Get picked or do not. Get injured. Negotiate contracts, answer for it in the press, play the big nights yourself, and spend what you earn on houses you do not need.

Manage a country. Sixty-six national sides with their real players. No transfers, no money. You get the footballers your country produced, and a tournament every other summer to be judged on.

Be a pundit. Walk in at forty with whatever past you claim, and then be right on the record. Six calls a year - the champions, the golden boot, the kid who explodes. May grades every one of them. Naming the favourites buys you nothing.

Break the news. Ninety days of a real transfer window. Work your sources and decide when to print. Go on one source and you are first, and you might be wrong. Wait for a second and you are right, and second.

The Perfect Season. One transfer window, then thirty-eight games. Win every one, or be graded on exactly how far you got.

How it is built

  • Every world is a seed. Nothing rolls twice. Reload and the same thing happens - and the number is shareable, so two people can play the same world.
  • It plays entirely offline. No account, no launcher check, no connection needed after install.
  • One purchase. No DLC, no season pass, no microtransactions, no ads. Ever.
  • Your save is a real file you can export, back up and move.

What it is not


There is no 3D match engine and there never will be. The football is a live text feed with every stat moving as it happens, and it is honest about what it is. What went in instead is everything around the match: a manager who can be sacked, a dressing room that decides who gets passed to, an agent who takes his cut of everything forever, a press conference that holds you to what you said last year, and a career that runs to a real footballer's retirement rather than to the end of a spreadsheet.

Most people buy a game, play it for ten hours and never open it again. That is not what this one is for.

System Requirements

    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Any 64-bit dual-core processor, 2012 or later
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics (Intel HD 4000 or equivalent)
    • Storage: 500 MB available space
    • Sound Card: Any
    • Additional Notes: Plays entirely offline - no internet connection is required after install. Saves are stored locally and can be exported. Requires a display of at least 1024x768.
    Recommended:
    • OS: Windows 11 (64-bit)
    • Processor: Any 64-bit quad-core processor, 2015 or later
    • Memory: 8 GB RAM
    • Graphics: Integrated graphics (Intel Iris Xe or equivalent)
    • Storage: 500 MB available space
    • Sound Card: Any
    • Additional Notes: Plays entirely offline - no internet connection is required after install. Best on a 1920x1080 display or larger.
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