A college football dynasty sim where you grow your coaching tree, not just the program. Start at a 3,000-seat Division III school, see your game plan execute or call the plays yourself. Your coordinators become your future head coaches, and grow one living world across three divisions.

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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?

“Brick and Banner is a one-person project. The game is complete and playable; full dynasties, three divisions, live play-calling, the coaching tree, and I've played a lot of seasons of it. What I haven't done is watch a thousand other people play it. A dynasty sim shows its cracks in season twelve, not season one, and I want that feedback while I can still act on it. Early Access is also honest about where the edges are: some systems are deep and finished, a few are thinner than I want them to be, and I'd rather say that up front than pretend otherwise.”

Approximately how long will this game be in Early Access?

“I'm planning on roughly a year, though I care more about getting it right than hitting a date. The game will leave Early Access when long dynasties have been played and tuned by more people than me, and when the systems listed under "how will the full version differ" are in.”

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

“The direction, not a promise list: full controller support so it plays properly on Steam Deck and a couch; a real first-season tutorial that teaches the scheme system as you go rather than through the manual; deeper long-dynasty balance, the portal and the coaching carousel across twenty-plus seasons — tuned on real player data; and Steam achievements. Beyond that, what gets built is driven by what players ask for once they've lived in a world for a while.”

What is the current state of the Early Access version?

“Everything described on this page is in the game now. You can play a full dynasty from Division III up, run a coaching tree across all three divisions, call every snap live or let your plan run, build in the Workshop, and save to Steam Cloud. Known gaps: keyboard and mouse only, no controller navigation yet. English only. The first hour is information-heavy. The manual is thorough, but there's no guided tutorial yet. Very long dynasties may have balance drift I haven't seen; that's a big part of what Early Access is for. Saves will stay compatible through Early Access updates except at a clearly announced major version.”

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

“Yes. The price will go up when the game leaves Early Access. People who buy in early are paying less for a finished game because they're helping finish it.”

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

“Through the Steam discussions, mainly. I read everything. The game has a large automated test bench behind it, and when a player reports that something feels off, I can usually measure it and say what changed. Updates come with plain-language notes on what moved and why. If you've played twenty seasons and have a graph, I want to see it.”
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Planned Release Date: Sep 25, 2026

This game plans to unlock in approximately 2 weeks

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About This Game

Brick and Banner is a college football management sim built around one idea: Cut the busy work. Build your team for your scheme and watch them execute.  How far can you take your brand of football.

You start at the bottom — one coach, a Division III program with a small-town stadium, a thin roster, and a history nobody outside the county remembers. Recruit, build a staff, install a scheme, and win. If you succeed the phone will ring and the offers will come.  Division II comes next, but leaving the team you've built is a tough decision.  Recommend your trusted coordinator to take over once you leave, and keep the team and the coach under your control.  

COACHING DNA, AND WHAT A CAREER LEAVES BEHIND

Every coach develops a DNA over his career — ten traits earned on the field, not picked from a menu. Run the ball on fourth-and-two enough times and he becomes a Riverboat coach. Win on the road and he's a Road Warrior. Ground & Pound, Air Attack, Pressure, Ball Hawk, Discipline, Special Teams, Adjustments — each one grows from one star toward a diamond as he proves it, and each one changes how his teams actually play. When he retires, the ceremony lets him choose which of those traits to pass down, and they're banked into the tree for good. The next coach in the family opens his career already carrying part of that inheritance

CALL THE GAME YOURSELF

This is not a sim you have to watch from the press box. Build a game plan of fronts, coverage shells, pressure packages and formation checks, then take the headset on game day and call it snap by snap — or hand it to your coordinators and let your plan run. Every play resolves on the field in a broadcast-style viewer with real routes, real run fits and real pass rush.  Watch highlights or the whole game again in the box score.

RUN THE PROGRAM

Recruit for your scheme. Own the depth chart, every room, every week. Develop players through traits and coaching. Work the portal. Hire the staff, and lose them when they're good enough to leave. After every game, a report tells you why you won or why you lost, in football terms, so the next week is yours to fix.

BUILD YOUR OWN FOOTBALL

The Workshop is where you author plays, formations, playbooks, teams and whole leagues. Build the offense you wish your alma mater ran, then recruit for it. Single-player. No microtransactions. No online account. Your dynasty lives in your save files.

Single-player. No microtransactions. No online account. Your dynasty lives in your save files.

AI Generated Content Disclosure

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

The game's visual assets (team crests, logos, player sprites, play cards and UI icons), in-game writing (the manual, tips, and team and town descriptions) and music (16 tracks generated with Suno under a paid commercial license) were created with the assistance of AI tools during development, under the direction of a single human designer who authored the game's design, systems and football logic. No content is generated while the game is running.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2 GHz, 64-bit
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics with hardware acceleration (Intel HD 4000 or better)
    • Storage: 1 GB available space
    • Additional Notes: Keyboard and mouse. Steam Deck: playable with trackpad and touchscreen.
    Recommended:
    • OS: Windows 10 / 11 64-bit
    • Processor: Quad-core 3 GHz
    • Memory: 8 GB RAM
    • Graphics: Any dedicated GPU, or Intel Iris Xe / AMD Radeon integrated
    • Storage: 2 GB available space
    • Additional Notes: A 1920×1080 or larger display. The live game viewer runs smoothest with hardware acceleration enabled.
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