Behind every win, a decision. Sign your players, train them, prepare your game plans. Then watch your five players carry them out their own way, because a creative player never plays like a cautious one.

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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?

“The engine is in place: full seasons, standings, playoffs, pick & ban, scouting, economy, and a match simulation where every player makes their own decisions.

What I still have to build is far harder to validate on my own, because the living meta, the team chemistry, the events and the game plans are all systems that have to be fun before they can be correct, and no test is going to tell me whether they are.

So I'm opening the game up now to decide where it goes with the people actually playing it, to learn what lands and what doesn't before committing twelve months of work to a hunch.”

Approximately how long will this game be in Early Access?

“Around twelve months.

The estimate comes from the project's actual development pace so far, with room for the support work Early Access creates. If community feedback shifts the priorities, and that's the point, the timeline may move. It will be announced rather than quietly missed.”

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

“1.0 deepens everything Early Access puts in place. The planned axes:

Game plans: the strategy you write before a match will actually shape what your players do on the map.
Living meta: patch cycles shift champion viability, and your roster has to re-adapt.
Team chemistry: confidence between players, archetypes, tension around pick decisions.
Events and narrative: decisions outside the match, injuries, transfer offers, interviews.
Club building: facilities, academy, sponsors, manager profile and career record.
International competition: a competitive calendar reaching beyond the domestic league.

This list is the game's direction. It will be debated with the community during Early Access, and that's exactly what the game is going there for.”

What is the current state of the Early Access version?

“The game is playable end to end, across multiple seasons.

What's in: club creation and management, scouting and economy, training, schedule and standings, playoffs, season-to-season continuity. A playable pick & ban. And a live match simulation where your five players make their own decisions. You issue directives from the bench, but they are limited, and your players can ignore them.

What isn't in yet: game plans can be written, but do not yet influence how a match unfolds. Everything listed in the previous section is still to be built.

Important, saves: during Early Access, updates may make existing saves incompatible. A career you start is not guaranteed to survive a patch. This will be flagged in every update note where it applies.

Languages: English and French.”

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

“Yes. The price will go up when the game leaves Early Access. Buying now means paying the lowest price the game will have.”

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

“Through feedback, and through a readable rhythm.

Steam discussions and the game's Discord are the two feedback channels, and they feed development priorities directly. Every major update ships with detailed patch notes, published on both Steam and Discord.

Target cadence: a major update every four to six weeks, with fixes in between. The point of this Early Access is to decide the game's direction together. What lands gets built on, what drags gets reworked or cut.”
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About This Game

Behind every win, a decision.

You're the coach of an esports team on a MOBA circuit, and your job is to sign players, develop them, prepare every fixture and build a club that holds together across several seasons.

Your players play the match themselves

Once the match starts, your five players head out onto the map and manage on their own, reading what's happening around them to decide whether to farm one more wave, head back to base or go and help on the lane next door. Each of them does it according to their own temperament, which means a very creative player will never play the same game as a cautious one, even on the same champion and with the same instructions.

Your role is to prepare the match through game plans, in which you set the team's priorities, from how to approach the laning phase through to which neutral objectives to secure and the kind of composition you want to play.

The draft

The draft is the last moment where you still decide anything, and it's probably the most important part of the fixture. You know each opposing player's champion pool, so you can ban away whatever they're most dangerous on, then watch the composition opposite you take shape pick after pick while you keep your final choice to answer it.

The club

A roster is built over time, by spotting players the other clubs haven't noticed yet, planning their training week after week across mechanics, strategy, mental and form, and accepting that the budget follows results rather than the other way round. The choices you make this season are paid for or cashed in the next one, when you have to decide who starts, who goes to the bench and who leaves.

The season

The regular season puts ten teams through a round robin before playoffs decided over BO3 and a BO5 final, and when it ends the off-season redistributes players, so you start each year with a squad slightly different from the one you had in mind.

In Early Access

The game already plays end to end across multiple seasons, and what it still has to become will be decided with the people playing it.

One thing worth knowing before you buy: during Early Access an update can make a save incompatible, and a career you start is not guaranteed to survive a patch. This will be flagged in the update notes where it applies.

AI Generated Content Disclosure

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

The champion artwork, portraits and various visual assets are generated. The generated visuals are a starting point rather than a settled choice, and if the game's funding allows it I intend to have them redone by an artist.

No content is generated by AI while you play, since the match simulation runs on a hand-written decision engine where each player evaluates their situation against authored rules, rather than on a generative model.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64 bits
    • Processor: Intel Core i3-4130 / AMD FX-6300
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 4000
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows 11 64 bits
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: Intel UHD Graphics 620 / AMD Radeon Vega 8
    • Storage: 1 GB available space
    Minimum:
    • OS: Ubuntu 22.04 / SteamOS 3
    • Processor: Intel Core i3-4130 / AMD FX-6300
    • Memory: 4 GB RAM
    • Graphics: Mesa 22+
    • Storage: 1 GB available space
    Recommended:
    • OS: Ubuntu 24.04
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: Mesa 23+
    • Storage: 1 GB available space
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