Coach your team to the premiership flag! Australian Football Coach is the premier Aussie Rules Football management game. Coach in one of eight different leagues, create your own footy world or even pit the different states against each other in State of Origin mode.
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Release Date:
Sep 1, 2017

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February 27

AFC2019: Now with screenshots! February 2019 Development Update

February 2019 has been a big month for AFC2019, the newest version currently under development, and it's ready enough to start showing off some of the new screenshots!

But first, quick news about the current version of the game: Version 0.19.11 has been pushed fixing an end-of-season 2019 bug. If the game continues to crash, please send your save game file so the crash can be isolated and a patch will be uploaded as quickly as possible.

Now onto the new stuff! Development this month has been focused around player movement - the drafts, free agency, trades, delistings, and zoning, so the first two screenshots will show what the AFC 2019 will have in store in terms of list management.

It's important to note the game's still currently in alpha, and hiring a graphic designer's on the to-do list. Clearly there's still a ways to go yet - the background image isn't even scaled to the proper resolution, there wasn't enough time before the arbitrary deadline of the end of the month! - but the basic layout has been completed and it's working really well! It's much easier to navigate than the current version, which admittedly can be a bit awkward at times. It's set up to handle multiple human coaches simultaneously, unlike the current version. You can also create your own skins if you choose to do so.

That being said if you want to help out with the graphic design please get in touch.

First up, the league player list! This displays every single player currently playing in the league and one of the most important new features: player status! Each player's status affects their expectations - Superstars and key players will be very unhappy to be left out of the squad. Competitive Aging Veterans who haven't won a flag yet may request a trade to a team with an open premiership window.

The "competitive" part as well should be noted. Each player has their own specific personality, including a couple holdovers from the current version - homesickness and greed - but also loyalty (which affects the likelihood of signing a new contract with the same team and general happiness), ambition (which affects how much winning or losing impacts a player's happiness, including their desire to sign with a winning team), and spotlight (could rename this one in the future, but players that want to be in the spotlight will sign with more prestigious teams.) A couple more attributes are planned as well.

Player morale has also been implemented, but it's not quite ready to show off here. Your team will have certain events happen over the course of the season which may affect morale in certain ways. More importantly, events will occur to every single team and the AI will be prepared to handle them in their own way as well. As has been noted in a previous development blog, there's actually no human interaction in the game world yet - it's very important from the design point of view to drop you directly into a robust game world, so everything you respond to the AI will have to consider in exactly the same way. While the current version tries to do this as well, it's programmed in a way where a lot of the AI occurs separately from the user - for instance, in the current version, there's separate code for when the AI proposes a trade to a human manager than for when an AI proposes a trade to a non-human manager. It seems minor, but has a huge impact on how the game's developed.

The child model has also been rewritten from scratch. Each player will produce up to a target number of children starting at a random age. Players will "get pregnant" regardless of gender, though female players will suffer a long-term "injury" sometime during the first trimester. Each child will have a certain interest in footy and a certain potential. At the age of 16, the child will decide if they want to embark on a footy career and either find themselves zoned in state or on a reserves team somewhere, or "vanish" into their actual real schoolwork/job. In the current version, children were only generated if a player played in over 100 matches in their career for father-son training.

Training will be rewritten from scratch as well, though it will look ultimately similar to the current version - instead of micromanaging a training plan, you'll be given the option of how hard you want to train your players by selecting different training types each day. Fatigue will also be completely redone - one neat thing about the fatigue model at the moment means teams which play in a different state than their home state lose a day for travel, which causes fatigue, based on the effects travel has on Perth players generally, which will be something for you to manage.

The most amount of work this month has been on list management, however. The AI now interacts much more intelligently to list creation. The list manager position has been created and each team has their own list manager with their own biases, including favoring youth or veterans, and favoring the draft to free agency (list managers can favor both youth and free agency, or veterans and the draft - for instance, the latter means they'll target veterans in free agency but also be more likely to trade players for draft picks.) Still to be done is getting the AI to sign intelligent contracts - unlike the current version, the framework is in place for you to offer different salaries in different contract years, so you can front-load or back-load a contract as needed, but it's not yet used. The trade code should be done by the end of the weekend.

If you're managing a state team, zoning has been completely implemented too. State leagues were awkwardly implemented in the current version, but the new version lets you top up your list with zoned players. Here's an example of Norwood's zoned player list in the South Australian league:

Not all leagues will have zones, either.

Some other touches have been implemented - for instance, note the 365-day calendar, and the developer's incessant need for North Melbourne to start the season 14-2 (this is a placeholder.) But there's been more little touches added too, including secondary stadiums and the traditional "stadium clashes" - no two games can be played in the same stadium on the same day, to name a few.

Looking forward to showing you the development as it continues into March!
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February 4

February 2019 Developer Update

As promised, a full February update of AFC!

There are now two versions - the "current" version and the "new" version. The "current" version is the one you're playing now, and is no longer being developed except for bug fixes – if you run across any, please post in the boards and those will be added to the patch notes.

Most of the work on the "new" version of late – let's assume it'll be released this year and call it AFC 2019 – hasn't been all that interesting. Probably the majority of the work goes into making sure information displays properly and that buttons work when clicked.

That being said, one of the most important parts of the game is up and running - personalities! The "current" version uses an awkward 100-point system for tracking homesickness, leadership, egos, et cetera, and doesn't get presented to the user in any sort of meaningful way. Plus, what's the difference between 86 homesickness and 87 homesickness?

AFC 2019 has redefined the system to be almost completely categorical. Players' homesickness is now a categorical range from will play anywhere, any time to will only sign contracts in their home state and suffers a slight decline in performance in out-of-state games! Greed is slightly more scalar, but is now a nine-point scale from "money is not a motivator" to "money is everything." There's a couple other categories that are still being finalised such as leadership

Player roles and player morale are the other new feature. Players will fall into one of nine different categories from superstar to colt, and will have different expectations about playing time, development, and even whether they'll retire. Fail to meet those expectations and their morale will go down. It's not in the game yet, but things are being set up so an aging superstar on a rebuilding team who has never won a grand final may try to get traded or sign a one-year contract somewhere that will give them one final shot at glory.

A rework of the coaching and list management module is next. The AI in the current version could be improved, in part because it doesn't really know an average player offered the exact same contract by Collingwood or Gold Coast will likely pick Collingwood. Giving coaches and AI list managers better preferences and personalities should make the simulation more interesting generally.

The development goal at the moment is to create a fully functioning simulator without any human interactivity and then "drop in" human managers to interact with the previously existing the game world. This is still on track. The hope is the March development blog will be able to walk you through a player's career in screenshots.

Something not planned at the moment: conferences. In the game, the women's league currently plays a full round robin with a four-team final.

Things we need
If you're a photographer or graphic designer, the "new" version needs a professional, footy-related, high resolution background image much better than the one currently being used. If this interests you, please reach out to discuss options and pricing.
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About This Game

Coach your team to the premiership flag! Australian Football Coach is the premier Aussie Rules Football management game, now fully updated for the 2017 season. Take control of a team in one of eight different leagues, create your own footy world with the custom league creator, or even pit the different states against each other in State of Origin mode.

In Australian Football Coach, you put yourself in the coaches' box for an Australian Rules football team.

You're in charge of everything from tactical management on game days, to list management to help you build a team that will win the premiership flag.

With features such as a custom league editor, player editor, in-game team editor, and more, Australian Football Coach contains everything you need to create and run your own footy world.

The game has been continually released and updated from late 2014.

Selected Features
- 8 leagues to coach in, including a national league, six state leagues and one developmental league, each with their own finals structure and percentage rules
- Coach and watch each game or hand the reins over to your assistant coach and simulate everything
- Come up with a tactical plan that will take your team to the flag
- Develop your up and coming players on the training ground, or get them into big matches for faster development
- History tracked for every game. Watch records change and unfold over time
- Trade players and draft picks to build the best possible team
- National and rookie drafts
- Full salary cap rules including free agency and the trading period
- Scouts tell you their estimation of a player's potential, and if he has peaked
- Players can get homesick and demand a move back to their home state
- Perform poorly, get fired, and switch jobs
- 2014, 2015, 2016 and 2017 lists allow you to simulate the past and present
- Custom league editor and player editor allows you to create your own world
- In-game team editor allows you to change team names and colours

System Requirements

    • OS: Windows Vista
    • Memory: 512 MB RAM
    • Storage: 20 MB available space
    • OS: Windows 8
    • Memory: 512 MB RAM
    • Storage: 20 MB available space

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