Take charge of a club, pick your lineup, and experience every matchday as a TV broadcast: 2D pitch, live ticker, halftime locker room. Six game worlds from Europe to Oceania, up to 3,054 clubs, 29 languages. Your decisions matter, not luck.

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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

Leaving Early Access: Nov 1, 2026

What the developers have to say:

Why Early Access?

“I'm building HALFTIME Manager alone. A manager game lives or dies by whether a thousand numbers add up: what a player costs, how fast they develop, whether your finances survive a bad season. I can measure that, and I do - every balance change here runs through a simulation across hundreds of seasons. But a few hundred people who actually play find things no simulation run finds: the spot where you can game the system, the button nobody understands, the season that feels wrong. That's exactly what Early Access is for - and that's exactly how it's gone so far: most of the changes from the last few months are in the patch notes because someone reported them.”

Approximately how long will this game be in Early Access?

“Early Access ends on 1 November 2026, when the full version releases. Until then it's about polish and balance, not big new additions. If that date does shift after all, you'll hear it here, not after the fact.”

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

“The full version releases on 1 November 2026. The core experience is already complete today - you play a whole career from the bottom up - and what's been added since Early Access launched fills a long list of patch notes. Between now and release it's about depth, not breadth: polish to tactics and live presentation, an AI that manages its squad more cleverly, an economy that still challenges you after twenty seasons, and more convenience. What comes first depends on the feedback.”

What is the current state of the Early Access version?

“Fully playable and self-contained. What's in it:

- Six game worlds: from six major leagues for a quick start to all of Europe with 52 countries and 3,054 clubs, plus South America, North America, Asia with Oceania, and Africa.
- Live matches on the 2D pitch with tactics, substitutions, weather, VAR checks, and commentary - or simulate in fast-forward.
- Transfer market with negotiations, interested buyers, free transfers with signing bonuses, loans, and Bosman pre-contracts.
- Economy with sponsors, ticket prices, season tickets, stadium expansion, marketing, fan shop, and loans.
- Weekly training plan, Youth Academy, special traits, locker room talks, coaches, and a board with a season objective.
- Up to twelve seasons of prior history and an end-of-season awards ceremony.
- Local multiplayer for up to four managers on the same computer.
- World builder, Steam Workshop for worlds, sponsors, and translations, achievements, and cloud saves.
- 29 languages.

The clubs, players, and crests are fictional; the league structures are rebuilt for real. You can import your own data.”

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

“At release on 1 November 2026, I'll raise the price moderately - by then there's a lot more in the game than at the start of Early Access. If you join now and carry the development along with me, you pay the least.”

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

“I read the Steam discussions and the bug reports myself, and what's in them goes straight into the order I work in. Through the Steam Workshop you can contribute your own game worlds, sponsors, and translations, and grab other people's. And what changes shows up afterward in the patch notes: with the numbers behind it, not just the promise that it's better now.”
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About This Game

Your Club. Your Tactics. Your Football Story.

A classic football manager that does none of the work for you. You take charge of a club, pick the lineup, fine-tune the tactics, and build it up over the years. Every matchday plays out as a compact TV broadcast: 2D pitch, commentary, live ticker, real stats. And at halftime, you're in the locker room.

The Whole Football World

  • Six game worlds - from the six major leagues for a quick start to all of Europe with 52 countries and 3,054 clubs. Plus South America, North America, Asia with Oceania, and Africa.

  • 128 countries bring their own names, sponsors, pitchside ads, and club naming conventions. In Vietnam a club is called CLB, in the Maghreb RC, in Peru FBC. No country sounds like the next.

  • Up to four tiers with promotion and relegation, plus domestic cups, continental cups, and national teams that come to poach your best players.

Matchday

  • Live direction on the pitch - highlights instead of a wall of stats, with commentary, a ticker, and real numbers: possession, xG, shots, corners.

  • Weather, crowd, ball - from sunshine to snowfall, stands that react with the game, and a ball that actually rolls.

  • The halftime locker room - team talk, tactical changes, substitutions. And when it gets tight, mid-match too.

  • 16 formations, mentality, pressing, and playing style, all adjustable from the touchline at any time. Or skip ahead if the opponent isn't worth your time.

The Club

  • Your stadium, stand by stand - rows, tiers, roofing, plus twelve upgrades from floodlights to the beer stand to the training ground.

  • The money - main and secondary sponsors, ticket prices, season tickets, fan bond, and members. Price it too high, and the stands stay empty.

  • Marketing and fan shop - twelve campaigns, your own warehouse, and orders you'll actually have to sell.

  • Loans from lenders in your own country, with credit score, term, and rate.

  • A board that sets you a season objective, watches how you do, and eventually runs out of patience.

The Players

  • Weekly training with five sessions, for the whole squad or individual groups. If your plan is no good, you'll find out on Monday.

  • Youth Academy - sign talents, track them through three performance tests, and decide in the end: promote them or let them go.

  • 13 special traits, from the poacher to the tireless runner, and development that plays out over a whole career instead of two summers.

  • Transfer market with fees, signing bonuses, loans, free transfers, pre-contracts - and agents who take a cut everywhere.

And If That's Not Enough

  • Build your own world - leagues, tiers, clubs, squads, crests, and sponsors, all in the editor.

  • Steam Workshop - share your world or grab someone else's.

  • Crest builder, custom sponsor logos, custom thumbnails.

And Also

  • 29 languages.

  • Local multiplayer - up to four managers on the same computer, each with their own color, and the interface switches along with them.

  • Five difficulty levels and an interface you can scale from 70% to 200%.

  • 15 achievements and cloud saves.

To Be Honest

The clubs, players, and crests are fictional. The league structures aren't: how many tiers a country has, how many sections, how its cup works - that's rebuilt for real. And the simulation doesn't secretly roll dice: the same save gives the same result. If you get relegated, it was on you.

AI Generated Content Disclosure

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

Generative AI was used to create selected content related to the game.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Dual-core 2.0 GHz (Intel Core i3 / AMD equivalent)
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics with hardware acceleration (Intel HD 4000 / equivalent)
    • Storage: 1 GB available space
    • Sound Card: Any
    • Additional Notes:
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Quad-core 2.5 GHz or better
    • Memory: 8 GB RAM
    • Graphics: Any dedicated or modern integrated GPU
    • Storage: 2 GB available space
    • Sound Card: Any
    Minimum:
    • OS: Ubuntu 22.04 64-bit oder neuer (glibc 2.34+), SteamOS 3
    • Processor: Dual-core 2.0 GHz (Intel Core i3 / AMD equivalent)
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics with hardware acceleration (Intel HD 4000 / equivalent)
    • Storage: 1 GB available space
    • Sound Card: Any
    Recommended:
    • OS: Ubuntu 22.04 64-bit oder neuer (glibc 2.34+), SteamOS 3
    • Processor: Quad-core 2.5 GHz or better
    • Memory: 8 GB RAM
    • Graphics: Any dedicated or modern integrated GPU
    • Storage: 2 GB available space
    • Sound Card: Any
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