A Cintryl LLC game · Early Access soon

Be the manager.Play the match.

A deep football-management sim fused with a fully playable 3D match engine. Build the squad, set the tactics, then step onto the pitch and play the game you just planned — one seamless loop, no compromise between the two.

11 v 11
Full sides
105 × 68
Regulation pitch (m)
5
Formations
25
Player attributes

The idea

Two games most studios make you choose between.

Management sims hand you a spreadsheet and a highlight reel. Football games hand you a menu and a match. Play Strikerz refuses the trade — both pillars are first-class, and they feed each other.

Pillar 01

Run the club

Squad, tactics, transfers, contracts, finances, youth. A real database — 25 attributes a player, club identity and colours, jersey numbers — driving a season that remembers what you did.

Then spend what you earn: better coaching staff, training facilities, a bigger stadium — and watch the ground physically grow around you the next time you walk out for a match.

Pillar 02

Play the match

Then play it yourself in 3D. Power shooting, charged passing off either foot, lofted balls, set pieces — against an AI that holds a real formation and plays its own throw-ins, goal kicks and corners.

Every player on the pitch is your player, with your name and number on the shirt, carrying the attributes you signed them for.

Already built

The hard part is done.

This isn't a pitch deck. The engine, the AI and the systems below are working today — which is why the roadmap ahead is mostly depth, content and polish.

✓ Shipped

The Team Brain

One thinker per team, not eleven. The formation moves as a block — sliding with the ball, shifting ball-side, compressing out of possession.

✓ Shipped

Full set-piece suite

Throw-ins, goal kicks and corners — for you and the AI. Players check to the ball, keepers play out from the back, and the laws are enforced.

✓ Shipped

Football-brain AI

Passes are scored on lane, space, distance and progress. Off-ball players find support angles and passing triangles instead of chasing the ball.

✓ Shipped

Kits from the database

Shirt colours are pulled from the club record — not a setting. Change the club, the kit changes. Keepers must clash, exactly as Law 4 says.

✓ Shipped

One source of truth

The pitch is a single config: the same numbers paint the white lines and tell the AI where the box is. They can never disagree.

✓ Shipped

Broadcast presentation

A TV-style scoreboard, player cards with real names and numbers straight from the save, and a broadcast camera that follows the game.

Pricing

Buy it once.

No microtransactions, no battle pass, no live-service tax. Early adopters pay less and help how the game is developed.

Early Access
$19.99

The complete season loop: manage your club and play every match in 3D. You get every Early Access update — including the Online Era — at no extra cost.

Full Release · 1.0
$39.99

The complete package — full commentary, media, a living football world, and mature online play. Early Access owners upgrade free.

Product roadmap · Updated 20 Jul 2026

The road to Early Access

Where we are, what's next, and what "done" means. Directional, not a dated promise — the order and priorities are what matter.

Shipped In progress Planned
Shipped & in the build

The Foundation

The hard architecture is done — so everything ahead is content, depth and polish, not "build the engine."

Match Engine
  • 11 v 11 on a regulation, data-driven 105 × 68 m pitch
  • Team Brain — team shape as a sliding, compressing block
  • Five formations — 4-3-3, 4-2-3-1, 4-4-2, 3-5-2, 5-3-2
  • Utility AI — pass evaluator + off-ball movement (triangles, spacing)
  • Power shooting, charged passing (both feet), lobbed passes, celebrations, sprint & stamina, player switching
  • Full set-piece suite — throw-ins, goal kicks & corners, player and AI, with contact-synced animations
  • MetaHuman players with club-coloured kits from the database
  • Broadcast scoreboard, HUD & camera; keeper AI; ball physics & dribble
Management & Systems
  • FM-style database — 25 attributes, jersey numbers, club identity & colours
  • Save system + League, Manager, Match Sim, Tactics & Transfer subsystems
  • Match ↔ season bridge — real lineups on the pitch, results back to the league
  • UI kit — frosted panels, a sortable squad list & squad hub
  • Gamepad as the primary input
Early Access$19.99

Early Access

Everything below ships during Early Access, in order — one price, every update, including the Online Era. Launch first, then depth, then we go online.

Across all of Early Access · 2 shipped · 14 in progress · 59 planned
Feature spotlightCareer Mode

Career Mode — the whole club is yours

Career Mode isn't just picking the team. Every pound the club earns is yours to spend — on players, staff, the academy, the ground itself — and every choice shows up in the 3D match engine. Each feature below is tagged with its build status: Complete, In Development, or To Do.

Run the money
  • Budgeting, finances & debtMerchandise, concessions, wages, income & expenses, partnerships and sponsorships — a real ledger, including debt you can take on and must pay down.To Do
  • Transfer marketBuy, list and sell players — windows, valuations and negotiations, with every fee feeding straight back into your budget.In Development
  • Stadium & club upgrades Spend what you earn: drop 5 million on a bigger stand, buy floodlights for the pitch — and watch the 3D match-engine stadium change the next time you walk out.To Do
  • Staff marketHire and fire assistant managers, coaches, physios and scouts — better staff, better player development.To Do
Run the squad
  • Squad management & tacticsPick the XI and bench, set the formation, mentality and instructions — then play the plan yourself.In Development
  • Player development & regressionGrowth with age and minutes, a peak, then decline — every career has a full arc.To Do
  • Skill pointsEarn skill points through results and milestones, then spend them upgrading players and staff.To Do
  • Player stat trackingGoals, assists, ratings and more — per match, per season, and across an entire multi-season career.To Do
  • Team stat trackingClub results, records and form tracked season over season — a history you actually wrote.To Do
  • Youth academy & prospectsAnnual intakes of homegrown prospects — develop them, promote them to the first team, or sell them on for profit.To Do
Run the world
  • Non-league to the summit Start in the tenth tier with part-timers and a shed for a stand — and climb all ten divisions to the top flight.To Do
  • Promotion & relegationTen divisions with real stakes at both ends of the table.To Do
  • Manager career & job offersOverachieve and bigger clubs take notice — get promoted against the odds and the offers roll in. Jump ship, or stay loyal.To Do
  • Trophy roomA cabinet that fills as you win — every cup, title and season on display, for the whole history of your save.To Do
  • Regional & international tournamentsDomestic cups and continental competition alongside the league grind.To Do
  • Scouting networkBuy coverage region by region — see more of the world and find players before anyone else does.To Do
  • Storylines & social mediaRivalries, wonderkid hype and a social feed that reacts to your results and your decisions.To Do
  • Online Career Mode Co-op or competitive multi-manager careers in a shared world — the flagship of the Online Era.To Do
More ways to spend it — under consideration
  • Training ground & sports scienceFaster development, fewer injuries.Idea
  • Marketing & fanbase growthCampaigns that grow attendance, season tickets and merch sales.Idea
  • Hospitality boxes & fan zoneMatchday income that scales with what you build.Idea
  • Pitch & groundskeepingA better surface plays better — and it shows in the engine.Idea
  • Charter travelLess fatigue on long away trips.Idea
  • Feeder clubs & loan networkPartner clubs that develop your prospects for you.Idea

Got a better idea for the club's money? Tell us — this list is built from feedback.

Milestone 01 · Launch

The Complete Season Loop

Pick a club, manage it through a full season — playing or simming every match in 3D — and it feels like a real, complete football game.

2 shipped · 12 in progress · 29 planned
Match Engine — make it a real match
  • Defensive AI Marking, pressing, tackling, interceptions★ top priority
  • Offside detection & enforcement
  • Fouls, free kicks & penalties — player + AI
  • Cards & discipline — yellows, reds, sendings-off
  • Referee logicFouls, advantage, added time
  • In-match substitutions
  • In-match tactical changes — shape, mentality, press
  • Attributes drive play — the database shows on the pitch
  • Headers & aerial duels
  • Player-controlled crosses, through balls & tackles
  • Difficulty levels
  • Full 90-minute match flowClock, kickoff, goal→restart & full-time shipped; half-time + injury time to add
Animation & Feel — it has to look right
  • AI passing animationsGround and lobbed passes
  • AI set-piece animationsThrow-ins, goal kicks & corners — run-ups struck on the contact frame
  • AI shooting animationsThe AI still strikes without a wind-up — give it the shot montage on the contact frame
  • Defensive animationsSlide & standing tackles, blocks, jockeying, shielding
  • Goal CelebrationsCelebrate when a goal is scored
  • Goalkeeper animationsDives, saves, parries, catches, distribution
Management — a season you can run
  • Season engine — fixtures, table, rolloverLeague subsystem + result bridge built
  • Match simulation for games you don't playSim subsystem built; quick-sim UX to finish
  • Squad & lineup — XI, bench, rolesSortable squad, hub & number editing shipped
  • Tactics — formation, mentality, instructionsFormation selection shipped
  • Transfers — buy, list & sell, loans, contracts, windowsTransfer subsystem built; market UI to finish
  • Player stat tracking — goals, assists, shots, passes, tackles & match ratings, per match and per season
  • Finances & budgeting — budgets, income & expenses, wages, debt
  • Player development & regression — growth with age & minutes, decline past the peak
  • Team stat tracking — club results & records across seasons
  • Injuries & suspensions
  • News / inbox
  • Player profile screenData already on squad rows; page to build
  • Board & objectives
Modes & Front End
  • Start menu & career setup — pick your club with its history, transfer budget, wage bill and board expectations in front of youHub → match → return flow works; front end to build
  • Play Now mode — pick two teams and kick off, no career required
  • Pre-match screen — lineups, tactics, opposition
  • Post-match screen — stats, ratingsFull-time result shipped
  • In-match HUD — player cards for both teams, updating on every switchYour card shipped; opponent card + switching to finish
  • One fully populated leagueClubs + players seeded; fixtures to wire
Audio — reviews live here
  • Crowd atmosphere — reactive ambience
  • Core match SFX — kicks, whistles, net, tackles
  • Basic commentary — event-driven lines
  • Menu music
Tech & Performance
  • 22-character performance pass — LODs / imposters
  • Save/load robustness across a careerSave system shipped; hardening to do
  • Settings — graphics, audio, controls
  • Gamepad supportShipped as the primary input; rebinding to add
Definition of "Early Access Ready"
  1. Start a career, pick a club, and play/sim a full season start to finish.
  2. Every match is playable in 3D with fouls, cards, offside, subs & defensive AI — and it looks right: keepers dive, defenders tackle, strikers strike.
  3. Transfers, finances, injuries, stats & player growth all persist and matter.
  4. It runs smoothly with 22 players and doesn't lose your save.
  5. It has atmosphere — crowd, SFX & basic commentary.
Milestone 02 · Updates

Depth & Breadth

React to player feedback and widen the world — more football, more club, more of the things you'd miss if they weren't there.

2 in progress · 24 planned
Build your club — marquee feature
  • Club investment & infrastructure — spend what you earn on coaching staff, training facilities, the youth setup and the stadium itself And watch it land: a bigger stand goes up, the ground physically grows around you next time you walk out for a match
  • Staff markethire & fire assistant managers, coaches, physios, scouts (better staff, better development)
  • Stadium events & pricing — set ticket, merchandise & concession prices; run matchday events
  • Skill points — earn & spend points to upgrade players and staff
  • Stadium variety — grounds and crowd sizes that reflect what you've built
Match Engine
  • Skill moves & richer dribblingClips imported & blend scoped; wiring parked
  • Goalkeeper depth — 1v1s, sweeping, distribution decisions
  • Advanced tactics — line height, width, tempo, marking schemes
  • Momentum & form
  • Replays + replay camera
  • In-match injuries
Management
  • Ten divisions, promotion & relegationStart non-league and climb the whole pyramid to the top flight
  • Manager career & job offers — overachieve and bigger clubs come calling
  • Cups & tournaments — regional & international competitions
  • Scouting network — reports, shortlists, hidden attributes; buy coverage region by region
  • Youth academy — intakes & development
  • Training — schedules & individual plans
  • Contracts & negotiations — agents, clauses
  • Player morale & happiness
  • Storylines & social media — rivalries, narratives, a feed that reacts to results
Presentation
  • Trophy room — the club's silverware on display, season after season
  • Kit & badge editor
  • Unique player facesBase head + portrait system built; blocked on morph targets
  • Goal celebration cutscenes
  • Menu/UX pass across management screens
Milestone 03 · Flagship

The Online Era

Play together. Sequenced after the single-player loop is stable, and rolled out incrementally so networking risk never breaks the game you already own.

6 planned · ships in the order below
Rollout order — each a major update
  • Backend & accounts — identity, cloud saves, secure sessions
  • Online friendlies / head-to-head
  • Online leagues — competitive seasons vs other players
  • Online Career Mode — co-op or competitive multi-manager careers in a shared world ★ the marquee feature
  • Matchmaking & leaderboards
  • Anti-cheat & fair-play
Why it's staged
Online is effectively a second project — netcode, servers, accounts, anti-cheat — and the biggest scope risk on the plan. It's de-risked by starting only once the single-player match and season loop is rock-solid, then shipping the pieces in order (friendlies → leagues → career) on an isolated backend, so a networking bug can never break single-player.
Full Release$39.99

The Complete Package

The game a full-price buyer expects — with the Online Era systems now mature and fully featured. Early Access owners upgrade free.

16 planned
Match Engine
  • Full commentary — a proper commentary team
  • Weather & pitch conditions
  • Broadcast presentation — TV intros, replays, overlays
  • Refined animation set — motion-matched, contextual
  • Deep keeper & defensive systems
Management
  • Press conferences & media
  • Player interactions — man-management
  • Board depth — takeovers, expansion, deep finances
  • International management
  • Records, awards & season narratives
  • Dynamic world — AI clubs live their own careers
Content & Tech
  • Full club/league breadth
  • Editor suite — clubs, players, leagues, kits
  • Localization
  • Accessibility — colourblind modes, remapping, aids
  • Console readiness · mod support · deep optimization
Post-1.0

Live & Beyond

Keep it living — ongoing support once 1.0 ships.

5 planned
Ongoing
  • Live content cadence — competitions, events, data updates
  • Online expansion — tournaments, ladders, spectating
  • Community — Workshop / mod support
  • New platforms — console ports
  • Balance & features driven by the player base
How we prioritize
  • Protect the core loop before widening it.
  • Depth over breadth at EA — one great league beats ten shallow ones.
  • Atmosphere is a feature — it's in the EA cut, not deferred.
  • If it looks broken, it is broken — animation counts as a feature.
  • Every stored attribute should visibly change the game.
  • Refactor, don't rewrite — the foundation is solid.
Directional, not a dated commitment. Features may move between milestones as we learn from Early Access players — the order and priorities are what matter.

Dev blog · Building in public

Notes from the build

One developer, one football game. The wins, the architecture, and the bugs worth laughing at — written down as they happen.

15 Jul 2026 Match AI Set pieces

The opponent now takes its own throw-ins, goal kicks and corners

Set pieces are where football games quietly give up. Ours doesn't anymore — the whole restart cycle plays itself, on both sides.

Every restart used to be a dead moment for the AI: the ball would sit there, then get nudged into play by invisible hands. Now the opposition plays them properly.

Throw-ins: two or three players check to the ball, breaking to short, open angles. The thrower picks the genuinely open man — every team-mate is scored on space, passing lane and distance the instant before release — then the ball goes to his hand, he winds up, and throws.

Goal kicks: two centre-backs split to the edges of the six-yard box, and the keeper plays out from the back to whoever's free — or boots it up to the striker at halfway if he fancies it. Your team is walled out of the box until he strikes it, exactly as Law 13 says.

Corners: a driven cross to the danger zone, six attackers crashing near-post, spot and far-post — and three staying home for the counter, because you don't send everyone up.

The best bug: the thrower kept throwing to himself. A ball in flight has no owner, so every AI fell back to "loose ball — closest man presses it." The thrower was closest. The receiver, seeing he wasn't closest, politely jogged away. Fixed by telling the team that a ball we've just played still belongs to us.

Shipped: AI set-piece director · zero per-player Blueprint wiring
14 Jul 2026 Match AI Milestone

Eleven a side

I didn't write AI for 22 players. I wrote it for two.

Twenty-two players each deciding for themselves gives you under-8s football: everyone chases the ball, nobody holds a shape, because nobody is thinking about the team.

So I stopped writing player AI and wrote a Team Brain — one per side. It thinks ten times a second and hands every player a target. Players don't decide where to be; they read. What it actually does is move a block: it slides up and down the pitch with the ball, shifts to the ball's side, squeezes tight when you lose possession and spreads when you win it. That's just… football.

And here's the part I love: twenty-two players scanning each other every frame is a slideshow. One brain per team isn't. Team shape and performance turned out to be the same problem — and the same fix.

The pitch got the same treatment. Twenty-two hardcoded numbers became one config, so the code that paints the eighteen-yard box and the code that enforces it are now guaranteed to be the same box.

Bug of the week: the opposition stopped attacking and started running at their own goal. Each player carried a hand-typed "goal to attack" coordinate — and I'd resized the pitch. Now it's derived from the pitch and your shirt colour. It can't go stale, and it can't be typo'd.

Shipped: Team Brain · 5 formations · regulation 105 × 68 m pitch
11 Jul 2026 Gameplay

Corners, and the full set-piece cycle

Throw-in, goal kick, corner. The match can now restart itself from anywhere the ball goes out.

Corner kicks landed this week — an aimed ground ball on one button, a lofted cross on another, both charged, both with a proper run-up that strikes the ball on the exact animation frame rather than teleporting it.

That completes the cycle. Every way the ball can leave the pitch now has a real, playable restart with its own camera, aim and animation. It sounds unglamorous until you play a match without it and the game just… stops.

Shipped: corner kicks · complete player set-piece suite
9 Jul 2026 Characters

Real bodies, real kits

The kit colour isn't something I picked. It's pulled straight from the club's record in the database.

Change the club, the shirts change. Team colour from the club, opponent in theirs, and the goalkeeper in something that clashes with both — which isn't my preference, it's Law 4 of the actual laws of the game.

Getting there was funnier than it should have been. My first attempt put the kit on the mannequin: his chest punched straight through the shirt, like a robot in pyjamas. The fix was a realisation, not a hack — the character system deletes the body geometry that sits under clothing. The arms, the legs and the outfit are made for each other. I was dressing the wrong body.

Zero per-player setup: spawn a footballer, tag him with a team, and he turns up in the right shirt. That's the whole point of building data-first — the game gets more real without me touching it.

Shipped: layered character stack · club kits from the database
6 Jul 2026 Match AI

Teaching the AI to actually pass

Every team-mate gets an Expected Success % — then the AI picks like a footballer, not a dice roll.

The passing brain scores every option on four things: how far it is (there's an ideal range — hopeful punts and toe-pokes both score badly), whether the lane is genuinely open (measured geometrically, not guessed), how much space the receiver has, and how much the ball actually progresses up the pitch.

Then the off-ball players got the same treatment in reverse: instead of scoring who to pass to, they score where to stand — open space, a clear lane from the carrier, spread from team-mates. Passing triangles emerged on their own. I didn't write "make a triangle" anywhere.

My favourite fix in the whole project came from this. The players kept slowly bunching together over a match, and I could not see why — until I realised that while a pass is in the air, the ball has no owner. Every team-mate dropped into "loose ball — closest man presses it," and the whole team converged. On every single pass. Possession, it turns out, includes the ball travelling between two of your players.

Shipped: pass evaluator · off-ball movement evaluator