Permanent title pending.
Listed as day-to-day.
We make sports management sims. Nobody has made the job permanent yet, so we're building the games in the meantime.
Pick a game for its scouting report
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Football · Under further review
Franchise Tag
A pro football front office, with the whole pipeline underneath it.
- The dice roll
- The pro season, and under it every college and high school game. A prospect grows up in this world for years before he reaches your draft board.
- The GM buys
- Draft picks, free agents, trades and cap space. You run the pro club.
- The catch
- You can watch a kid since ninth grade and still draft the wrong one.
- The plan
- For now the college and high school levels are there to watch, not to run. Taking over a program comes later.
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Basketball · Game-time decision
Ten-Day
A pro basketball front office, with high school and college feeding it.
- The dice roll
- The pro season, plus every college and high school game underneath. Follow a prospect from ninth grade to draft night.
- The GM buys
- Draft picks, contracts, trades and whatever room the salary cap leaves you.
- The catch
- Five players share one ball. Somebody on your roster is going to be unhappy about it.
- The plan
- For now the lower levels are yours to scout, not to coach. Running a college or high school team comes later.
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Baseball · Rain delay
Named Later
A new sim engine, new AI GM logic, and the fine print done properly.
- The dice roll
- Every plate appearance, count by count. Each one is logged with its odds, and a whole season can be replayed roll for roll.
- The GM buys
- Trades, draft classes and bullpen arms, paid for with contracts written the way real ones are: arbitration, options, deferred money and a luxury tax that bites.
- The catch
- Deferred money is still money. It comes due years after the player has gone.
- The plan
- Two things are new here: a sim engine written for baseball, and the logic the computer GMs think with. They explain their moves in plain English. Around that, a labor agreement with nothing rounded off, and saves that are open files you can read.
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Motorsport · Still in the garage
Reserve Driver
No ball and nobody lined up across from you. Twenty cars and a stopwatch.
- The dice roll
- Car setup, driver pace, tire strategy and reliability, rolled lap by lap. The tire wear curves are published, so the strategy is yours to get wrong.
- The GM buys
- Sponsors, an engine supplier, drivers with performance clauses, and whatever is left under the cost cap.
- The catch
- A season is twenty race weekends, not 162 games. Every one of them has to feel like a finale.
- The plan
- The same interface as the rest of our games, around a race sim of its own. The front office here is nearly all money, so sponsor and supplier deals get the depth that trades get elsewhere.
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Pro wrestling · To be continued
Subject to Change
The sport is theater, so the sim scores the crowd.
- The dice roll
- Skill, gimmick, storyline heat and psychology make a match rating, and match ratings make TV ratings. The play-by-play shows its odds: this ref bump has a 34% chance of turning the crowd.
- The GM buys
- Contracts, TV deals and a road from one territory to the whole country. The other company is trying to sign the same people.
- The catch
- It is a Monday night ratings war. Your main event is aging, banged up and taking calls from the competition.
- The plan
- Same interface, different crowd. The log of every roll becomes the broadcast, called match by match, and a career runs from one territory to national television to the world.
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Hockey · Resurfacing the ice
Emergency Backup
Hockey, built in the front office and decided in the crease.
- The dice roll
- Shift by shift. Line matchups, special teams and a goaltender who is either the story of the night or the reason it ended early.
- The GM buys
- Draft picks, a farm team, cap space and a second goalie you hope never has to play.
- The catch
- Sooner or later both goalies are hurt, and the next man up has a day job.
- The plan
- The furthest from the ice of anything here. The interface is ready for it; the hockey is not written yet.
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Soccer · Awaiting a work permit
Caretaker
Club soccer where every shot carries its odds.
- The dice roll
- Possession by possession. Every shot is logged with its chance of going in, so the table never lies for long.
- The GM buys
- Transfers instead of trades: fees, wages, release clauses and players whose contracts are quietly running down.
- The catch
- A long season on a thin squad. You pick the shape, the press and the tempo, then find out who is still fit in March.
- The plan
- The closest fit for the interface we already have, which makes it the easiest of the new games to build. The transfer market gets the attention the trade desk gets in baseball.
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Horse racing · Post time: TBA
Also Eligible
The game is the stable.
- The dice roll
- Ability, distance, surface, jockey, trip and pace. A field of eight to fourteen, not two, and every one of them is rolling.
- The GM buys
- Breeding rights, claiming-race bargains, yearlings at the sales ring and shares in a syndicate. Pedigree is the long game.
- The catch
- You never see a horse's true ability. You see charts, workouts and a family tree, and then you guess.
- The plan
- Same interface, with a field of horses where the two teams used to be. Breeding does the job the draft does elsewhere, so most of the building goes into pedigree.