How the game works, and what to do first.
Every character lives in a slot, and you get three. Each slot is independently either a Player or a General Manager — you choose on the first step of the creator, and you can hold both kinds at once. Switch between them from the athlete picker at the top of the sidebar.
Creating an athlete walks through name and college, position and archetype, height and weight, then point allocation. Every attribute starts at 20 and you have 150 points to spend.
is where your character actually improves, and it's a daily habit rather than a grind — there's a hard cap on what you can do per day.
The three interactive drills cost no Energy at all — they're pure upside, and each one can only be done once a day. Do them before you spend Energy on direct sessions.
Overnight you regain Energy equal to your Recovery rating, increased by your team's medical facility and by a recovery trainer from the . Gains shrink as a rating climbs, so the same session moves a 40 far more than an 80.
You start as a free agent with no contract. General Managers initiate every offer — there is no way to sign yourself to a team.
A deal is salary, length in years, and a signing bonus. League minimum is $350,000 and no player can earn more than $8,000,000 a year. Your asking power comes from your overall rating and position, so training is what moves your market value.
Practice games are the fastest way to play and you don't need a team for them. Go to , and either create a game or claim a position slot in the one that's up.
League games are pre-scheduled fixtures, but being on the roster does not put you on the field automatically. You still have to claim your slot in the game lobby, which opens about 10 minutes before kickoff — watch for it on . Miss it and the game plays without you. Unlike practice games, league games start you at your real Energy: your in-game bar can't climb above it, every snap you play wears it down, and wherever it ends up at the final whistle is your Energy the next morning. Show up rested.
A match is not a cutscene. It runs down by down, and on each one you pick an action for the player you control from a radial menu — pass, move, hand off, catch, go for the spectacular catch, tackle, block, deflect, kneel.
You only control the slots you personally claimed. Every other player on the field, including your teammates, is driven by the AI — so a game with nobody watching still plays itself through to a final whistle.
You start with $250,000. Beyond that, the reliable earner is endorsements: sign a sponsor from for a 7-day term. Which tiers you can reach is gated by Popularity, from a campus diner up to the luxury brands. Your contract also carries a weekly salary figure.
You spend it in the . The important thing to understand is that equipment and trainers are rentals, not purchases — you're buying 1 week, 4 weeks, or a season of use, and they expire. Longer terms are cheaper per week (4 weeks costs 3×, a full season costs 5×).
Popularity moves only through match performance — play well and it rises, play badly and it drops. It unlocks sponsor tiers, sets your fame label, and feeds your team's merchandise revenue. New athletes start at 5, so your first sponsor deals will be small.
A General Manager is one of your three character slots — create one and choose General Manager on the first step instead of Player. GMs don't train, don't have ratings, and never take the field.
A fresh GM has no team. Claim a vacant one from under Franchise Vacancies, or from a team's page in . A franchise already run by a human can't be taken; you can resign later to free it up.
is your board. Every unsigned athlete is listed, and you can send any of them a contract offer directly — you don't have to wait to be approached.
Athletes who've flagged your team show up with an interest banner. That's a hint about who'll say yes, nothing more; you still have to make the offer.
A player's asking range is built from their overall rating, position, and experience. You can go above market to win a negotiation, but there's a ceiling, and offers below 80% of market get refused.
holds your roster, trades and staff, and the financial ledger. is where you invest in facilities, and those investments are real gameplay effects, not flavour:
Team revenue comes from game settlement, including merchandise driven by your players' Popularity — so a squad of well-known athletes earns more than their ratings alone suggest.
League fixtures are pre-scheduled and kick off on their own. You don't pick a lineup: the on-field squad is assembled automatically, and any human athlete who wants to play claims their own slot in the lobby shortly before kickoff.
A GM can't take a field slot. Your influence on results is everything you did beforehand — who you signed, what you paid, and how good your facilities are.