
A football management game where you're not the coach, you're the club owner. Hire and fire the coaching staff, sign players, negotiate with sponsors, control the finances and build a winning organisation from the boardroom.
Modeled estimate, not a reported figure. How we estimate →
About

2 Countries available (Spain and England)
6 Divisions (4 from England and 2 from Spain)
More than 6,000 players
More than 1,500 staff members
More than 100 sponsors
8 facilities to upgrade or build
Club vision system where you decide which club philosophy to follow.
Football isn't won only on the pitch. Behind every champion team there is a director who made the right decisions: the signing nobody saw coming, the coach who changed the dressing room's mentality, the sponsor who allowed building a competitive squad. In FD 27 you don't sit on the bench, you sit in the office. You are the owner, the CEO, the person who decides the direction of the club from the ground up. Here you don't choose formations or give tactical instructions. Here you decide who does it for you.
Every season is a management test. You have a limited budget, a squad that needs reinforcements, a coaching staff that may not be up to the task, and fans demanding results. Your job is to build a structure that works: find the right coach, surround him with the right team, and give him the players he needs to compete. If you do it well, results will come. If not, the consequences will be yours.
FD 27 reproduces the real structure of a professional football club. You don't just manage a squad of players, you manage a complete organization with four departments that need to work as one gear: Sporting Direction, Medical Department, Marketing, and Financial Department. Each department is made up of staff members with their own attributes, performance, and salary. You decide who to hire, who to fire, and how much you are willing to pay for the talent you need.
The sporting director will be your right-hand in the transfer market. The head of medical will determine how your players recover from injuries and how long they take to return to the pitch. The marketing department will influence the club's ability to attract sponsors and generate revenue. The financial area will keep the accounts in order, or not, depending on who you put in charge. Every hiring has a direct impact on the overall performance of the club. A good sporting director will bring you better signing options. A mediocre medical team will mean your players spend more time in the infirmary than on the pitch. Everything is connected, and everything depends on you.
It's not just about having the best eleven. It's about having the best structure. The clubs that win leagues don't do it only because of their players, they do it because behind them there is a solid organization that allows everything to function. That is your job. That is FD 27.
When match day arrives, you have already done your work. You signed the players, hired the coach, and gave him the tools to compete. Now it's your turn to sit down and see if your decisions were the right ones. FD 27's simulation engine reproduces every match minute by minute, with a system that takes into account dozens of variables: the individual quality of each player, their form, their accumulated fatigue level, their morale, the injuries they carry, and the tactical capacity of the coaching staff.
You won't see a static match or a simple final result. You will see how your team wears down physically over the ninety minutes, how a player with low morale performs below his level, how an unexpected injury in the 30th minute forces the coach to restructure the team. The substitution system respects the current three-window rules, and the coaching staff's artificial intelligence makes decisions based on the context of the match: if it's losing, if a player is exhausted, if it needs to protect a result.
Every match is a direct consequence of what you have built. If you invested in a good medical team, your players will arrive fresher. If you signed a coach with good tactical reading, the substitutions will be smarter. If you cut corners on the squad, you'll pay for it when the season gets tough and injuries pile up. In FD 27, matches are not won with instructions from the sideline, they are won with the decisions you made weeks, months, and seasons before.
Money is everything and at the same time isn't enough. You can have the biggest budget in the league, but if you manage it poorly, you'll end up in a spiral of debt that will drag the club down for years. FD 27 puts you at the helm of a club's real finances: revenue from television, ticketing, merchandising, and sponsorships against expenses in salaries, signings, infrastructure, and personnel.
The transfer market is where great projects are forged and where poorly planned ones die. Every player has a transfer cost and a salary that will impact your accounts throughout the duration of their contract. Signing the star everyone wants can give you an immediate competitive leap, but it can also compromise your ability to strengthen other positions. Would you rather have a star and an unbalanced team, or a well-rounded squad that competes on all fronts? That tension between ambition and sustainability is the heart of the game.
Sponsors are another key piece of your financial strategy. As your club grows in reputation and results, new brands will want to associate with you. Each sponsorship contract has its conditions, its duration, and its economic impact. Negotiating well can give you the margin you need to sign that midfielder you're missing. Negotiating poorly can leave you tied to a deal that doesn't reflect the real value of your club. Financial management is not a complement to the game, it is the game.
FD 27 in its version 0.1 includes the leagues of Spain and England. Thousands of players with detailed and position-specific attributes form the squads of the clubs you'll find in the game. A full-back who joins the attack is not the same as one who prioritizes defensive cover, and that is reflected in every player profile.
Each league has its own dynamic. The AI teams compete with each other under the same rules as you: their players get tired, get injured, lose form, and experience good and bad streaks. There are no hidden advantages or shortcuts for the machine. The simulation is fair and symmetrical, which means your victories will be deserved and your defeats will have a real explanation.
The game is designed to grow. The Spanish and English leagues are the starting point, but the plan includes incorporating new national competitions, leagues from other European countries, and continental competitions that will expand the scope and depth of every game. Each new league won't just be one more setting, it will be a new market with different players, rules, and challenges that will enrich your experience as a director.
FD 27 is in active development and will arrive on Steam in Early Access. This means you are entering a living project that grows with every update. The foundations are already built: the simulation engine, the staff system, the finances, the sponsorships, and the management interface are already working. But what's coming is even more ambitious.
On the horizon are European competitions, a youth academy system to develop talent from the age of 12, the possibility of selling club shares to obtain financing, league assemblies, and random events. Each update will bring new features that will expand what you can do as a director.
This is not a game made by a large studio with a million-dollar budget. It is an indie project made with passion for football and management games, inspired by those classics that hooked you for hours. Your feedback matters. Your suggestions will shape development. FD 27 is built with you.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 120 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game simply is not ready yet. I have played a lot of Football Manager previously and was really looking forward to playing this. However, the game is not in a state where it's ready for even early access. Where do I even begin? For example: - You can't compare players in your squad - You can't filter players in your scout reports if you only want to look at Strikers, or filter by age, transfer value, attributes etc. - When you receive a transfer offer, you have to go back out of it and into the squad section to find the player to then view his stats (you should be able to click on the player from the transfer offer) - There is no input from the Head Coach on any transfer activity - There is no feedback from the coach on players that he would prefer go out on loan to gain experience - There is no overall squad picture showing strength of each position group - The match days are incredibly bare with no information at all about how the match is progressing (outside of Possession %, Shots, Shots on Target) - You can't view any information about any of the other teams in the league (not even a squad list) - The UI is an absolute mess to navigate - The institution progession system (stadium, scouting etc) is bare bones with a simple click to progress to the next level (out of 10) with no indication of what is actually going on, or what benefits you'll get. I remember playing Football Management sim games in the 90's that had more detail on expanding your stadium and sponsorships. I haven't played the game for long, and I really wanted to like it. But at the moment it just seems purely to be a cash grab from the developers. None of the stuff listed on the road map shows any kind of pathway to fixing these issues. It's been a while since I've been this disappointed in a game.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Turkish, Portuguese - Portugal, Bulgarian, Korean, Greek +6 more
Hours played at review time, across 120 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Kirche im Dorf lassen, informieren und genießen! Ich verstehe das Gemecker einiger Leute hier absolut nicht. Die negativen Rezensionen wirken auf mich eigentlich alle so, als entsprängen sie mangelnden Informationen oder einer gewissen Überheblichkeit. Zum Zeitpunkt meines Beitrags ist das Spiel gerade einmal 9 Stunden auf dem Markt. Es hat alle Funktionen, die es zum jetzigen Zeitpunkt der Version 0.1 haben sollte. Dass diese leider noch nicht zu 100 % rund laufen, ist völlig verständlich. Wir haben hier bereits einen besseren Stand als in der Demo. Leider konnten viele Funktionen in der Demo vorab nicht richtig getestet werden, da diese ja nur über eine einzige Saison ging. Alles, was innerhalb einer Saison funktionieren soll, läuft soweit ich das sehen kann auch. Natürlich gibt es noch Raum für Verbesserungen, aber ich habe mir mal die Mühe gemacht, die Roadmap mit den Versionen und geplanten Funktionen hier anzuhängen, damit man sieht, was noch kommt: https://store.steampowered.com/news/app/4529440/view/717908846920603545 Bitte informiert euch erst gründlich. Dass man mit einer Version 0.1 anfängt und versucht, Einnahmen für die Weiterentwicklung zu generieren, ist in der heutigen Zeit völlig normal. Schon nach 9 Stunden derart negativ auf das Spiel einzureden, finde ich einfach zu hart. Zudem sind für fast alle Bugs und fehlerhaften Funktionen bereits Diskussionen im Forum eröffnet worden, und die Entwickler arbeiten bereits an einem Patch für dieses Wochenende! Also: Kirche im Dorf lassen, informieren und das Spiel genießen. Ich hoffe sehr, dass dieses Projekt nicht stirbt, und bin absolut zuversichtlich, dass es zum finalen Release genau das Game wird, was es werden soll!
I know the game is still in Early Access, but even at this stage it feels like it lacks depth. The scouting network is poor, and there is very little negotiation when buying players. Players on your shortlist are often bought by other clubs before you even get a chance to make an offer not even a chance to have a bid war. The manager also seems to change tactics and formation almost every match, which makes it extremely difficult to recruit players that fit the system. I tried starting in the lower leagues, and the contract system is another major issue. When renewing a player’s contract, a player currently earning around £40k per year can suddenly demand £200k per year. There is little to no room for negotiation, making the whole system feel unrealistic and frustrating, especially for lower-league clubs working with limited budgets. These are just a few of the many issues with the game at the moment. It has potential, but it needs significant improvements before I could recommend it.
Игра - очередной представитель конвеера игр-нейрослопа. Таких "менеджеров", которые клепаются с помощью ИИ - уже сотни. Где-то это "Simulator", где-то "Manager", но здесь в названии нет ни того, ни другого слова. Прогресс? По сути, мы - владелец клуба, купивший его, и по идее, это отличная задумка. Я сам хотел бы сыграть в условный Football manager без необходимости думать о составе и тактике, а заниматься вещами глобальнее. Но игра постоянно мне пишет проводить ротацию, но как менять состав - непонятно, ведь я же не тренер, в конце-концов! Какую подходящую цену на трансфер поставить - непонятно, даже с лучшим персоналом цена, которую тебе предложит игра изначально - 100% неправильная, и с большой долей вероятности клуб тебя пошлет на три буквы. Просто ♥♥♥♥♥♥ какой-то, даже тренируя топ-клуб договориться с кем-то о трансфере игрока - нереально. Лицензий здесь нет - названия клубов зачастую, настоящие или около-настоящие, но эмблемы и не близко. Но это ладно - а вот одни и те же нейрофотки для футболистов, иногда в рубашках и пиджаках... Я буквально имел команду почти сплошь из чувака с одной и той же фоткой. Но почему-то некоторые игроки без фоток вообще, и я бы понял, если бы это были реальные футболисты - но нет. Да, здесь можно развивать клуб, вкладывая в него деньги, беря кредиты или кладя на вклад деньги. Что интересно - тут есть некий совет Лиги, который раз в полгода предлагает какое-нибудь решение, которое изменит правила - введет потолок зарплат, или отменит максимум игроков в составе. Вроде бы прикольно - но да, я так и поверил, что почти все клубы АПЛ единодушно введут потолок зарплат. Бредятина какая-то. Не говоря уже о том, что мы можем воздержаться и усилить свой голос на будущее, но не можем договариваться с другими клубами, или узнавать их мнения по поводу предлагаемого правила. В итоге, приходится просто надеяться, что Лига не примет какой-нибудь идиотский проект. В целом - игра будто бы в альфе, из которой не выберется. Кинул бы рефанд, но наиграл больше, в попытках разобраться, почему моя команда со средним рейтингом 80+ начала сливать матч за матчем в последнем дивизионе. Иногда игра как будто начинает тебя насиловать, не давая выбраться из кризиса, хотя ты делал всё правильно. Приятно, что добавили внутриигровой редактор, но умеет он буквально три вещи - изменить размер стадиона, количество денег и вашу репутацию, которая вообще непонятно, на что влияет, ибо лига, в которой вы играете, кажется, куда важнее. Короче - пока что игра шлак, не могу её порекомендовать - потенциал есть, но явно не сегодня, и даже не завтра, эта игра станет играбельной - если вообще станет
I really like the concept behind this game and I’m excited to sink more hours into it, but after playing a couple of seasons across two different saves, I’ve noticed some major issues that are making the experience frustrating. The transfer window feels far too short. You barely have enough time to get deals done, especially when so much of the window seems to pass without anything happening. I’ve also noticed that offers to loan or buy your players seem to drop off massively after the first season. In both saves, I’ve been trying to sell players I bought with the intention of developing them and eventually making a profit, but very few offers come in. This leaves you stuck paying their wages, which can quickly cause debt to pile up, while young players who need game time are unable to develop. I’m also struggling with the youth development side of the game. Even when my club philosophy is heavily focused on youth, some of my best young prospects simply aren’t getting meaningful playing time. It feels like there needs to be more control over how young players are integrated into the first team and developed over multiple seasons. The biggest issue for me, however, is the match results. There have been numerous occasions where I’ve had a significantly stronger team than the opposition, yet the results consistently go against me. I completely understand that having better players shouldn’t guarantee a win, and football obviously doesn’t work that way. However, at the moment it often feels as though player quality and ability aren’t being reflected in the matches at all. The results can sometimes feel completely disconnected from the strength of the teams involved. Overall, I really like the concept and there’s a lot here that I want to enjoy, but the transfer system, youth development and match results currently make it difficult to feel like your decisions and squad-building actually matter. If these areas were improved, I think the game could become much more enjoyable and rewarding over the long term.
This is just an awful half-baked expereince that should likely not be released in any form yet. This is lacking so much, you can't even see the date except on the calendar screen, there is no way to see what formation your team is going to play, I can't even tell my coach to play a different one that suits our players. Theer are panels that show players but you can't click on them, they are just for show. I see no way to set budgets for wages and transfers. There is so much missing, I could go on and on, best to wait to see if this one improves before buying.
Also wo soll ich anfangen... ich muss sagen ich habe mich enorm auf das Spiel gefreut aber ich wurde bitter enttäuscht. Einfach mal der Manager sein nicht der Trainer ist eine tolle Idee aber auch gerade der größte Schwachpunkt. So ist der Trainer den man hat einfach immer unfähig. ich habe mehrere Trainer ausprobiert, alle stellen gleich auf. Jetzt würde man meinen ok alle stellen die besten Spieler auf, nein aus irgendeinem Grund wird immer entweder eine 5er Kette gespielt obwohl ich schon extra nur 3 IV im Kader gelassen habe oder man setzt überhaupt nicht auf RA/LA obwohl ich jeweil 2 Topspieler auf der Position habe. Der Transfermarkt ist zusätzlich kompletter Müll. Man muss andere Spieler selbst die, die auf der Transferliste stehen für das 1,5 bis 2 fache des Marktwertes kaufen. Man selbst kann froh sein seine Spieler auf der TL für den Marktwert wegzubekommen und für einen absoluten Topspieler bekommt man auch mal was über MW, einfach schlecht gemacht. Zusätlich kann man so oft einen Preis verlangen und die KI gibt genau einmal eine Steigerung ab und dann gar nicht mehr. Top so wird verhandelt. Boni wie Torprämie etc. interessieren da auch überhaupt nicht. So Angebote mit all den Prämien Weiterverkaufsbeteiligungen etc. die heute üblich sind bekommt man entweder gar nicht oder diese Optionen bestehen auch überhaupt nicht. Die Spieleberechnung ist komplett random habe 9 mal einen Spieltag neu geladen. 4 mal habe ich gewonnen 3 mal Verloren und 2 Unentschieden obwohl meine Mannschaft wirklich viel stärker war... wirkt für mich sehr komisch. Die Spielerentwicklung wirkt auch sehr zufällig mein Top Talent 17 Jahre 76 Stärke spielt jedes Spiel und fällt nach 6 Spieltagen trotz Topleistung auf 72??? Mein Ersatz Stürmer aus der Jugend 18 Jahre 70 mit einem Einsatz der nicht gut war steigtnach 6 Spieltagen auf 74?? also bei aller Liebe. Auch fehlt der Inhalt man kann ansonsten wirklich nicht viel machen. Man kann zwar Marketing Personal einstellen aber man hat dann null Einfluss. ZB dass man jemanden mit einer Marketingkampagne beauftragt oder jemanden losschickt um Sponsoren anzuwerben das Vereinsgelände richtig planen also mit 3d Sicht und wo baut man was hin oder Jugendscouts losschickt oder Kooperationspartner findet dem Cheftrainer eine Ansage machen oder Vorschriften oder Meinungen von Spielern also dass sie nicht weg wollen oder nur zu einem bestimmten Verein wechseln wollen oder oder oder es ist alles nicht vorhanden oder wenn dann nur sehr rudimentär. Leider unfassbar viel Potenzial vergeben. Ich weiß es ist early access aber sorry da fehlt noch so viel. Da ist der FM 12 von Fifa der von FM-Zocker aktuell gehalten wird immer noch um Jahrzehnte voraus!!! Holt euch lieber den und lasst die Aufstellung den Assistenten machen da habt ihr das Spiel nur in viel viel viel besser!
If you go into FD 27 expecting anything close to the level of detail you get from Football Manager, you're going to be disappointed. However, that's not really what the game is trying to be. FD 27 focuses more on directing and running the club rather than managing every aspect of the team. The game does what it sets out to do. Does it need work? Yes, most definitely. Is it unplayable? No. I can see it getting a bit boring after a while because of the limited content, but at the end of the day, you are buying an Early Access game, so some of that is to be expected. Unfortunately, in its current state, the cons outweigh the pros. **Pros:** * The UI is decent and everything is fairly easy to get to. * You have a decent level of control over the club. * It's easy to pick up and play without a massive learning curve. **Cons:** * If you make or receive a transfer offer, you cannot click on the player's name to check their profile. You have to back out of that screen, go to your squad and find the player manually. * There is no right-click quick menu. It would be nice to right-click on a player or member of staff and quickly choose where you want to go. * Whether you win or lose a match can sometimes feel completely random. * Even with a 90+ rated medical team, players seem to become severely fatigued after every game. It feels quite unbalanced. * Other teams seem to snatch players you're scouting far too often, which gets very annoying. * The transfer market economy isn't particularly good. An 80-rated player shouldn't regularly be valued at around £40m. * There is a bug during transfer negotiations where, if you eventually match what the selling club is asking for, the conversation can get stuck in a loop until you slightly lower your offer. * "Skip to Result" should do exactly what it says: skip to the result. At the moment, it basically just fast-forwards through the match. * It would be nice for managers/head coaches to be able to request specific signings. * If you ask the Sporting Director for a squad report and signing priorities, they can tell you everything is fine despite the squad clearly lacking depth. Then, not long afterwards, they'll recommend signing a player specifically to improve squad depth in that same position. * The money system doesn't make much sense. Your bank balance shows one figure, while the economy page gives you a rounded figure. The economy page should really be the place where you get a more detailed financial breakdown. * Changing numerical values is a pain. You have to click the arrows repeatedly, you can't type the number manually, and the value only goes up or down by a set amount. * Some words in the menus are still in Spanish. * You can't put a player up for sale or transfer-list them directly from their profile. You have to back out and do it through another menu. * When looking at transfer requests, there is very little input from your staff. It would be useful to know whether the manager/head coach wants to keep the player, how selling them would affect squad depth, whether there is a suitable replacement, etc. * There is no "Read All" button for the mail/inbox. * Staff interaction is largely limited to the Sporting Director. I feel like we should be able to interact with far more members of staff. The list could go on. A lot of this is understandable for an Early Access game because, in its current state, it feels more like a beta than a finished product. There is definitely a decent foundation here, though. If you're looking for a relatively simple game where you can direct a football club, make decisions and handle the basics without having to micromanage everything, then you could have a good time with it. If you're looking for something with a lot more depth, I'd suggest waiting another year or two and seeing how much content and functionality the developers add. Personally, I am enjoying the game to an extent, and I can see the potential in it. Unfortunately, in its current state, I can't recommend it to the Steam community. It simply needs a lot more work.
完全架空的球员的设计太过敷衍了 你做的是英超联赛,结果你说英超的球队里所有的球员都跟现实的球员无关?开发者你真的认为有多少人是真的单纯为了当俱乐部主席来玩足球模拟游戏的?市面上没有英超版权的游戏多了,人家都有的是方法绕过去,无非就是徽标做差异化,但是部分元素引导你往你熟悉的球队想,比如你设计一个红色的大炮的队徽,但凡是个英超球迷都知道说的是哪个球队。球员就更容易了,只要你换个字母就能规避肖像权的问题。我这个阿根廷前锋叫迭戈·马尔多纳多(mardounado),你说这个人是架空人物,但是球迷肯定都知道你说的是谁。 没有半真实球员,你能说说英超跟西甲的区别吗?就算以后出了几十个联赛,他们的区别是啥?例如:如果球员都是架空的,葡萄牙超级联赛跟荷兰甲级联赛的区别是啥?土耳其超级联赛跟比利时联赛的区别是啥?我看某些玩家在质疑首发只有两个联赛,我反而觉得这不是大问题,因为就算首发上40个联赛,结果全体球员都是架空的,那这40个跟两个有什么差别吗? 如果作者您是惦记让社区通过创意工坊来完成这个,我认为这是不现实的,你可以去看看,什么量级的社区才能促使一小部分核心玩家去干这个事?您觉得您的游戏未来社区规模能超过《rimworld》还是《project zomboid》?我相信等您这个游戏的社区规模达到人家百分之一的时候,您的竞品游戏早就把大部分玩家吸引走了。 顺便说一句,8月和9月,您的竞品游戏至少有三个,人家可是有半真实球员的
This game is very early access. The idea is there, but there are so many quality of life changes needed. For example, when I receive an offer, I have no idea what the overall of my current player is or his market value, so I have to go through multiple screens. It seems like you cannot hire stuff, the game just freezes. When I make an offer, sometimes the game says "couldn't create the offer" and doesn't tell me why. There are localisation issues, I play from my irl location of Spain but my selected language is English: some words are in Spanish. Sponsorships are broken, there are never offers that can be signed regardless of your team. The institution system is very bare ones: pay to upgrade, it raises both expenses and income but it is always worth it. Players seem to grow only at end of the season, not during the season, which for lower league teams could really make the difference. For now, I would fix the bugs and the quality of life issues and then the sponsorship system. As an indebted low reputation team I need to sell my soul just to get any money I can to invest in the club. And even without a youth academy, we need to have at least some players coming in for free or almost free that aren't free agents.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.5K | 34 | 100% | $11.99 | |
| $3.7K | 8 | 62% | $12.99 | |
| $0 | 0 | — | $8.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $2.3M | 27.5K | 82% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $57.6K | 124 | 79% | $15.99 | |
| $57.6K | 111 | 90% | $14.99 | |
| $57.6K | 360 | 79% | $9.99 | |
| $57.5K | 90 | 61% | $14.99 | |
| $57.6K | 1K | 70% | $2.39 | |
| $57.5K | 229 | 71% | $14.99 |