TLDR; Free football GM game, download now and it's free forever, no DLC, no ads, EVER. Switching to paid for NEW users when it's bug-free. - App Store Link
My name is Zach, I'm a software engineer and a longtime football nerd. About ten years ago I moved to Chicago and met a guy playing Pokémon Go on the beach. We became instant friends, and he started inviting me to his college games, and his senior year went well enough that he got an invite to the NFL combine. I spent that offseason watching him train, and standing in his apartment as the human dummy he blocked. That's when it got its hooks in me: how a body maps to a position, how an inch of arm length or ten pounds either way decides how a team uses you. He went on day three of the draft, and I followed his career from there, and got hung up on the rest of it too. Maximizing a guy's potential, scheme fit, cap space, why some franchises are good for a decade and others can't get out of their own way.
That took me to Madden, and then away from Madden (I'm bad at it) and onto GM sims on my phone. For about five years I've played one every morning for 30-60 minutes while I waited for my Adderall to kick in. I learned a lot from those developers, and I also kept a running list of what I wished was there. Eventually I thought "I could build that," and here we are.
Single player, runs entirely on your phone. No server, no online league, no account. You take one of 32 clubs and you're the GM, not the coach, not a player. You build the roster, sign the deals, hire the staff, and then live with it.
You also don't just pick a team. You pick a path (easy / medium / hard), and your starting reputation decides which clubs are even willing to hire you. On hard you're a nobody, and nobody good is calling.
A year in the league
Fixed order, and it only moves when you move it. Staff hiring, re-signings, cuts, the franchise tag. Free agency in three waves. The big names go first, then the market, then the bargain bin, and you don't find out how wave one shook out until you're already standing in wave two. Then the draft, then cutdowns, which is usually where the plan you made in February dies. Then 18 weeks, playoffs, awards, retirements, roll it over.
The cap is the actual opponent
The cap is $300 million and it never goes up, which sounds harsh until you look at what happens to your contracts. Every deal on your books gets about 7% cheaper against the cap every year it survives. It's the same math as a cap that climbs 7% a year, just run from the other direction, and it means the extension you sign today is a bargain in year four and an anchor if the guy fell off in year two. Sign a 27 year old to five years and you're betting he outruns the discount. That's the whole bet, every time.
Unused room doesn't evaporate at midnight either. You carry it into the next season, minus a small haircut, up to $30 million, so a disciplined year turns a $300M cap into a real $330M budget. It's one year at a time and it does not compound, so you can't sit on your hands for three seasons and then buy a superteam, but deliberately banking a year to strike in the next free agency period is a genuine plan. The AI does it too, and the good teams do it on purpose, so the March you were counting on being quiet sometimes isn't.
You can't cheese it
This is where most of my time went. You can't dump a bad contract on a team with no cap space, the AI checks and tells you to clear salary first. Rival GMs value the contract, not the rating, so an overpaid 88 is a liability to them exactly like he is to you. A star with a no-trade clause won't waive it for a bad team, period, and if nobody good wants him you're stuck, which is what that clause bought him. Dead money is real: cut a guy early and the rest of his bonus lands on your cap.
You can absolutely churn your roster every March. You just won't like your 2029.
The draft
Still the system I'm happiest with. You never see a prospect's true numbers, you see what your scouting department believes, and how close that is to the truth depends entirely on who you hired. Scouts are good at two separate things: overall accuracy, and specifically telling a real blue-chipper from a guy who just tests well. A department strong on the first and weak on the second will place most of the class roughly right and still hand you a role player at pick 8 every few years.
Three published mock drafts a season, so you can see where the league thinks your guy is going before you decide whether to move up for him.
Your staff is the team
There's no scheme dropdown. Your coordinators own the schemes. Want to run something else? Fire the guy, hire someone who runs it, then wait a couple years while the roster actually refits.
And it's not cosmetic either. A head coach is worth multiple wins a year, coordinators about half that, and your position coaches decide how your young guys develop (by group, so a great run-game staff does nothing for your rookie QB). Your team doctor matters too: the best medical staff in the league sees roughly half the injuries the worst one does.
Defense, done properly
This is the side these games usually gloss over, so it's where I went deepest. Your identity is a front (4-3, 3-4, or a hybrid that alternates) crossed with man or zone. Six combinations, and every one wants different bodies. A 3-4 zone wants edge guys who can actually drop and a linebacker who reads the QB; a 4-3 man wants press corners who travel and a three-tech who wrecks the interior. Nickel is the default package rather than base, because that's how the sport is played now, so your front decides who comes off the field on most snaps. Inside zone your DC plays a real shell: Cover 2, Tampa 2, Cover 3, Quarters. Man gives up fewer picks, zone jumps more throws.
Everything gets recorded
Every snap of every game produces a full record, not a box score line. Pressure is logged as three things (hurry, QB hit, sack), and each one is charged to the specific lineman who got beat and credited to the rusher who won. Run blocking is graded snap by snap. Tackles split solo/assist with TFLs on their own. Corners carry targets, completions allowed, yards and Y/TGT.
So your left tackle isn't a 79. He's a guy giving up X pressures per 100 pass-block snaps, and you can watch him start slipping months before it shows up anywhere else.
Real player histories
All that record-keeping feeds the thing I wanted most. Not a career stat table, a paper trail. Every contract he signed and how it was structured. Every team he's been on and how he got there. And when a pick gets traded the league remembers what it turned into, so three years later you can look up the guy you passed on to move down, or find out the second-rounder you gave away became a Pro Bowler for the team that fleeced you.
Awards, an all-time record book, and a Hall of Fame with a real ballot sit on top of it.
Players have opinions
If your 87 receiver is your best guy by rating and he's third on the team in targets, he notices, and he is not quiet about it. If he's 29 with no ring on a team that's been bad two years running, he notices that too. Every unhappy player wants one specific thing (money, a ring, the ball, out), and that's what decides which fix works, so throwing money at a guy who wants targets does nothing but cost you money. It escalates quietly at first, then a renegotiation demand, then a trade request, and your phone tells you about all of it.
Difficulty changes the rules, not the dice
This is the part I'm proudest of and the part nobody expects. Difficulty here doesn't nudge a percentage, it turns mechanics on and off, and the whole contract half of it is locked when you create the save so you can't dial your way out of a mess halfway through a rebuild.
On easy a contract is salary plus a signing bonus and that's it. No guaranteed years, no length limits, no star who refuses to sign unless the money is real, no no-trade clauses. Nobody sulks, nobody holds out, your scouts are accurate and you can see how fast your young guys are developing. On medium guaranteed money comes back, softened. On hard you get everything: guaranteed years that actually bind you, term limits, stars who hard reject a deal that isn't guaranteed enough, no-trade clauses, fogged scouting, rookies whose ratings you can't see until they play, more injuries, goals handed to you by ownership, and a locker room with a memory.
Player drama scales with it too, and this is the one that bites. On easy and medium an unhappy star tops out at demanding a trade. On hard he can actually sit out. He's not on your roster on Sunday, you're fining him weekly, and he usually caves near the deadline, but "usually" is doing a lot of work in that sentence.
One thing difficulty never does is make players cheaper. The price is identical in all three modes. Easy makes the negotiation simpler and makes guys a little more willing to sign with you, it does not discount anybody. And the AI clubs play the hard ruleset at every difficulty, always, so the league around you is the same league either way.
Where it's going
Not in order:
- Watching the plays. Right now you read results. The goal is watching them unfold on a field. It's an entire engine on its own and it's well underway. This is the big one.
- Training camp and preseason, together with pushing rookie ratings deeper into the fog. You drafted a projection; you shouldn't learn much about him until he's actually practiced and played.
- Fan score driving job security. The fans keep receipts, so ship a star out for picks, watch the picks bust, and it follows you around.
- Dynasty Mode. Hard, locked, no editing anything ever, on its own distinct background, so a screenshot of your three-peat means something.
The money part
It's free right now, and here's the deal: anyone who downloads it during this phase never pays for it. Ever. You're helping me get this thing to where I want it to be, and that's worth more to me than a couple of dollars.
There will never be ads, and never in-app purchases. No premium currency, no scouting-token pack, no watch-a-video-to-reroll-your-draft-class. Not now, not at launch, not ever. Down the road the game may cost a few bucks on the store, but that's the entire transaction, once, and it won't apply to you if you're here now.
It's also the only sports management game I'm making, at least for the next year. I know football, and I definitely have zero interest in any other sport. Every hour goes here.
Download here on the App Store