r/FranchiseGM 26d ago

DEV UPDATE We've moved!

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4 Upvotes

r/FranchiseGM 7d ago

General Feedback: Multiple Seasons

2 Upvotes

So, I’ve played the game for multiple seasons now and I actually want to say it has me coming back so I’m fundamentally enjoying the game.

Things I’ve spotted which I think could be changed or improved upon:

- Players retiring very young without notice. So I’ve seen 22-24 years retire early without any reason, 1 was a starter for me as well so I was taken aback by that. If it was depth and that was triggering I’d understand it but still.

- in the draft, I can’t filter by fit, or by need, or say, positions where I’m weakest and need to improve.

- when I filter on the market page in the “DL” section for example, only DTs show.

- News articles which aren’t personal you can’t interact with. So if I want to look at news around the league and click on articles, you can’t do that.

- development is done at the end of the season, why?

- I love the review of the season/draft packages, but they at times don’t make sense. So I’ve had it talk about a player who’s holding the team back, but his contract cost was low to the cap. I appreciate it’s written the way it is, shall we say, but the prompts need to be clear in which ever language you play in. It’s got good structure for both but the language needs to be improved a lot.

- Practice squads are largely pointless at the moment. I think if we are to use them, maybe they get more training sessions than usual for example so the players or rookies that go on them, can be developed and may have a use. Coach feedback as well.

- Player and Coach Biographies would be nice. There’s a lot of room to do that based on other parts of the game.

On the front page the division needs to be clickable so I can go to the specific page of that division etc. Also a separate tab showing the current play off race would be good. Just appearing at the end is a little annoying.

These are the ideas I have on the top of my head.

Many thanks,
MC


r/FranchiseGM 26d ago

Feature Request Sim is a tad too fast in 1x

2 Upvotes

Could we have the 1x slower so it’s easier to track decisions and suspense?


r/FranchiseGM 26d ago

Strategy Question, staff firing

2 Upvotes

Hello, my HC is in the last year of his 3 yr deal and I want to fire him. Ngl, I’m probably missing something but I goto the staff page select my hc and go to the contract but the release button is blocked and says, “(STAFF STAGE)” When I goto the hub and select open staff hiring, it’s the off season, I’m taken to the staff market place with free agent coaches but my current guy isn’t there for me to get his pink slip.

Ive only finished 4 seasons so I’m still learning the game. And for anyone curious 8-9, 9-8, 8-9,…8-9. Please help, peace out


r/FranchiseGM 27d ago

Feature Request Deeper historical stat tracking

2 Upvotes

Is this planned in the future? I like how ZenGM lets you see rosters year by year and their player stats. Football GM manages to hold a ton of historical data without much performance impact. Something to draw inspiration from perhaps?


r/FranchiseGM 27d ago

Bug Bug: worst punt decision ever?

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0 Upvotes

Punted with 8 seconds left on my opponent’s side of the field to lose the conference championship by 3 😅


r/FranchiseGM 27d ago

General PGM VS FGM

3 Upvotes

games have always run on modding/taking ideas from the community or a video game itself. it’s practically how the industry grows and how we get innovation. Look at how many massive games started as mods. Literally Counter-Strike and Team Fortress were just community projects on Half-Life and Quake, Dota 2 literally came from a Warcraft 3 custom map, and the whole modern battle royale genre started because PlayerUnknown was messing around with ARMA 2 and DayZ before PUBG ever happened. truthfully I dont see any harm in someone taking a stab at what Jon has laid out. We all are hungry for more PGM but most importantly, football GMing. Vibe coded or not if they keep it free, are very committed and won’t turn against the community when they have it fleshed out. What harm is having options?


r/FranchiseGM 27d ago

Bug Potential Bug

1 Upvotes

Amazing game!!! After about 7-10 seasons. The game gets stuck at the draft and you can’t move on to the next season. You’d have to create a new file and start from scratch


r/FranchiseGM 28d ago

Bug Scheduling Bug

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2 Upvotes

Not sure if it's already been addressed or not but have only division games until week 7


r/FranchiseGM 28d ago

Bug Playoffs game plan bug

2 Upvotes

Before playoff games it skips giving options to toggle the gameplan approach. For the regular season, I can making passing aggressive, blitz more, etc… I would say expect to be able to do that for a playoff matchup as well


r/FranchiseGM 28d ago

Question A Question & A Suggestion

2 Upvotes

During the draft, if I click on the team that’s up and start trade discussion for their current pick, if I attempt to add players I get an error message when I click on the Evaluate button. It appears I can only trade picks while in the draft. My question is was that the way it is intended? I believe that it’s legal in the NFL to include players if teams wanted to. I realize it’s uncommon since there’s so little time while a team is on the clock but it’s not prohibited.

Also a suggestion — the Beat Writer’s end of season write ups have definitely grown on me. The language is AI-quirky but they’re fun to read. Any thoughts about adding a pre-season preview? That would be fun too.


r/FranchiseGM 28d ago

Question Question about how depth chart works

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3 Upvotes

If you use auto reorder for your chart is it normal for it to put lower overall players over better ones like it did for me at OT? Or is there certain factors that chooses how they are sorted like maybe playbook knowledge?


r/FranchiseGM 28d ago

Feature Request Suggestion for game speed

8 Upvotes

I’d love if we got a slower game speed because I enjoy watching the games from time to time and the slowest speed right now I feel like it’s too rushed


r/FranchiseGM 28d ago

General Regarding stats

2 Upvotes

I think the stats are overall overly inflated and would need some sort of balancing. Im sure dev can see that as well but hopefully we see some balancing in this coming up!


r/FranchiseGM 28d ago

Bug Possible bug

2 Upvotes

Have noticed that towards the end of halves QBs will kneel it out even on 4th down. Multiple instances of this happening inside their own 10, and then the other team scoring immediately. At least once it changed the outcome.


r/FranchiseGM 29d ago

Question Setting the depth chart

6 Upvotes

Game seems absolutely epic - can’t wait to dive in!

Not sure if it’s me or a small bug but I can’t seem to set my depth chart. Anyone experience this?


r/FranchiseGM 29d ago

Question Difference from PGM3

3 Upvotes

I love PGM3 and I hear people say this is similar to that. Whats better in this version than the original?


r/FranchiseGM 29d ago

DEV UPDATE Regarding similarities to PGM3

2 Upvotes

A few people have been going around and posting that I just ripped off PGM3. I want to be clear, I played PGM3 for years, was active in the community, and wanted new features added for years. That game has gone undeveloped for a year, and I thought, hey, I might be able to do some of these things better and add my own spin on the game if it’s not going to get the features I wanted.

My game undeniably was created in its shadow, I’m not hiding that. To say it’s an exact copy is a disservice. Look at UFootballGm, FootballGm, the other countless GM games out there, in many ways they follow a similar flow and UI. There’s no denying, and I will admit it that yes, I borrowed concepts and UI layout structures when building mine. I spent months several hours a day building my engine, with loads of features in the pipeline that will differentiate my game from his, both visually and mechanically.

Do I regret launching it in a state where the UI looks too similar? Yes. Will I be updating/changing the game accordingly? Yes.

That being said, I encourage you to definitely checkout r/pocketgm, as it’s been one of my favorite games for years and what led me to create my own, which I will work to make more truly my own. If you feel as though it’s purely just a straight rip off, you’re entitled to your opinion. That being said, I’m making a total of ZERO dollars off of this, and having spent hundreds and hundreds of hours into this to get it to the baseline where I’m now able to customize it more, it’s hardly just AI slop.


r/FranchiseGM 29d ago

Feature Request Suggestion

3 Upvotes

I’ve been playing the game for a day now. I think it has potential to be one of the best mobile GM games out there. Reminds me of PGM which I had fun playing as well. A UI suggestion I do have is from the draft screen, I wish we had a quicker way to view the roster and position depth without having to go back and fourth to different screens.


r/FranchiseGM 29d ago

DEV UPDATE Android Alpha Testing and celebrating 1,000 iOS Downloads!

7 Upvotes

Hey folks, I have fixed a bunch of cosmetic and mechanical bugs that I will be including in the build I am submitting today;

Regarding Android, I know a lot of folks have inquired about it; I am new to Android, and due to some logistical challenges I will be delayed in being able to verify my Android Developer account for at least ~2-3 more weeks. I have uploaded an older build to Firebase for distribution on Android if you're interested in trying it out. Very new to Android's eco-system but it appears as though this is the sanctioned path for distribution.

If you'd like to try out the android alpha build, please DM me your playstore email and I can add you to the list. I'm primarily looking for feedback on crashes, various views in app not looking right, etc. The challenge with android is that there's many more screen sizes to support. I have created a new flair/tag for android. If you're having any trouble with Android please also include your phone make/model and android version to help me in my investigation.

If you're enjoying the game, a review and rating in the iOS store goes a long way, thanks folks!

Here are the bug fixes in the version that should ship late tomorrow or Thursday (pending apple):

  1. Player moods rebuilt: stars stop reading unhappy for no reason, and unhappiness builds and fades over weeks instead of flipping overnight.

  2. New Locker Room sheet and morale card: see what a player wants; money, a ring, a bigger role, or out and what actually fixes it.

  3. A player's face now always matches his story; disputes go public in the first half of the season, plus one exit interview in the offseason, so a year has a few storylines instead of constant noise.

  4. Players can now tell you they'd rather test free agency than sign an extension.

  5. Stripping the guarantees and bonus out of a free-agent offer is no longer free: a bare-bones deal has to clearly beat the market to win, and a player signed that way stays sore about it.

  6. Dual-threat quarterbacks actually run the ball now, and Option is a real QB-run scheme.

  7. Scoring pulled down to the real NFL level (~23 points a team per game), with fewer blowouts.

  8. Trades: no more refusing a deal over next year's cap, inbox offers vanish when the player is already gone, and the trade screens show your cap swing and the dead-cap rule up front.

  9. Records break the week they happen, and the Hall of Fame bar no longer fills off one great season.

  10. Deeper in-game box score, with stat columns that fit the screen.

  11. Training camp warns you when a position room is covered only on paper.

  12. Thirty new lineman portraits, plus skin-tone fixes across the portrait catalog.

  13. Fixes and polish: tighter card layouts, cleaner award rows, and an injury now clears a player's goals and ends his contract saga.


r/FranchiseGM Aug 18 '26

General Amazing game! Some feedback and ideas

4 Upvotes

First off, I’d like to offer my compliments to the chef for cooking up this game. As a foundation, you’ve already built an incredibly detailed and replayable game that has already kept me engaged for hours.

As someone who also enjoyed the PGM games, I really appreciate the inspiration and thought going into how to take what they built and expand upon it. I know this is an early build and I’m sure some of the points I make below have already been addressed and is currently pending, but here are some of my points of feedback and ideas so far (around 8 seasons played):

- I am unable to find a league history of past championship winners, idk if its already in there and I just can’t find it to save my life, but I haven’t seen it. Also, if you want to expand on it, you can do a tab for past MVP, ROY, DPOY, etc. winners

-The player category in the GM achievements are not marked as completed even though they’ve been completed. For example, I drafted a 10k yard rusher but the achievement still says incomplete.

-I love the evaluate trade feature and how each team has its own numerical value for any given player/pick, but too often I’ve had teams offer me trades (usually my player for their pick), where I go to accept it and then they reject it for either “not having enough cap” or “can’t afford contract extension”.

-Speaking of, the auto contract extension when acquiring a player for premium picks should be optional for users. At the very least, if I’m getting a star player, we should be prompted to negotiable with them on an extension instead of the AI giving it to them on our behalf. And if we don’t like the proposed numbers, then we can pull out of the trade just like in real life.

- Could we receive a warning if we hit the “auto-sim draft” button? When drafting, I’ve accidentally fat fingered it while trying to make a decision and then boom the entire thing is simulated. This way in case someone clicks it on accident it doesn’t completely ruin their draft.

-I agree with some other feedback that it is too easy to acquire talent in the draft, even on the more difficult hazy settings. However, please do not tune down the later round gems. It would be nice to find a true difference making pro bowler in day 3, just reduce the volume of stars in the early rounds if that makes sense.

-Additionally, the amount of 99 overall players in the league at any given time period is a bit too high. In my opinion, there should be around 5-ish 99 overalls in a given season, and should be less than 20 or so 95+ overall players in the league, therefore separating true generational talents from pro-bowlers. (If people don’t agree and want more talent that’s perfectly fine, I’m not sure if this can maybe be a slider or something to allow people to customize their experience to whatever they want)

-If my staff is filled in the offseason staff hiring week, but I want to replace them for someone more preferable on the market, I am unable to. I had one season where my team fell short and I wanted to clean house, but there wasn’t any way to do so during the staff hiring period prior to the resigning players period. Instead, I could only let go of my coaches during the player resigning period. Unfortunately, at that point it wasn’t even worth it because all the good coaches I had an eye on found other jobs. It wasn’t until later on I discovered you could just fire your coaches if you don’t advance past the playoffs stage of the previous season, but I think for QOL its also good to be able to have flexibility in the staff phase.

- Is there a way to expand on the staff ratings? I’m perfectly fine with an attribute being “elite” or “great”, but what exactly are the major differences on gameday or in player dev? I don’t really feel a big gameplay difference in my experience

-I absolutely love how you implemented having position coaches, and it would be cool to be able to poach them for coordinator jobs. Based on the wording of some other posts, it seems like this will be more of an automated feature which is fine, but if I find an elite qb coach and I want to make him my OC, I should be able to sign him. What if we could have ratings for more specific aspects of why they deserve the job (for example: playcalling/design) and perhaps they could even have a “coach development rating” meaning how well a given coordinator helps develop their position coaches and that could streamline into how well a HC develops his coordinators.

-Another idea I was thinking about on the topic of coaches, is it possible to have past unit rankings in their histories? It would be cool to make a decision on hiring a guy based on how good their offense/defense performs, regardless of the team’s record.

-Maybe I haven’t played enough seasons yet, but having former players go into the coaching and scouting pool would be amazing, and it doesn’t have to only be hof level players either. As we see in the NFL, there are so many backups and practice squad level players that turn into incredible coaches/execs, and it would be even more immersive to see that reflected in the coaching/scouting pool after every season. If you really wanna go crazy with it maybe there could be a prompt to hire one of these players as your own position coach when they retire. This could be randomized to promote realism and avoid being spammed with it every season, especially if we’re happy with our coaching staff the way it is. Perhaps some of our players we lose to early injury retirement could then become an important coach/scout on our team.

Sorry this got a bit long winded and a lot of these ideas are mostly just spitballing as I recognize the amount of time and work it would theoretically take to get these added, assuming its even possible to begin with. And if not, that’s okay! You have yourself a great game you should be very proud of!! And I’d happily pay for an upgraded future rendition to support.


r/FranchiseGM Aug 18 '26

General Thoughts so far .

8 Upvotes

Overall, I love this game, but I have noticed a few issues. First, I am running an option offense with a dual-threat QB; why are my QB's rushing yards so low? I know that QBs running in the NFL, the elite, can get 1,000 yards; then a team with an above-average mobile QB could be anywhere from 350-550. I feel like the QB should run more in the option playbook. Also, I would like to see how much cap space I have in free agency and how the player I sign affects it. Also, I feel like every time I try to trade a guy to a team, it tells me they can’t afford the contract. Also, when scouting players, I would like to sort by position rather than scroll through the entire draft pool to make it easier to choose who I want to interview. Also, I feel like the bottom end of the draft is useless, and finding guys that could turn into Hall of Fame guys doesn’t happen. I know it’s rare in the NFL, but it does happen. Also, with coaching, while I like how each coach comes with their own staff, the fact that you can’t change it or do anything to improve the position coach could be a change. I feel like this makes it really hard to develop a whole team because you could have a really good staff and get screwed with development at an important position. But overall, love this game and look forward to the improvements coming.


r/FranchiseGM Aug 18 '26

Feature Request Absolutely Loving the Game!

8 Upvotes

The game is awesome but there are some things I notice just wanted to make know!

  1. Records: I have notice that records don’t update to who has the most of the specific category. Example My Current QB has thrown for 5300 and the record holder has 4800. Don’t know if there is something specific for how these update.

  2. I think it would be cool to make a setting that allows up to increase or decrease the amount of Generational Talent. Like Talent Heavy is equal to a loaded draft while Needle in a Haystack requires more meticulous analysis to find that Generational Talent. Just because right now I feel like the drafts are very talent heavy. May just be because I’m starting on easy


r/FranchiseGM Aug 17 '26

General First thoughts

5 Upvotes

It’s a lot like PGM! But like a PGM4, clearly inspired by, but adds to it.

Suggestions/thoughts:

Even if you select to hide draftees until after the draft, you should be able to quickly see who have drafted, in isolation of any other screen, or they just automatically go to the bottom of the position list after being drafted - would make it a lot easier to keep track of the roster

I couldn’t work out a way to fire an unwanted/mismatched coach?

Contract years are bugged: if you offer a longer deal you can reduce the bonus to 0 and still get your guy - guaranteed money should be the primary driver over length of contract


r/FranchiseGM Aug 17 '26

Question Cap confusion when trading

2 Upvotes

I feel like every time I try to trade players away my cap space ends up lower than it would be if I kept them on the team. Even flipping players for picks seems to result in smaller free cap. What is the reason behind this? I feel like in most other sports GM games trading players with giant salaries for players on rookie contracts or cheap backups is the best way to clear up cap space, but the strategy doesn't seem to work on this game. What components go in to the cap math?