
XCOM meets Football Manager. Develop your club, earn experience in turn-based matches, learn new skills, achieve new classes, upgrade your facilities, buy and sell footballers, grow your youth academy, make difficult choices. It's a deep strategy game that respects your time.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 17 → 0.86/day in the week after.
About
If you’ve played traditional football managers, you’re probably familiar with the following feelings:
Complex attributes: Footballers have many attributes, and you don’t always understand which ones truly affect the match outcome. Often, the only strategy becomes buying high-level players instead of finding a footballer whose unique attribute perfectly suits your tactics.
Unclear results: You never really know why you win or lose. This forces players to search for "winning" formations on forums instead of analysing the opponent and consciously selecting footballers capable of exploiting their weaknesses.
Financial complexity: Club funds quickly disappear, and it’s hard to understand how to manage finances and strategically plan expenditures.
Football, Tactics & Glory is a game about full control and a complete understanding of what’s happening on the pitch and in the club:
Transparency of attributes: You always know exactly how each footballer’s attribute impacts the encounters, allowing you to customise formations for each opponent, defeating even stronger teams with the right player selection and tactical approach. This also makes transfers much more interesting and exciting.
Control over tactics: Feel like a real coach, making smart tactical decisions, not just changing formations hoping for luck.
Control over luck: Luck plays a big role, as in real football. But you can minimise its impact by understanding your players’ abilities and building the team around your playstyle.
Strategic financial planning: The game’s economy is designed so that you always feel in control of your finances. The game demonstrates the importance of strategies like "developing" footballers for sale and finding promising talents who will become your future stars.
No micromanagement: This is a game about strategic planning, not micromanagement. Instead of wasting time on increasing an attribute by 0.01%, you make decisions that significantly affect the club’s fate. Therefore, the game lacks the boring elements of football managers: endless spreadsheets, routine tasks, and unimportant mechanics.
Great variety: FTG is so deep that even after hundreds of hours, you’ll continue discovering new and interesting things. The game world develops uniquely each time, creating new challenges and exciting emergent stories. This makes each campaign different from the last one.
The game values your time: You can complete one football season in a few real hours instead of days, as in other football managers. At the same time, each season is packed with events and interesting decisions.
Comprehensive tutorial: The game explains all elements in detail. And if you still have questions, the active community will answer them on the forum or Discord.
Good turn-based mechanics allow complex systems to be simplified, while retaining their essence and emotions. For example, XCOM perfectly conveys the feel of firefights with aliens, and Civilization — the development of a civilisation.
Our turn-based system uses key football concepts to make match outcomes and your tactical decisions clear and transparent. Once you understand how these mechanics work, you’ll feel the emotions inherent in real football.
Additionally, the ability to take your time with each move allows for comfortable gameplay. Especially if you’re over 40 and don’t have the reaction speed you once had.
Yes, it’s a serious football manager that’s easy to start playing due to its apparent simplicity, but hard to stop because of the depth of its features.
Take your club to the top: Start in the lower league and lead your club to the heights of world football. Or choose any club in the Premier League or another league of your choice.
Create your own leagues and clubs: With the built-in editor, you can create real clubs and leagues.
Use modifications: Take advantage of numerous mods created by the player community.
Dynamic game world: Other clubs buy and sell players, train them, and develop youth — the game world lives and evolves with you.
Promotion and relegation system: Each country has a Premier League and several lower leagues. Teams are promoted or relegated between leagues depending on their final position. Top teams from different countries participate in continental tournaments similar to the Champions League and Europa League.
Club development: Improve infrastructure, hire coaches, and develop your Youth Academy.
Unique players: A powerful face generation system makes each footballer unique. The face editor is also available for you.
Online matches: Play a friendly match with a friend online.
Co-op play: Create a tournament and play a season with friends on one computer (or online via Remote Play Together). Up to 32 people can participate in the tournament.
Twitch integration: Viewers can interact with the game via chat.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 828 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Es ist wirklich erstaunlich, wie viel Zeit man mit diesem Fußballschach verbringen kann. Auf der einen Seite sehr einfach gehalten und schnell erlernbar, ohne eine besondere Tiefe zu entwickeln, bringt dieses Spiel einen unglaublich hohen Suchtfaktor mit sich und ist von meiner Seite ein klares Kaufangebot für alle, die einen schnellen Einstieg in einen unkonventionellen Fußballmanager der etwas anderen Art suchen und bereit dazu sind, für den Erfolg taktisch kluge Entscheidungen zu treffen, sowohl bei Transfers, als auch auf dem Spielfeld. Kurzweiligkeit: 10/10 Spaßfaktor: 8/10 Taktik: 8/10 Langzeitvergnügen: 7/10 Spieltiefe: 4/10
Its like Xcom but with football, a really unique take on the football genre, a lot of depth. Steam workshop means you can easily add real badges and team names A unique game, and a really good one
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 13: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Ukrainian, French, German, Spanish - Spain, Czech, Italian, Simplified Chinese, Portuguese - Brazil, Turkish, Korean +3 more
Hours played at review time, across 832 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]Partly nice game but too restricted, less "action" and too complex[/h2] Football (yes I am european) is a game of 22 players running, fighting, shooting and what else. And all at the same time. That's impossible in a turn based version. Was looking for this game for a while and bought it now at discount. I hoped to get something like in 1980's with a C64. Heart of FT&G are the matches. Play it [b]manualy[/b] or let do it [b]automaticaly[/b] (called "simulation": ai plays for you) where u get but don't see a simulation - only a text line for each goal, injury, penatly etc. Outcome can be very different to manually! About macthes played manualy: Your team players have stats, skills and talents (kind of perks). Skills are special passes, shoots and others which enhance/support your stats to overcome the stats of the defender player's "wall". (And it can be a wall with 5-6 def players + goal keeper some with a higher than u def stat early in game.) The ways to score a goal are much more limited than in real life. Most of the time only 1-2 players are moving. (So it's no wonder (all?) other football games are action or maybe rts games instead.) Outside the matches u can make player transfers and spent your little fame to "hire" (better say "buy") trainers and scouts. Trainers give u % xp boni in matches for some of your player groups only, they are not like real persons. You can hire or train young talents, but your team has no room to train young players in matches and there is no training outside of matches (no 2nd team, training camps, ... nothing!). A missed chance. For me here doesn't happen enough in a match what u can do and what I can understand at the 1st view. Even after 26h I dont know/see which of my players I can select or if it's still the opponent's move. I abort my 1st game very soon because I hang inside the "must" tutorial (= trainer test). Even at 4th or 5th time my player stuck at "hold ball". But there's an option to disable tutotials - but ONLY at start of a new game! The main reason for a negative review: I played my 2nd game with reduced randomness. Was much harder than "easy"/favored randomness. First league I ended at pos 3 after some little errors - ok. But one league higher I had (as expected) troubles and ended at 3 again - but from the bottom. Back in lowest league and with some more knowledge and a better rooster pos 1 ...no lost last 2 matches vs. weakest teams (why??) so pos 2. Matches became boring with sometimes irritating results and team improvements slow and small. Team players are aging so u have to replace them at age 32-33 and retrain the new ones regularly at age 26-28 every few years in early game. Sorry, I want more fun with a game and not for 10-20h only.
So very addictive. Just one more match you tell yourself. Nope, still playing 10 matches later. Sometimes you get really really pissed off big time at the RNG gods, that you think the game is cheating. Then sometimes you take a risk at the last play of the game, even if the RNG isn't in your favor, and the RNG gods smile at you, and you score the winning goal, and you punch your fist in the air, and shout "Yes!", only for your wife to give you weird looks. Do not play in the office. You will not get anything done.
So I've played for a while, it's fun. Started in a low division. Find it rather hard. Still got promoted. Made some money, bought better players. Lost half the matches. Decided to take my better players to a lower league by losing on purpose, got demoted. had 16 players, but was left with 22 fans ( Not even their own families were fans). FIgured these players from higher league would perform better in the lower league. Plan did not work as designed. Skill issue. Damn hard to score.
Un mélange de foot manager et de xcom, peut sembler un peu bizarre au premier abord mais au final ça marche de fou et c'est super addictif
мусор
Really love when my GK has 10 in def stat but rolls a "1" 99 times out of 100
FM류들은 휴가돌리는게 국룰 ㅎ
Football, Tactics & Glory — A Brilliant Game Let Down by Its Core Engine This game is a gem. The turn-based strategy, the resource management, the RPG progression of your players: it's clear the developers put an enormous amount of love and craft into it. It hits almost every note I look for in a tactics game, and for a long time I thought I'd found my new favourite. So it genuinely pains me to leave a negative review. But I can't recommend it, and here's why. The maneuver resolution system is fundamentally broken. The core mechanic works like this: each action is resolved by having both players draw a random number within their own skill range (so a defender with 100 in tackling rolls 1–100, while a rookie with 20 in ball control rolls 1–20). Sounds reasonable on paper. But in practice, that elite defender still fails roughly 1 time in 10; and no matter how wide the skill gap, that failure rate has a floor that never disappears. and potentially getting sent off for it. The math is straightforward: no matter how superior your player is, that failure floor never goes away. Skill improves your odds, but it can never fully express itself, the randomness always has the final word. What makes this especially frustrating is that the fix isn't complicated. A few alternatives that would have preserved excitement while respecting player investment: - Skill (minus fatigue) + 1d100 vs. Skill (minus fatigue) + 1d100: randomness stays, but the gap between a 100-rated and a 20-rated player becomes meaningful and consistent. - A skill-based floor: the random roll can't go below, say, one quarter of the player's stat (minus fatigue). Your elite players still have bad days, but they don't catastrophically collapse against beginners. Either approach would have kept the unpredictability that makes football exciting while actually rewarding you for building a strong squad. As it stands, spending big at transfer market feels pointless. Your star players will let you down in moments that feel arbitrary, not dramatic. And that erosion of trust in the system slowly hollows out everything else the game does so well. I hope the developers revisit this. The bones of something truly special are here.
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.
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