
Put yourself in the Front Office with Front Office Football, the professional football simulation from Solecismic Software. Manage your roster through trading, free agency and the amateur draft. Create game plans, organize depth charts and watch your franchise thrive for decades.
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About
Put yourself in the front office with Front Office Football Nine.
Front Office Football is a text-based sports simulation. It's a game for those of us who love the numbers and strategies in sports.
In Front Office Football, you play the role of your favorite team's general manager. You determine your team's future through trading with opponents, negotiating contracts, bidding for free agents and discovering new talent through the annual amateur draft.
You can also play the role of the armchair coach, setting game plans, creating playbooks and depth charts. You can call every play yourself if you like.
You can determine ticket prices and submit stadium construction plans for public approval. You can move your team if the public won't properly support your franchise.
The original game, released in 1998, received an Editors' Choice award from Computer Gaming World and a 4 1/2-star review. It was nominated for numerous Sports Game of the Year awards. This is the Ninth full version of the game, released with rosters for the 2023, 2024 and 2025 seasons.
In October 2025, the game was updated to include the 2025 rosters as well as the new "dynamic kickoffs" that were put into use in 2024 and modified in 2025.
In order to succeed in Front Office Football, you need to perform as well as possible in four different areas:
Team Performance. On the field, your primary goal is winning the coveted Front Office Bowl. Your fans, players and staff all want to see that championship banner raised to a new position in the ring of honor surrounding your stadium.
Financial Performance. Off the field, your team needs to show a profit, or the owner will become angry and threaten your job. You need to control salary and staff costs while balancing the need to spend money to build and upgrade your stadium against the risk of facing stagnant ticket revenue with an aging arena.
Roster Value. You need to negotiate contracts, sign free agents, make wise decisions in the amateur draft and outsmart opposing general managers in trade. Building a strong, capable roster means everything in Front Office Football.
Franchise Value. The bottom line is that a happy owner has a franchise that's the envy of professional football. Nothing means more to the owners than seeing their franchise on the top of the list of most valuable franchises. You help put your team on that list by excelling in the three other categories, but the best general managers look for opportunities to move the team in order to find a home town with a strong economy that will support your team like none other.
Front Office Football focuses on roster management and career play. You can play hundreds of seasons into a new universe, as long as you have the disk space. There are several key elements emphasized in the game design:
A realistic trading module. You can't simply take the players you want from other teams.
Proper aging of players. Players at different positions age differently. Quarterbacks need a couple of more years to reach their prime, but their careers last several years longer, on average, than running backs.
The amateur draft. Teams realistically assess their needs, and build through the draft.
Statistics. All the major stats are tracked and are available at any given time. Career and full season-by-season statistics are tracked in 190 different categories, including Red Zone and Third Down numbers. You can view and sort statistics by team, category and position. It's fast and accurate. Front Office Football also tracks and displays 143 different team statistics (both offense and defense) and league totals.
Play calling. Designed to allow quick selection of a large library of players, you can be the ultimate GM and wrest control of the play-by-play action from your coach. You can tailor your in-game strategy to your team's strengths without having to build each play from scratch.
Free agency. Teams compete with you to sign the best free agents. Each player has his own idea of how much he wants to stay with his existing team, and how much he wants to play for a champion. But money is still at the root of all decisions.
Offensive playbooks. Each season, you can create a playbook full of offensive plays your team will use during the season.
Depth charts. You can set every personnel grouping for your team, on offense and on defense. Front Office Football simulates games based on these charts.
Game plans. The game plan will allow you to specify different strategies depending on the score of the game and how much time remains. You can create scripts of plays to use based on down, distance and field position. On defense, you select plays based on the situation and what the offense is showing. You can micro-manage every decision, or you can leave everything to your coaching staff.
Player ratings. Each player is rated for 48 different skills. But you don't have access to the raw numbers. Where's the fun in that? You hire a coaching staff, with varied strengths and weaknesses. Your coaches tell you how good they think your players are - and how good they think your opponents' players are.
The salary cap. It's an essential tool in keeping parity among professional football rosters. You'll have to cut your aging, high-paid veterans just like any ruthless general manager worth his weight in negotiations.
Metropolitan Areas. Submit a plan to build a new stadium to your voters. If they turn you down, you can propose a move to any city within a major metropolitan area within the game.
Team Cohesion. Each position group unit on your team is evaluated for how long they've played together. This can enhance team performance, particularly for offensive linemen.
Record keeping. All team statistics are tracked for a manager's entire career. Team records, including all-time performance against every other team, are kept. A game-by-game performance breakdown is always available for individual players.
Record Book. The game tracks the top 100 individual performances in more than 40 statistical categories. Individual game records, season records, career records, playoff game records and career playoff records are tracked. A smaller set of records is kept for team performances.
Power ratings. You can see how your team ranks using Solecismic Software's custom power rankings. These ratings are used to set a point spread for each game.
Enhanced replay value. Every time you start a new career, the core ratings for each player are randomly affected. For veterans, the random change will be very small. Established stars will always be significant players. For rookies, however, performance will vary significantly. This allows for a more challenging game and greater replay value.
Front Office Football Nine was built on an entirely new code base, designed for simulation speed, growth and flexibility. The list of new features is extensive:
An intuitive interface, redesigned from the moment you enter a new career. The emphasis is on clear, quick navigation to the information you want to see.
Flexible league sizes and structures. Front Office Football Nine ships with 17 different league configurations, ranging from nine teams to 32. Each configuration has a designated schedule rotation ensuring teams play a fair schedule each season. Franchises can be based in default cities or randomly assigned when you start a new universe.
Calendar-based actions. Each year has a month/day calendar, with important dates highlighted. A Team Management screen is always available, with links and descriptions of everything you can do for your team on that day. You can simulate to any date on the calendar (up to 10,000 days at a time).
Play-Calling Interface. A brand new full-screen play-calling interface allows you to call your team's plays during a game, make substitutions, view updated individual and team statistics.
Historical Quarterbacks. With any league, you have the option of including a selection of starting quarterbacks from the past. These quarterbacks are rated in far more detail than in a player file.
The "Video" Podcast. Each week, the league puts together an overview of all the games played, highlighting the most important plays.
Comprehensive weather system. Every day, the weather is calculated for each of the metropolitan areas modeled in the game. Each metropolitan area has a climate. You can "see" storm fronts move across countries.
Foreign franchises. Front Office Football models 1,171 metropolitan areas in the United States, Canada and the United Kingdom. Cities in 322 of these areas can host franchises.
Compensation Picks. Each season, teams will receive compensatory draft picks for free agents they lost the previous year.
Team and League Overview screens. Among nearly 200 screens in Front Office Football Nine are the new Team Overview and League Overview screens, which act as front pages for your universe.
Fan Allegiance. Each franchise has a fan base, based on the television markets defined in major metropolitan areas. Teams can improve their following by winning games and championships. Teams with a bigger fan base have a more valuable brand and earn more money each season.
Expanded Almanac. The Almanac contains leaderboards, award lists, sections for each franchise and for each season. It's a comprehensive and greatly expanded history of your universe.
Player Index. A searchable record of every player who has been drafted and/or has played in a game in your universe.
Milestones. A list of the greatest individual performances, plus season and career thresholds, tracked by date.
Game Books. An all-inclusive record of each game played during your universe, including a Game Flow that constantly tracks the likelihood a team wins a game and marks the most important plays of the game.
Game Recaps. For any game played in your universe, you can enter the recap and see all the play diagrams and updated statistics.
Modern New Statistics. For quarterbacks and receivers, the game tracks air yards and yards after catch. Learn who is really testing the defense. See how quarterbacks fare against the blitz. Learn which running backs have the highest percentage of successful runs.
Player Finances. Learn which players have the highest career earnings and sell the most jerseys. Players who are both stars on the field and popular with the fans sell more jerseys, which means more team revenue.
Injury Models. Players are rated for and can develop increase susceptibility to injuries in several areas of the body.
Revamped Chemistry. Chemistry is now defined only between quarterbacks and wide receivers. It's possible your new free agent star wideout simply doesn't work well with your quarterback.
Fifth-Year Contracts. Three years after the amateur draft, you'll have the opportunity to extend the contracts of players you drafted in the first round for a guaranteed fifth year.
New Defensive Play-Calling System. A more intuitive and expansive defensive play system based on setting up one of 16 pass coverages along with double-team, spy, blitzing choices.
Those are only the highlights of all the new features in Front Office Football Nine. Thanks for considering the game.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
I will start out by saying that I am new to FOF - but but not the sports management genre nor this type of text based sim. 100s of hours in most every Madden franchise mode from 06-22, the Zen GM games, Fastbreak Pro Basketball 2013 (of which I am a years long member of a rp league), the EA NCAA football games, the 2k basketball games, WMMA5, and several browser and mobile games. 100s of hours in each. I've dabbled a bit in OOTP, but I don't like baseball very much so I can't really get into it. My favorite of all time though, by far, is NFL Head Coach 09. The emulation doesn't work very well on my system. All this to say - this is the frame of mind I came into FOF9 with. Wanting a replacement for NFL HC 09, with no prior bias to earlier entries in the series. TL;DR FOF 9 is a deep yet relatively streamlined experience with the most realistic GM gameplay I have ever seen in a sports management game. You can go as deep in the weeds in the coaching as wanted, you can set a guided plan, let your coordinators handle everything, or you can design a playbook from the ground up. Very fast sim, probably the fastest I've ever played. The biggest pet peeve I have with this game, though, is the frustrating lack of flexibility. Positions and depth charts are rigid things, not doing something the right way at the right time may screw something up, and there's not really any league customization passed the basic offerings you'd expect. Some examples; - The Depth Chart is completely stiff and has obvious missing functionality. A Linebacker cannot come down to play DE without completely changing position. A DE, however, for some reason, can play LB no problem. Also, somehow, when you recommend a line up, the AI can put players wherever they want, but the player is unable. This is clearly an unfinished part of the game, and for me it's a pretty important one, and it seems like it'd be a simple fix considering the functionality is clearly already there. Really frustrating. To top this all off, some pos can be dragged and dropped from the depth chart, but others cannot. DL can be moved willy nilly, but CBs require you to pull them from the player list. - roster minimums are, quite frankly, limiting to roster building and likewise frustrating. The 3 QB rule is often cited as why you're required to have 3 QBs active on gameday, but the real rule only requires them to be on the 53 - not active unless they were elevated that week... bold choice to interpret that as "3 QBs must always be active" (also, there's a rule where if you carry 8 OL, you get 48 actives on gameday, but this rule is in no way implemented?). Likewise, instead of having a blanket min for OL, you're REQUIRED to have at least one C, 2 Gs, 2 Ts active. If you choose to carry 1 C and 3-4 guards (as NFL teams often do, using a guard as a G/C) and the C gets injured, now you either have to permanently change the Guard's position, or sign a new Center. 3 TEs, the same way. Inside LB vs Outside LB, despite you maybe playing a listed outside linebacker mainly at MLB, still can't go below a certain amount of "official" ILB. For seemingly no reason at all but to be difficult. - way less frustrating then the above, and a bit more understandable, but the lack of expansion functionality and any type of gameplay sliders and/or rule changes is sorely missed. - trades are just a bit... disappointing. For all the "best I've seen"s I gave the game earlier, this is the most basic I have ever seen. You Cannot do player for player trades. Only pick for player or pick for pick. No multi player trades either. You cannot build out an offer, or really haggle at all, you can only accept the Ai's offer or not accept it. Overall, I do really enjoy the game. That's why these are so frustrating, and so far in its life, I really feel like some of these shouldn't be happening, especially at this price point. Please, if you fix just the most frustrating and seemingly fixable of these flaws, I could wholeheartedly rec this as a masterpiece. As for now though, I can still rec it, just as a mostly enjoyable albeit occasionally frustrating experience.
I've loved this series for a decade+ now. The depth of player traits and performance is brilliant. It's incredibly frustrating seeing this series stall at this though. Depth chart management is still terrible and surface-level at best. The complete inability to manage back-ups leads the game logic to stupid decisions like playing a WR at RT instead of a guard, or insisting that a FB is your best relief back for an outside zone run scheme. The worlds built in the game actually feel more hollow that in FOF8 with the reduction of almanac and player focus, instead put more towards the financial/economic management. It's wildly disappointing seeing the single dev for Football Coach: College Dynasty come out of nowhere and build a game with more life in it. While also being actually engaging and responsive to players and constantly improving the game. WIth his intent to build a pro league game, I fear FOF is at it's death-knell unless Soliseismic is willing to treat this game with time and respect. 1 update of substance in ~2 years, and it made no improvement to actual gameplay. I've gone from an absolute FOF junkie to someone who can't see past what this game should be at this point
I was hoping for a realistic football management experience, but it honestly feels more like an Excel simulator than a game. The interface is extremely dated, the menus are clunky, and the entire experience feels like something from 15-20 years ago. It doesn’t feel intuitive or engaging. There’s no presentation or immersion. You get text, stats, and endless clicking through confusing menus. It’s hard to get a real sense of building or managing a team when everything feels so flat and lifeless. I was also hoping for some kind of feedback from coaches or staff. Anything to make it feel like your decisions matter. Instead, you get what comes from the news section, and even that’s sparse and repetitive. The one thing that this game had going for it were the NFL rosters. You have to navigate the dusty corners of the internet to get everything else (logos and team names) though. The concept has potential, but the execution is rough. For the price, I expected something more polished, modern, and user-friendly. As it stands, Front Office Football 9 feels like what it is; a spreadsheet disguised as a football sim.
First season, my Dolphins went 16-1, and then Tua got hurt the last game - right before the playoffs. Backup quarterback, Tyler Huntley, put on a majestic 3 interception performance, we get blown out by the Bills, and we still haven't won a playoff game since 2000. 10/10 realism. UI is pretty clean once you get used to it. The real world rosters are great but using random rosters is pretty cool too, lots of replay value there. I just do the GM stuff and let the AI handle the playbook/in-game coaching. The simplicity of free agency, trading, drafting is pretty great to me. Only negative is I wish there was facegen for generated players but you can use custom images for this.
Addictive, immersive and user friendly. I am from the UK and have learnt more about this type of football and from snaqZaddy ix youtube channel videos. Totally hooked after just 33 hrs play. I now have over 800 hours on this game and my previous review was accurate however I must add because I have an imagination it is the best game I have ever had the pleasure to experience. After the initial education of the GUI it became fully exposed, you can read a game result and see where things went right or wrong. You can choose to use this to develop your team in many many ways. You can play aggressively or passively it is your ability to imagine that restrains you. It is like reading a story in a book or online, it is only your imagination that determines the worth of it. The engine running in the game is peerless I have never experienced something so true to life. The man that created this is a true genius and I wish him the very best in life. You actually become the author of his work writing the story in which ever way you choose. A marvel to behold.
There is a lot to like about this game, but all the small things it does wrong add up to the game being unenjoyable and nearly unplayable. - Trading system is awful and is the most egregiously bad thing about FOF9. Teams will have 100% interest and enough draft capital to offer, yet the system doesn't allow it. They will (VERY OFTEN) give away every single available draft pick, resulting in them being awful for years while they recover (assuming they don't trade away those picks too). You are unable to actually create your own trades, you simply select a team and a draft pick/player, then hit the offer button and be given a trade. Its not at all interactable. You can't shop picks and players together, you have to choose one and see what the computer offers. Since it is AWFUL at its job, you are forced to navigate the dreadful trade UI to find a team that will actually put together a trade. It's so horrible. - Parts of the UI are unintuitive and hide important things from the player. It took me about 20 hours to discover where the All-Pro lists were despite looking through resources online. It is also very obtuse to reorder your depth chart and to navigate menus. - Your save files WILL get corrupted. Unless you are actively backing up every single save, corruption is inevitable. I have backed up multiple saves in a row just for each one of them to not work, losing hours worth of progress. You, as a player, should not be responsible for ensuring your save files don't corrupt on every single save. - Less features than FOF8. I haven't played it too much so take this with a grain of salt, but FOF9 lacks a lot of QOL features its previous title had. There are no quick options to change team names and logos as you have to manually edit the game files. There is no option to check what positions you need to draft. - FOF9 focuses too hard on the financial management portion (IMO), resulting which causes the roster management portion of the game to suffer. Players feel more like numbers and statistics than actual players. For example: 1. Occasionally, players will sharply regress and lose their potential. There is no (from what I could discern) explanation as to why this happens and doesn't get brought up at all. It rarely lines up with a major injury or age regression. If you keep them on the roster long enough they may randomly go back up to having potential. 2. Retirement is sudden and has zero warning signs (besides players just being old, at best). Players sometimes randomly retire, even if they are young, with a high overall and no major injury history. 3. Overall rarely truly matters. a 90 overall player can simulate worse than a 40 overall player. 4. Players don't request for trades if they are unhappy, they just have contract holdouts. The game doesn't make it clear if having high loyalty affects contract negotiations. 5. Drafting players in incredibly dull and uninteractive. You can't scout payers individually, you just get an estimate based off the scouting skill of your staff. This means that more often than not you end up simming until your next pick, skimming the estimates without any real thought behind it. 6. There is little feedback on how your players are progressing. The only way to check is by looking directly at their stats. It would be nice to get notified about major improvements or regression from players 7. There isn't a practice squad, so you generally are unable to strategically plan backups. Special teams are also lacking, as it boils down to a simple yes or no "is this player participating in special teams?" 8. While there is a system to show synergy/affinity between some players, it is only on offense and doesn't have a noticeable impact on simulation performance. - The simulation sy stem will sometimes do things that make zero sense. It will start your RB3 even if your RB1 is completely healthy and activated. It will start FBs at WR, NTs and CB, ect. - Players get injured far too often on the default settings. Even lowering them down to half typically results in a starting player getting a major injury every game Overall, I highly recommend you to *NOT* spend 30 bucks on this. There are far better options for American football simulation games. FOF8 is ten dollars cheaper and fully fleshed out if you want a similar game as this. Football Coach: College Dynasty is also 10 dollars cheaper with workshop support, better UI, and more QOL that FOF9 does.
This game is for Out of the Park Baseball players who wish there was an NFL equivalent. Its not quite as fleshed out as OOTP, but its pretty well done. I'm unsure whether this game is still being developed and supported, but Its quite playable and the interface will be very familiar to OOTP players. If you haven't experienced OOTP then its going to be a steep learning curve, both the UI and the game itself. If you're looking for a game where you can watch players pass, run and catch, look elsewhere. If you're not so much interested in coaching and watching plays as building a team and a history as a GM then this is worth a look if spreadsheets turn you on. I've invested a few thousand hours in OOTP and FOF scratches that itch.
Been playing this series of games since the beginning. Best American Football simulator that exists. Developer is also active and listens to the FOF community about improvements/problems.
Should probably stick to werewolf games or whatever it is you guys do. Not a good revision of what used to be a fun game.
If you like sports management simulations, this is the best one for gridiron football. It's not pretty, but it's the most accurate simulation you'll find.
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