
You are more than a coach. You are the undisputed club boss. Are you ready to dominate the league with your team in this re-imagining of the classic sports management franchise? Could you be the next manager sensation? Prove it!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 25 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 522reviews | 31% | — | $503.1K |
| $7.49−75% | 13ratings | 36% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Abandoned Early Access Game, and the best thing they can do is start another Early Access Game. Total red flag. But hey at least we can buy the next one for 50% off (if we sent in proof that we own this unfinished pile of code).
Rip Off das spiel ist unfertig und ne verbuggte scheiße drecks scammer scheiß kapitalismus
Das Spiel hat leider immer noch zu viele Fehler. Und egal wie oft ich schon einen neuen Spielstand begonnen habe, irgendwann lässt er sich nicht mehr laden. Echt schade, das Konzept finde ich eigentlich gut.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Steam wird schön langsam zm Schrotthändler. Das scheint wer bei einigen Flaschen Alkohol entwickelt zu haben. Sowas stupiedes und Ideenloses . Ab in den Mistkübel mit dem Ding.
Ich bin seit vielen Jahren großer Anstoß-Fan und habe dieses Projekt damals auf Kickstarter sogar mit der Unterstützungsstufe „Doppelsechs“ finanziert. Entsprechend groß war meine Hoffnung auf eine echte Rückkehr der Reihe. Leider ist davon am Ende vor allem eines übrig geblieben: ein unfertiges Spiel. Anstoss – Der Fußballmanager hatte durchaus gute Ansätze und Potenzial. Vieles wirkte aber nie wirklich fertig, manche Bereiche eher wie Rohbau statt Vereinsheim. Trotzdem habe ich lange gehofft, dass weitere Updates das Spiel noch dahin bringen, wo es eigentlich hin sollte. Diese Hoffnung hat sich erledigt. Die Entwicklung wurde eingestellt. Das Spiel ist also nicht fertig und wird nach aktuellem Stand auch nicht mehr fertig entwickelt. Trotzdem wird es auf Steam weiterhin verkauft und steht dort nach wie vor als Early-Access-Titel. Und genau das finde ich besonders problematisch. Early Access bedeutet für mich: unfertig, aber in Entwicklung. Hier haben wir inzwischen eher: unfertig und Schlusspfiff. Gerade als Kickstarter-Unterstützer hinterlässt das einen sehr bitteren Beigeschmack. Ich habe damals nicht irgendeinen Fußballmanager unterstützt, sondern die Hoffnung auf ein neues Anstoß. Neue Käufer sollten deshalb wissen: Wer hier heute einsteigt, kauft kein Spiel auf dem Weg zur Vollversion, sondern sehr wahrscheinlich genau den unfertigen Stand, der jetzt vorhanden ist. Für mich daher leider keine Empfehlung. Nicht weil ich Anstoß nicht mag, sondern gerade weil ich Anstoß so gerne mag. 👎 Schlusspfiff, bevor das Spiel wirklich fertig war.
Nach oder während eines Spiels bleibt das Spiel oft hängen und hängt sich auf. Teilweise auch sehr lange Ladezeiten zwischen den einzelnen Menüs. Bei Savegames extrem lange Ladezeiten.
15 Minuten Ladezeit für einen gespeicherten Spielstand im 4.Jahr..und es wird mehr und mehr...
Ein AMIGA- Spiel aus meiner Jugend... die Erinnerungen daran waren dann aber auch (leider) alles. Immer wieder stürzt das Spiel ab. Somit UNSPIELBAR
komplett sinnlos
GOAL! The Club Manager is a sports management simulator created and published by 2tainment and released on Steam. The game focuses on the strategic and organizational side of football by placing players in the role of a club manager responsible for guiding a team from modest beginnings to competitive success. Unlike arcade-style football titles that concentrate on on-field action, this experience emphasizes decision-making, long-term planning, and the complex balance between sporting ambition and financial stability. The central concept revolves around taking control of a struggling football club and gradually transforming it into a successful organization. At the start, the team typically lacks both high-quality players and advanced facilities, which means the player must build the club’s future step by step. Recruiting talent, improving infrastructure, and developing a clear tactical identity become essential components of success. The game attempts to represent the real-world responsibilities of football management, where every decision—from signing a new striker to expanding the stadium—can influence the long-term trajectory of the club. Squad management forms the backbone of the gameplay. Players must carefully evaluate their roster, determine which athletes best fit the team’s strategy, and decide when to invest in new signings. Scouting and transfers play a major role in strengthening the squad, requiring players to negotiate contracts and balance budgets while searching for promising talent. Training systems allow players to improve individual skills and shape the development of younger athletes, giving long-term investment in player growth an important strategic role. Tactical planning also contributes significantly to the experience. Before each match, players can configure formations, assign player roles, and define the overall playing style of the team. Whether the strategy involves aggressive attacking football or a more cautious defensive approach depends entirely on the manager’s decisions. During matches, players observe the progress of the game through a simulation interface that allows tactical adjustments, substitutions, and strategic changes. While the player does not directly control the athletes on the field, their managerial decisions influence how the team performs throughout the match. One of the more distinctive aspects of GOAL! The Club Manager is its focus on infrastructure development. In addition to managing players and tactics, the game places significant emphasis on building and improving the club’s facilities. Stadium expansions, upgraded training grounds, and enhanced fan services all contribute to the club’s reputation and financial health. Expanding the stadium can increase ticket revenue, while better training facilities can accelerate player development. These features encourage players to think about the club as a long-term project rather than simply a team competing in weekly matches. Financial management is another crucial element of the simulation. Clubs must operate within their available budgets, balancing expenses such as player salaries and transfer fees against income from ticket sales, sponsorships, and merchandise. Poor financial planning can limit a club’s ability to compete with wealthier rivals, making careful budgeting an essential skill. Deciding when to invest in expensive transfers or infrastructure improvements often requires weighing immediate success against long-term sustainability. The visual presentation of the game focuses primarily on functionality. The interface provides numerous menus filled with statistics, player data, and club information that allow players to analyze every aspect of their organization. Matches are represented through simplified visualizations that emphasize strategic oversight rather than graphical realism. While this presentation may appear modest compared to larger sports franchises, it serves its purpose by keeping attention on management decisions and team development. Audio design remains relatively understated, with simple background music accompanying menu navigation and subtle sound cues marking important events during matches. Because the game’s primary focus lies in strategic planning rather than immersive audiovisual presentation, the soundscape plays a supportive role rather than becoming a central feature of the experience. Progression in the game unfolds gradually over multiple seasons. Building a competitive club requires patience, as success rarely arrives immediately. Players must develop their roster, strengthen facilities, and cultivate a winning culture over time. Watching a modest team slowly evolve into a championship contender can be one of the most satisfying aspects of the experience. However, GOAL! The Club Manager also has limitations when compared with larger and more established football management simulations. The tactical systems and player databases are less extensive than those found in industry-leading management games, and the interface can sometimes feel somewhat dated. Players who are accustomed to highly detailed simulations may notice these limitations. Despite these shortcomings, the game still provides an enjoyable and accessible management experience for players interested in the strategic side of football. Its combination of squad management, financial planning, and stadium development offers a well-rounded representation of what it means to run a football club. The focus on infrastructure and long-term growth adds an additional dimension that distinguishes it from some other sports management titles. Overall, GOAL! The Club Manager offers a solid football management simulation that captures many aspects of the managerial experience. By combining tactical decision-making with economic planning and infrastructure development, the game presents a balanced challenge that rewards thoughtful strategy and patience. While it may not match the complexity of the most advanced management simulators, it still provides an engaging journey for players who enjoy building a football club from the ground up. Rating: 6/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $72.7K | 102 | 54% | $19.99 | |
| — | 0 | — | — | |
| $3.2M | 4.4K | 87% | $24.99 | |
| $518.7K | 707 | 70% | $24.99 | |
| $4.6K | 12 | 100% | $9.99 | |
| $2.4K | 4 | 100% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $503.1K | 1.4K | 78% | $9.99 | |
| $503.2K | 2K | 89% | $11.99 | |
| $502.9K | 706 | 61% | $19.99 | |
| $502.9K | 1.1K | 90% | $19.99 | |
| $502.9K | 8.4K | 97% | $3.99 | |
| $502.8K | 1.8K | 72% | $9.99 |