

The player takes over a single five-a-side football pitch on the edge of town and has to make a living from it. The phone is the whole business: teams call asking for a slot, naming the hour they want and how flexible they can be, and the player names the price. Ask too much and the callers take their money to a rival facility; ask too little and every hour fills while the till stays empty. Some teams counter the offer, and the final decision is always the player's. Takings go back into the ground. Floodlights turn dead evening hours into the most expensive slots of the day; changing rooms, showers, toilets, a canteen and stands raise what customers will tolerate paying. A worn surface earns bad reviews, bad reviews cost reputation, and a poor reputation shrinks the budgets teams arrive with. Once four pitches fill the first plot, the only way to grow is another one — an industrial yard, a harbour district, a lakeside complex, a downtown arena, a hilltop campus — each with its own surface, its own look and its own clientele: shift workers filling late slots in the industrial district, well-funded sides paying properly by the lake. Hired staff gradually take the business off the player's hands. A manager answers the calls and closes deals unsupervised, while cleaners, cooks, attendants and security each hold up a different side of customer satisfaction. By level 10 the surrounding clubs want to play their season on the player's grass, and one pitch a week is given over to the Neighbourhood League in exchange for hosting fees and gate receipts. The player's own club competes in that table, and the better the pitches, the more real the title becomes — one rented pitch grown into an empire.
| Edition | Platform | Release Date | Region |
|---|---|---|---|
| Standard Edition | PC | Aug 31, 2026 | Worldwide |
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