SOCCER MANAGER
TYCOON
Formerly known as Ultimate Football Manager
Soccer Manager Tycoon is a Roblox experience made in 6 months where players assume the fantasy of managing a football team under a Cookie Clicker-style economy. Open packs to build a team that wins competitions and earns money.
PROJECT DETAILS
DEVELOPMENT
Feb 2026 – Sep 2026
ENGINE
Roblox Studio
ROLE
Designer, Manager, Producer
2-person team
MATCH ENGINE
Soccer Manager Tycoon's most detailed mechanic is its match engine, which predicts a result between two teams and then generates a match to fit it. Inspired by real-life betting and prediction models, the engine gives both teams an attacking and defensive power rating, then considers advantages ranging from players and tactics to facilities and coaches. The goal is a random but realistic + controlled system that makes player upgrades and tactical changes feel massive.
The differential between Team A's attack and Team B's defense produces a Predicted Goals value. A Poisson distribution then determines how many goals each team scores.

- The engine started out as a document, but later evolved into a flowchart.
- Tactical battles have a 2% chance of escalating into a "Tactical Masterclass", creating occasional jackpot moments for players.
ECONOMY
While the match engine is Soccer Manager Tycoon's money shot, the experience's heartbeat is the economy. Inspired by Cookie Clicker and other idle games, the game uses short-term and long-term anticipation to make a simple concept engaging and addictive.
The pack system is designed to keep players engaged without instantly giving them everything they want. Competitions offer heavy cash rewards that encourage players to buy into the next pack tier unlocked upon completion. The idea is that players remember half-completed tasks more than completed ones; having one or two players from a higher tier encourages the pursuit of a full Starting XI from that tier.


BETA ENGINE
The following is the older, text-based version of the Match Engine. Features such as substitutions, shouts and other player inputs, along with key balancing changes, were added in later iterations.
Beta
12 pages of early match-engine design, including tactical battles, Poisson goal distribution, procedural match archetypes and commentary generation.
READ BETA ENGINE PDFRESULTS
The game did not take off on a large scale. Promotion was minimal, and much of my attention was focused on promoting MARSCRAFT. However, SMT found a smaller community: friends invited friends, and we reached 43 players in less than two weeks, many of whom spent hours playing.
The top players accumulated substantial playtime, while an average complete-XI rating of 84.11 suggests that many progressed into the Silver and Gold phases of the game.

Starting-XI strength, formation usage, card progression and playtime in the early player cohort.