Arcade Football Manager — every option, screen by screen
← Back to the game's websiteWhen the game starts you have four buttons: NEW GAME, LOAD GAME (greyed out if there are no saved games yet), OPTIONS and CREDITS, plus QUIT and a gear in the bottom-right corner that also opens the options. In the free version you'll also see the REMOVE ADS — PREMIUM €9.99 button. And if the app closed in the middle of a live match, the menu offers CONTINUE MATCH IN PROGRESS to pick it up right where it left off.
The new game screen generates a brand-new full world (13 countries, 29 leagues, around 570 clubs) every time you enter; on mobile it takes a couple of seconds, with a "generating" notice while it works.
The first time you reach your office, a short tutorial walks you through the essentials in 6 steps: the dashboard, the LINE-UP and the XI indicator (green when the team is ready), TACTICS and the familiarity bonus, the ADVANCE MATCHDAY button, arcade events and the live match. You can leave at any time with SKIP TUTORIAL; once finished or skipped, it never comes back.
The game autosaves every matchday to the AUTOSAVE slot (it can be turned off in Options). You also get 6 manual slots: tap SAVE in the bottom bar of the dashboard, next to LOAD and NEWS. On the load screen each slot shows club, season, manager, difficulty and date, with LOAD and DELETE buttons (with confirmation). Finished careers are marked as such — browsable, but no longer playable — and saves from old versions are flagged as incompatible.
Reachable from the main menu and from inside a game. Everything you touch is saved instantly.
The dashboard is your office: everything starts and ends here. The header shows your crest, the club's name, your manager name and the current week's label (SEASON — MATCHDAY, PRE-SEASON or whichever cup round is up); the gear in the corner opens OPTIONS. Below it, the status bar sums everything up at a glance: NEXT MATCH (matchday, opponent and whether you're playing at HOME or AWAY), CASH (in red if negative), your league POSITION, your line-up's LEVEL and the state of your XI: XI READY in green or CHECK YOUR XI in red.
The centre is a grid of 12 cards, one per module: LINE-UP, TACTICS, SQUAD, OPPONENT, TABLE, RESULTS, FIXTURES, TRANSFERS, FINANCES, STADIUM, STAFF and BOARD. The bottom bar is home to EXIT TO MENU, SAVE (6 manual slots), LOAD, NEWS — with an unread counter that lights up when there's something new — and the big one: ADVANCE MATCHDAY. Your first game opens with a 6-step tutorial that walks through all of this; you can skip it and it won't return.
Tapping it can set off several things, in this order: an arcade event may pop up that has to be resolved first; if it's a league matchday and your XI isn't valid, a prompt offers AUTO-FILL AND PLAY or GO TO LINE-UP; and finally the LEAGUE MATCH dialog asks how you want to play it: PLAY LIVE or QUICK SIM. Tick the REMEMBER MY CHOICE box and that option becomes your default mode: the dialog stops appearing (change it whenever you like in Options). While the entire world simulates — every league and cup in every country — you'll see the SIMULATING MATCHDAY notice. If your club doesn't play that week, it passes with the notice "No match this matchday: the club rests." (you can silence it by turning off confirmations in Options). What's more, the important answers come looking for you: back on the dashboard, a popup rounds up completed signings, rejected offers, targets the AI has stolen from you, resolved renewals and announced retirements.
Shows your division matchday by matchday: browse with the arrows to see every pairing, with the score if already played and your match highlighted. It opens on the matchday of your next match. The season weaves in several types of week — pre-season and friendlies (with the summer window open), league matchdays, NAT. CUP, CONT. CUP and CHAMP. CUP rounds, the winter window around the halfway mark and rest weeks when your league isn't playing — and the label in the dashboard header always tells you which one you're on.
A chronological feed with the newest at the top and category filters: ALL, CLUB (injuries and recoveries, suspensions, final-year contracts, academy, stadium works, retirements), TRANSFERS (offers, counter-offers, signings, stolen targets, pre-contracts, rumours with a reliability percentage, window opening and closing), COMPETITION (your results, derbies, routs, the league leader), BOARD (expired contracts, patience warnings) and EVENTS. The last 200 are kept. Opening the screen marks everything as read; many stories carry the VIEW button, which jumps straight to the player, the offers, the board, the scout or the stadium. The feed's text size is adjusted in Options.
RESULTS has one tab per division in your country (the groups of the Spanish 3rd tier appear as separate tabs) plus NAT. CUP, CONT. CUP and CHAMP. CUP. In the league the arrows switch matchdays; in the cups, rounds (from the Preliminary to the Final). Drawn cup ties show the shoot-out: "(4 - 2 on penalties)"; future rounds read "Round not drawn yet".
TABLE opens on your league, with your row highlighted and columns for played, wins, draws, losses, goals and points. The position cell carries a colour band by zone, with a legend: green = Champions Cup (in the top flight) or automatic promotion, purple = promotion playoff, red = relegation — always with the real quotas of each country and division. A tap on any row opens that club's profile (the OPPONENT screen). The TOP SCORERS side panel lists the league's leading marksmen with their club; yours are highlighted.
STATISTICS (entered from SQUAD) sums up your squad's league season, sorted by goals: matches played, goals, yellows and reds for every player. And from TRANSFERS, WORLD LEAGUES lets you snoop around any country: arrows to switch country (with its league-strength stars), a tap on the name to open the world map and jump straight there, a list of clubs with their average level and, alongside it, the full squad of the selected club. If you head off to a player's profile and come back, the screen remembers where you were.
The SQUAD screen is a sortable table with all your players: squad number (NO.), PLAYER, position (POS., with its colour chip), contract (YRS., in "remaining/total" format — painted red with 1 year or less left: renew or sell before he walks for free), VALUE, WAGE, AGE and LEVEL. Tap a header to sort by that column; tap it again to reverse the order (your chosen order is remembered when you come back from a profile). An injured player carries a red cross next to his name; cards don't show here — they're handled in the Line-up. A single tap on any row opens his profile. The side panel sums up the team's AVERAGE LEVEL, WAGES and VALUE, and gives access to VIEW PROFILE and STATISTICS (top scorers and season numbers).
The profile shows his main position and Secondary ones, age, level and three panels: GENERAL INFO (team, value, Release clause — 180% of his value —, wage and contract), ATTRIBUTES (Goalkeeping, Tackling, Passing, Dribbling, Finishing and Shooting) and CONDITION: TODAY'S LEVEL with the percentage each factor adds or takes away (form, morale, fatigue) plus his health. Growth potential exists but is hidden: nobody will tell you how far a kid can go.
The available actions depend on whose player he is:
The LINE-UP screen lists three sections: STARTERS, SUBSTITUTES (SELECTED) (your 7 on the bench) and NOT SELECTED. Tap one player (marked with ») and then another, and they always swap: two starters trade positions, a starter and a bench player switch over, a selected and a non-selected player trade the bench spot, and two from the same section swap places in the list. The blue button on each row opens the profile. The bench is yours: the game only fills empty spots with the best players available — it never reorders your choices.
If you advance the matchday with an invalid XI (injuries, suspensions, gaps), the game offers AUTO-FILL AND PLAY — it builds the best legal XI for you — or a jump to the line-up to fix it yourself.
In TACTICS you choose from 8 FORMATIONS (3-3-4, 3-4-3, 3-5-2, 4-3-3, 4-4-2, 4-5-1, 5-3-2 and 5-4-1; when you switch, players reposition themselves) and adjust four sliders from 0 to 100%: Aggression (more ball-winning, more cards), Pressing (smothers the opponent but tires your own players), Possession and Counter-attack — push possession and counter-attack both above 70 and a warning reminds you they get in each other's way: pick a plan. Rounding off the panel are MARKING (MAN-TO-MAN or ZONAL) and DISTRIBUTION (LONG BALL or SHORT PASS). The LINE-UP LEVEL recalculates live with every change, and below it sits Tactical familiarity: every change of shape costs you a few matchdays until the team settles into it, so don't switch formation every week.
OPPONENT shows you your next rival's probable XI (or that of whichever club you tapped in the table) with each starter's position, name, morale and level, plus their formation drawn on the pitch. The team level and attribute averages only appear with a technical director on the payroll; without him you'll see "?" and "—". From here you can jump to TACTICS to tweak your plan while the opponent is fresh in your mind: when you come back, you're still looking at the same team.
The market opens twice a season: the summer window (all of pre-season, up to and including league matchday 1) and the winter window (league matchdays 23 to 27). Outside a window you can only browse: when it closes, every pending transfer negotiation expires. Renewing, signing pre-contracts and picking up free agents works all year round: negotiating isn't transferring.
The TRANSFERS screen shows the worldwide PLAYERS FOR SALE shop window (or the FREE AGENTS, via the VIEW FREE AGENTS button) and the side menu: WORLD LEAGUES (browse any league and squad; tap the country to open the map), SEARCH, SCOUT, SHORTLIST, OFFERS and INS AND OUTS. In every table, a tap on a row opens the player's profile — which is where the negotiating happens.
Filter by position (GK/DF/MF/FW), level bands (40-49 up to 90+), maximum age (45/30/25/21), maximum value (€1M to €50M), Final contract year and Free agents only. It returns up to 50 results, but only from discovered countries: your own plus wherever your scout has searched. Filters are remembered when you come back from a profile.
From the profile, MAKE OFFER: a fee for the club + wage and years (1-5) for the player. You can have up to 5 offers in progress and only one per player (re-bidding replaces the previous one). The answer arrives when you advance the matchday; with no reply, the offer expires after 2 matchdays.
PUT UP FOR SALE from the profile places the player in the shop window; AI clubs bid between 90 and 120% of his value and the offers land in OUTGOING, where you accept or reject them. RELEASE terminates the contract by paying half the remaining wages.
REQUEST LOAN brings a player over from another club for one season with the wage split down the middle; he returns to his club when the year closes. Only while a window is open, and the owner won't loan out his undisputed starters (and can still say no anyway).
Only for contracts in their final year (the RENEWALS tab or the profile). The player asks for roughly a +20% raise over 3 years; the offer sits pending and he answers when you advance the matchday. Offer him less than he's asking and he refuses and loses morale; if he signs, he gains it. If the season ends without a renewal, he leaves on a free. Players over 34 in their final year announce their retirement and won't sign anything.
From day one of your game you can commit players at other clubs in their final year — for free: you offer wage and years and, if he accepts, he joins when the season closes. He demands a clear pay rise (20% over his renewal ask) and a club worthy of him. A maximum of 3 signed pre-contracts per season, and they take up a slot in next year's squad. A pre-contracted player can no longer be renewed, bought or loaned. And watch out: the AI hunts yours too — your high-level players in their final year are targets from day 1 (you'll find out from the news). Renew in time. Everything is tracked in OFFERS > PRE-CONTRACTS.
The market moves on its own: AI clubs sell their cast-offs, buy where they're limping, renew their own players drip by drip all season long and sign Bosmans. Their aggression depends on difficulty: on EASY they barely contest the market with you; on HARD they hunt your pending renewals with more appetite and can even steal a target from you: while your bid is still pending, a club with cash jumps ahead by paying over your head. Your offer dies rejected with the reason another club beat you to him and the signing makes the news. If you really want someone, close fast — or pay the clause.
The club has a single CASH balance: signings, wages and building works come out of it, and everything you earn goes into it. The FINANCES screen sums up the season in two columns — SEASON INCOME and SEASON EXPENSES, grouped by concept — with the cash highlighted below (green if positive, red if not). From here you also sign the BROADCASTING RIGHTS and enter MERCHANDISING.
At the Board screen, in the BANK LOAN block: choose the AMOUNT (up to €60M) and the term in MATCHDAYS (10 to 40). Interest depends on difficulty — 5% on EASY, 10% on MEDIUM, 15% on HARD — and the financial advisor knocks 3 points off it. Only one loan can be active at a time; the instalment is deducted automatically every matchday until the debt is cleared.
Every matchday with the cash in the red ticks a counter up: when it hits the limit (10 straight matchdays on EASY, 6 on MEDIUM, 4 on HARD), the board acts. On EASY and MEDIUM it sells your most valuable player for you at 85% of his value; on HARD, it flat-out sacks you. On top of that, with the cash in the red you can't start building works. Getting back into the black resets the counter to zero.
STADIUM UPGRADES offers 4 works sold in packages (1 to 4 per upgrade): Capacity (+5,000 seats, €6M, 16 matchdays per package), Parking (+5,000 spaces, €2M, 8 matchdays), Shops (+10, €1.5M, 6 matchdays) and Toilets (+25, €1M, 5 matchdays). START UPGRADE charges everything up front, can't be cancelled, only one work of each type can be in progress, and the upgrade activates when the countdown ends. Capacity is capped at 110,000.
The TICKET PRICE adjusts from €5 to €100: raising it earns more per seat but empties the stands, and dropping below your division's reference price (€30 in the 1st tier, €18 in the 2nd, €10 in the 3rd) can push attendance up by as much as an extra 30%. The sweet spot depends on your fanbase and your league position.
In MERCHANDISING you manufacture 5 items and sell them only on home matchdays: SHIRTS (made for €35, retailing at €90), SCARVES (€8 → €25), CAPS (€6 → €20), FLAGS (€5 → €15) and KEYRINGS (€2 → €8).
After every home match, the result screen includes a STADIUM block with the capacity, the attendance and the occupancy percentage, plus the matchday income (gate + merchandising shop). Away from home it doesn't appear: the takings belong to your opponent.
The BOARD screen is where your job is on the line. Two CONFIDENCE bars (0–100): the BOARD one moves every league matchday by comparing your actual position with the expected one (a squad-level ranking within your division), capped at ±3 per matchday; losing the derby costs 3 and every matchday with the cash in the red costs 2. When the season closes, every objective achieved adds 15 and every one failed subtracts 15; a title adds 25. If confidence drops below 10 the sacking is instant; between 10 and 20 you get 5 matchdays to turn it around. On EASY there's no sacking during your first season. The FANS bar moves with arcade events and matchday heroics (a comeback, a last-minute goal) and feeds directly into gate receipts and merchandising.
Eight roles from level 0 to 3, hired and dismissed instantly (the − and + buttons). Wages per season by level: €0.3M / €0.6M / €1.2M, accrued matchday by matchday. You start with the scout at level 1. The actual effects per level:
Between matchdays at most one event can pop up (a little over one in three matchdays), from a catalogue of 30: PRESS CONFERENCE, DRESSING ROOM CRISIS, OFFER FOR YOUR STAR, LIGHTNING SWOOP (an auction), ACADEMY GEM, VIRUS IN THE DRESSING ROOM, THE SUPER-AGENT, BOARD ULTIMATUM… On EASY only the friendly ones appear; MEDIUM adds the negative ones and HARD sees them all, with extra weight on the nasty ones. No event repeats within roughly 8 matchdays. Some commit you to the future: bets on the next result, or the sponsor's challenge (win N of the next M matches, with a reward or a punishment).
Every event carries a 10–15 second timer, multiplied by difficulty (EASY ×1.3, MEDIUM ×1.0, HARD ×0.8) and, in PRO MANAGER mode, by an extra ×0.7. The option marked (DEFAULT) is highlighted and applies automatically when time runs out (with a tick-tock over the final 3 seconds). The timer can be turned off in Options, and your first event arrives with no rush and a full explanation. Once you decide, a CONSEQUENCES panel sums up the effects.
Scoreboard, clock, a 2D pitch and a chances feed. You control the speed (x1, x2, x4; the starting one is set in Options), the PAUSE, the TACTICS (all four sliders, mid-match) and the SUBS: up to 3, choosing between ON PITCH (with fatigue) and BENCH (with level). Hot events pause the match and each fires only once:
The mini-games:
After every match: the score (with penalties if the tie needed them), scorers with their minute, and three panels: side-by-side stats (possession, shots, shots on target, corners, fouls, yellow and red cards), the full match feed (goals, cards, injuries and substitutions; saves are grouped at the end by keeper) and OTHER RESULTS THIS MATCHDAY from your competition, with your league position underneath. If you played at home, the STADIUM panel is added: capacity, attendance with occupancy percentage and the day's income (gate + shop). CONTINUE takes you back to your office.
Every season opens with 4 weeks of PRE-SEASON with the summer window open and two friendlies (weeks 2 and 4) to run the team in with nothing at stake. Then the league kicks off: the global calendar has 46 matchday slots, and each league plays as many as its size dictates (38 with 20 teams, 46 with 24, 34 with 18) with rest weeks spread throughout. Cup rounds slot in between matchdays, and around the halfway mark (matchdays 23 to 27) the winter window opens.
Every country applies its real quotas. In most of them 2 go up and 2 go down; in Spain and England 2 are promoted automatically plus the winner of the 3rd-to-6th play-off (and 3 go down). The Spanish 3rd tier (2 groups) promotes each group's champion plus 2 more through the cross-group play-off from 2nd to 5th. Play-offs are played once the season closes, over two legs with the return at the better-placed side's home; if the aggregate ends level, the better regular-season finish goes through. Your country's ties and results appear on the END OF SEASON screen. Promotion adds 4 reputation points to the club; relegation takes them away.
The END OF SEASON screen sums up the champions, your position, the board's verdict (objective achieved or failed: ±15 confidence; each title +25), your squad's awards (top scorer and player of the season), promotions and relegations, retirements and expiring contracts at your club. Tap START PRE-SEASON and the whole world hands over the baton:
Every club's reputation (1-99) is alive: winning a top-flight league adds 2, the National Cup 1, the Champions Cup 3 and the Continental Cup 2; finishing bottom of any league subtracts 1. On top of that, a gentle drift (up to ±2 per season) nudges each club towards its division's natural band: serial champions don't pile up at 99, and a newly promoted side gradually earns the prestige of its new tier over the years.
From the Board screen you enter the MANAGER HISTORY (every season with club, division, position and your league and cup record) and the TROPHIES cabinet, with your career summary: seasons, titles and win percentage. It all travels with you even if you change clubs. Your manager reputation (1-99) rises with every title (+5) and objective achieved (+2), and falls when you miss objectives (−3) or get sacked (−5): job offers depend on it.
You're sacked if board confidence drops below 10, if it spends 5 straight matchdays below 20 or if the club goes bankrupt (on EASY there's no sacking during your first season). The SACKED screen shows the reason, your career summary and the JOB OFFERS: up to 3 clubs of reputation close to yours, each with the objective its board will demand. With a low reputation, the phone may not ring at all. Your options:
You don't need to be shown the door to seek a change of scenery: hit the season's objective and at the end of the season a JOB OFFER from a club better than yours may appear — tap TAKE THE JOB and make the leap, keeping everything you've built.