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FD 27: the question is not whether it beats Football Manager, it is that it plays a different position
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FD 27: the question is not whether it beats Football Manager, it is that it plays a different position

You are not on the bench, you are in the office. A real design idea that settles the trade-off between simplicity and depth.

A

Alexandrosse

·14 août 2026·6 min read

InsertCoins.press Score

7/10

Verdict

Recommended

The big question put to every football management game fits in one sentence: can it rival Football Manager? And the answer is almost always no, because nobody is going to rebuild thirty years of database and cross-referenced tables.

FD 27 sidesteps the problem elegantly: it does not play the same position.

FD 27, club management seen from the director's office

You are not the manager, you are his boss

That is the idea, and studio Syra Games states it without ambiguity: here you do not pick line-ups and you give no tactical instructions. You decide who will do it for you.

You are the owner, the executive, the person who sits in the office rather than on the bench. Your job is to build a structure that works: find the right coach, surround him with the right team, and give him the players he needs. If he wins, good. If he loses, your recruitment was wrong.

That shift one level upward settles exactly the dilemma you raised. You wanted a little more simplicity without sacrificing depth: FD 27 achieves it not by simplifying Football Manager, but by removing the tactical layer and deepening the one above it. There is no half-time instruction screen any more, there are recruitment decisions whose consequences play out across a whole season.

That is also why it is smoother to pick up than Football Manager's gigantic spreadsheet, even if the menus take some adjusting to. You are asked to do fewer things, but they weigh more.

The club as a company

The game's structure is its best argument. You do not manage a squad, you manage an organisation with four departments that must turn together: sporting direction, medical, marketing and finance.

Each is staffed by people with their own attributes, performance and salary. And every hire has concrete consequences. A good sporting director opens better options on the transfer market. A mediocre medical team condemns your players to spend more time in the treatment room than on the pitch. Marketing determines your ability to attract sponsors, and therefore your revenue. And finance keeps the books in order, or does not, depending on who you put in charge.

That is where the depth hides, and it is real: everything is wired to everything else. Skimping on the medical department means accepting a diminished squad six months later.

Add a club vision system, where you choose the philosophy you intend to follow, which gives your decisions a backbone rather than letting them drift with each opportunity.

FD 27, the four departments and staff management

The limit, and it needs facing

The game launches in Early Access, and its version 0.1 is frankly modest: two countries only, Spain and England, six divisions, a little over 6,000 players, 1,500 staff members, around a hundred sponsors and eight facilities to build or upgrade.

Compared with Football Manager's planetary database, this is obviously not the same category, and you should know it before buying. It is not a question of ambition but of time: that kind of database is built over years.

So no, FD 27 is not better than Football Manager, and it probably never will be on that ground. But it is not trying. It offers something else, and that something else is what makes it interesting: football seen from the floor above, where you never touch a ball but where seasons are decided.

What sets the score

This score comes from our own playthroughs, the game having just launched with no Steam reviews yet. It rewards intelligent positioning and a genuinely interdependent department architecture that gives weight to every hire.

It penalises the launch content, too thin to sustain more than a few seasons, and the fact that a management game is measured by the richness of its world. Six divisions is quickly explored. Everything will depend on how fast the studio adds leagues.

Good point, the game is available in French.

The question we are actually asking, and we would like your view: would you rather coach, or direct the person who coaches?

FD 27, the club facilities and the long-term vision

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