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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: Create a realistic, deep, browser-based football management simulator called **Ultimate Football Manager 2026**. The game must be playable on both **PC and mobile**, work smoothly in a web browser, and be designed primarily as a single-player career/management experience. ## CORE CONCEPT The player becomes the manager of a professional football club. The focus is NOT on controlling players manually during matches. Instead, the player manages the entire club: * Transfers * Contracts * Tactics * Starting XI * Substitutes * Training * Player development * Morale * Scouting * Finances * Staff * Youth academy * Competitions * Match simulation * Player statistics * Board expectations * Job offers The game should feel like a modern football management game while remaining lightweight enough to run in a browser. ## CLUBS Include real-world-style professional clubs and leagues, but structure the game so additional clubs can easily be added later. Each club should have: * Club name * Country * League * Stadium * Budget * Squad * Squad value * Board expectations * Club reputation * Youth academy level * Training facilities * Financial status Start with approximately: * 6 major English clubs * 3 major Spanish clubs * PSG * 3 Turkish clubs Give every club an initial transfer budget of approximately **$100 million**, while allowing the budget to change dynamically depending on results, transfers, sponsorships and competition income. ## PLAYERS Every player must have detailed data: * Name * Age * Nationality * Position * Overall rating * Potential * Market value * Salary * Contract length * Release clause * Preferred foot * Height * Morale * Fitness * Form * Pace * Shooting * Passing * Dribbling * Defending * Physical * Position-specific attributes Players should have realistic development. Young players should potentially improve significantly depending on: * Age * Potential * Training * Playing time * Coaching * Form * Morale * Injuries Older players should gradually decline depending on age and playing time. ## TRANSFER MARKET Create a realistic transfer system. The manager should be able to: * Buy players * Sell players * Loan players * Offer player swaps * Negotiate transfer fees * Negotiate salaries * Negotiate contract length * Add release clauses * Reject offers * Make counteroffers Transfer prices must NOT remain static. Player values should dynamically change based on: * Age * Overall * Potential * Form * Goals * Assists * Playing time * Contract length * Club reputation * Competition performances AI clubs should also actively buy and sell players. ## SCOUTING Create a scouting system. The manager can search by: * Position * Age * Overall * Potential * Price * Nationality * League * Playing style Players should be categorized as: * Ordinary * Future Prospect * Star * World-Class Scouts should provide reports containing: * Estimated value * Estimated overall * Potential * Strengths * Weaknesses * Suggested role * Transfer difficulty Do not reveal every attribute immediately. Better scouting should reveal more accurate information. ## SQUAD MANAGEMENT Create a full squad-management screen. The manager can select: * Starting XI * Bench * Reserves Players should have natural positions and secondary positions. Allow tactical formations such as: 4-3-3 4-2-3-1 4-4-2 3-4-3 3-5-2 4-1-4-1 4-2-4 5-3-2 Players should perform differently depending on whether they play in their preferred position. ## TACTICS Create a detailed tactical system. The manager can configure: * Formation * Mentality * Defensive line * Pressing intensity * Width * Passing style * Tempo * Counter attacks * Possession * Build-up style * Defensive approach Include tactical instructions for different positions. For example: ST: * Target Man * Advanced Forward * Poacher * False 9 LW/RW: * Winger * Inside Forward * Wide Playmaker CM: * Box-to-Box * Playmaker * Ball Winner * Deep-Lying Playmaker CB: * Stopper * Ball Playing Defender * Central Defender ## MATCH SIMULATION Matches should NOT require manual player control. Instead, simulate matches based on: * Player quality * Tactics * Form * Fitness * Morale * Home advantage * Team chemistry * Injuries * Suspensions * Tactical matchup Show a live simulation interface with: * Match clock * Score * Possession * Shots * Shots on target * Corners * Fouls * Cards * Expected goals * Big chances * Pass accuracy * Player ratings Display important events during the match: GOAL ASSIST YELLOW CARD RED CARD INJURY SUBSTITUTION BIG CHANCE The user should be able to pause the simulation, make substitutions and change tactics. ## MATCH ANALYSIS After every match show: * Final score * Goal scorers * Assists * Player ratings * Possession * Shots * Shots on target * Expected goals * Passing accuracy * Tactical analysis * Best player * Worst-performing players * Important moments Also explain WHY the team won or lost using the available statistics. Example: "Your team created more chances but struggled to convert them." "Your opponent exploited the space behind your fullbacks." ## SEASON STRUCTURE Each season should contain: ### PRE-SEASON * 3 friendly matches * Training * Transfer window * Squad planning ### FIRST HALF * 3 league matches * 2-leg Champions League knockout tie * 1 domestic cup match ### SECOND HALF * 3 league matches * 1 domestic cup match * Champions League final After the season ends: * League table * Champions League result * Domestic cup result * Player statistics * Club finances * Awards * Board review * Manager reputation update * Transfer window * New season Allow the player to restart a new season while preserving career statistics. ## PLAYER STATISTICS Track throughout the season: * Goals * Assists * Appearances * Minutes * Average rating * Yellow cards * Red cards * Clean sheets * Saves * Passes * Key passes * Shots * Tackles Create a statistics leaderboard. ## PLAYER MORALE Players should have dynamic morale. Morale can change because of: * Not playing * Playing regularly * Poor performances * Excellent performances * Contract disputes * Transfer offers * Team results * Manager promises * Position changes Players may privately complain. Example: "Player X is unhappy with his lack of playing time." "Player Y wants a new contract." "Player Z believes he should be starting." The manager should be able to respond. ## CONTRACTS Contracts should include: * Salary * Contract length * Squad role * Release clause * Bonuses Players approaching the final year of their contract should become more likely to request negotiations or attract transfer interest. ## FINANCES Create a complete club financial system. Track: * Transfer budget * Wage budget * Player salaries * Transfer income * Match income * Sponsorship income * Prize money * Bonuses Allow sponsorships from multiple companies. Financial decisions should affect future transfer budgets. ## BOARD The board should evaluate the manager based on: * League performance * Champions League performance * Domestic cup performance * Financial management * Youth development * Transfers The board can: * Praise the manager * Warn the manager * Increase expectations * Reduce expectations * Offer contract extensions * Fire the manager ## JOB MARKET Other clubs should be able to offer the manager jobs. Job offers should depend on: * Manager reputation * Previous results * Club reputation * Competition performance The player can accept or reject offers. ## YOUTH ACADEMY Create a youth academy. Generate young players with: * Age * Position * Overall * Potential * Nationality * Market value Some academy players should become future stars. The manager can promote youth players to the first team. ## INJURIES AND SUSPENSIONS Players can become unavailable because of: * Injuries * Yellow-card accumulation * Red cards Injuries should have realistic recovery times. ## NEWS SYSTEM Create a dynam, as an in-game screenshot in a hand-drawn ink and watercolour style. Palette: paper #f2e8cf, ink #283618, player tomato #bc4749, threat plum #6d597a, accent leaf #a7c957. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Kourosh Rezvani
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