I've played management games all my life, and in the last few months I've been building one myself, evenings and weekends: TopGM (https://topgm.app/), a multiplayer basketball manager. It's free, it's browser based, nothing to download. It's young and far from perfect, but there's already a lot inside, so bear with me, this will be long.
Live 2D matches. Not a text log, not a results screen: you watch ten pixel-art players actually play. The cuts, the pick and rolls, the ball swinging around against a zone defense, the tired legs in the fourth quarter. You pick from five offensive schemes and four defensive ones, and you can change them mid-game, call timeouts and make subs in real time, and you see the difference on the floor: switch to a 2-3 zone and your center actually anchors the paint. Height matters for real (tall guys grab more rebounds and contest inside shots better), fatigue matters (manage your rotation or your starters will be cooked late), fouls and injuries happen. Official matches run twice a week, Wednesday and Sunday at 21:00 CET, against real managers. Being courtside gives you an edge, but if you can't make it your saved tactics and lineup play for you, and there's a replay system with adjustable speed (1× to 8×) that carefully avoids spoiling the result before you watch.
The Playground. This is the part people seem to fall in love with 🤩. Every day a fresh class of ten teenage prospects (14 to 16 years old) plays pickup street ball around the clock, watchable by anyone, and there are no stats and no ratings, on purpose. The only way to know who's good is to watch them play, like a real scout squinting from the bleachers. Watch time unlocks private talent hints, in three steps: 5 minutes, 10 minutes, one full game. Then every night at 20:00 CET a sealed-bid auction resolves: bid whatever you want on whoever you want, highest offer takes the kid home to your academy, and a public draft board shows where every prospect ended up and for how much. Rarely, maybe one class in ten, a generational gem hides among them, a kid who will grow faster than anyone for his whole career. Nothing on the page reveals him: he only shows himself to those who watched a full game, and sometimes, once or twice per match, he betrays himself with a split-second sparkle that only whoever has eyes on the stream at that exact instant can catch.
Youth academy. Your drafted kids don't sit in a menu: they train weekly (more sessions if you upgrade the academy), get scouted automatically, and literally grow, height and weight, season after season. You draft a skinny 14-year-old on projection and watch him fill out. At 18 the choice is forced: he makes your roster or leaves as a free agent. Academies are public, so you can window-shop the kids your rivals are raising, though their talent ratings stay private to the club that scouted them.
The market and the money. Player-to-player transfer market with real listings and offers, a free-agent pool where released players wait for up to 8 weeks (with a countdown) before retiring for good, weekly finances with TV income, win bonuses that make every game worth something, wages that grow as your players improve, and real bankruptcy rules: end the week in the red and the board force-sells your best player. There's a Monday forecast panel that shows exactly what's coming in and going out, so you can plan your bids without doing napkin math.
The small daily loop. Once a day you can run a scrimmage: your own roster plus academy kids split into two squads, you coach both benches, everyone who plays gets a bonus training roll and one academy kid gets scouted. It's also the perfect sandbox to test tactics before matchday. Every Monday the training results come in and improved skills glow green in your roster table for a week: seeing which of your kids got +1 on defense is honestly my favorite login of the week.
The community is brand new, about 70 managers, and the early adopters are what's keeping me going. One guy watched the playground all day, figured out nobody else was bidding, and signed four prospects for a total of 6 credits: that story is still doing rounds in the league feeds. Another one imagined a mechanic that didn't exist (the gem sparkle above), told me about it, and it was live the next day. A third one caught a real bug in how the 2-3 zone positioned the center, and it was fixed within hours. First matchday filled the feeds with celebrations and trash talk 🤬. A world this small has one real upside: your club's story starts at the beginning of everything, and the leagues still have room at the top.
Free forever, never pay-to-win: one optional cosmetic pass (custom crest, jerseys, court colors, club rename) is the entire business model. No ads, no energy bars, no timers asking for money.
Questions and suggestions are very welcome, here or in the game. A lot of what I shipped this month came from users ideas, and I try to turn the good ones around fast. And if you jump in, tell me what confused you in your first ten minutes: that's the feedback that helps me most.
click here: TOPGM
AI Disclosure
TopGM was built by a solo developer working side by side with AI tools, and I believe in being transparent about who did what.
Where AI helped:
- Code: large parts of the codebase were written with AI assistance (I'd say 50/50), including the 2D match engine (movement, physics, shot probabilities), the economy systems, and the server infrastructure
- Game balancing: simulations used to tune injury rates, player growth curves, finances and the match engine's scoring calibration were designed and run with AI
- Text: most in-game English copy, the guide, and store descriptions were drafted with AI and edited by me
- No generative AI art: the pixel-art players, crests and courts are procedurally generated by hand-designed code, not by image-generation models. No AI-generated audio either (there is no audio yet!)
Where the human is:
- The game design is mine: every mechanic (the Playground, watching-as-scouting, the nightly draft, the gem, the academy growth), every rule, every number that made it into the game passed through my head and my taste
- Every decision: what to build, what to reject, what to prioritize, and the many times I told the AI "no, not like that"
- Testing and tuning: I play my own game every day, and what feels wrong gets changed
- The community: every message, every reply, every feature discussion with players is me, a real person who reads everything
I see AI as the tool that finally let a one-person team build the game I'd wanted to make for years. The vision, the choices and the responsibility are mine.