Skoris, online football club management game

Club management

Run a football club online

A Skoris club opens with one million euros and fifteen players. Everything after that depends on how you run each department.

Skoris

In the game

Nine departments to run: squad, tactics, training, academy, medical room, stadium, finances, sponsors and the transfer market.

Skoris mobile club profile with Elo chart and squad overview
Club profile

Nine departments

Squad, tactics, training, academy, medical room, stadium, finances, sponsors and transfers.

A readable engine

Ninety virtual minutes recalculated minute by minute.

Five live levers

Style, block, tempo, build-up and aggression, each locked separately.

Seasons that count

Ageing every thirteen days and retirement at 35.

1,000,000 € The starting budget of every club.
15 players The squad handed over at creation.
4 attackers The maximum allowed in a starting XI.

The nine departments you run

Every screen in the game maps to a real managerial responsibility. None of them are decorative: each one eventually shows up in a result.

Squad

Twelve attributes rated 0 to 20 per player, plus a natural position, fitness, morale and a fixed character. Professionals age every thirteen real days and retire at 35.

Tactics

Lineup, captain and individual instructions. A starting XI takes at most four attackers, and playing out of position carries a real cost.

Training

An individual centre to spend earned experience, and collective sessions for baseline progress. A player's character changes how much sticks.

Academy

Recruit youngsters aged 14 to 16, fifteen places maximum, seven days of development before a junior can be promoted.

Medical room

A physiotherapist speeds up squad fitness recovery. Injuries and suspensions genuinely remove players from your plans.

Stadium

Capacity decides how much of your supporter demand can actually buy a ticket. Results push that crowd up or down.

Finances

Wages are paid every Sunday evening. Staying in the red blocks purchases, damages morale and makes staff resign.

Sponsors

One active contract at a time, over four, eight or twelve days. The exact objective stays hidden until you sign.

Transfers

Market, auctions and free agents. A 10% commission is taken on every sale and removed from the economy.

What the engine does with your decisions

A match runs over ninety virtual minutes, which is roughly three real ones. Every minute the engine recalculates the strength of your three lines from each starter's fitness, morale and position, then rolls for an action. There are no in-match substitutions: rotation is prepared between fixtures, not during them.

Five levers during the match

Each lever locks separately for five virtual minutes. Changing one never freezes the others.

Style

Balanced, possession, counter-attack or protecting a lead.

Defensive block

High line, mid block or low block.

Tempo

The pace your team tries to play at.

Build-up

How the ball comes out from the back.

Aggression

A slider trading physical impact against card risk.

Frequently asked questions

What does a new club start with?

A budget of one million euros and a fifteen-player squad aged 18 to 32: two goalkeepers, five defenders, five midfielders and three attackers.

Can I make substitutions during a match?

No, and that is a design decision. Because matches are short and frequent, the depth comes from rotating the starting XI between fixtures and managing fatigue across the whole squad.

What happens if the club runs a deficit?

Market purchases are blocked while the balance is negative. Morale drops, a staff member can resign each week of debt, and from the second week the highest earner can be released automatically.

Do players really age?

Yes. Every thirteen real days, professionals and juniors gain a year. Professionals retire at 35, which forces you to plan succession.

Take over a club

Signing up takes you straight to club creation.

Create my club