Most in-season weeks
Make the calls that matter on your phone. Batch the routine.
Scout the class. Hire the staff. Work the cap. Shape careers. SimLegends turns the entire football operation into a living 32-team league built around short, asynchronous weeks — solo or against the people you most want to beat.
1–32 HUMAN OWNERS · CPU FILLS EVERY OPEN OFFICE · GAMES SIMULATE, DECISIONS ARE THE GAME
Make the calls that matter on your phone. Batch the routine.
Bring one friend or thirty-one. Every open office still competes.
Believable careers, a coherent economy, and history with consequences.
Every department competes for the same finite things: money, attention, time, information, and patience. There is no perfect decision — only the one you can defend when the results arrive.
Spend scout-weeks to build conviction on a few prospects, or spread your coverage across the class.
Guarantees, restructures, dead money, tags, and a future that always collects.
Build the whole tree. Scheme fit, teaching, and poaching reshape the building.
Careers bend around opportunity, coaching, confidence, health, and time.
Work human and CPU markets with real valuations and binding consequences.
Set prices, fund facilities, carry debt, and keep a city believing through the rebuild.
The choice is never isolated. Who you scout changes who you draft. Who you hire changes who that player becomes. Who that player becomes changes what the cap will demand. Years later, the league can still trace the whole argument.
Three scouts disagree on Delgado. You spend the final private workout and move him above the safer tackle.
He will not reach pick seven. You send next year's first to your closest rival and move to number three.
Delgado is due. Your drafted edge is due. The receiver's agent remembers the role promise you broke. The title window is real, and so is the cap.
Play a serious solo league or bring up to 31 friends. CPU general managers scout, budget, and transact through the same rules you do — never hidden truth. No empty offices. No cheat codes. No waiting for thirty-two schedules to align.
Most in-season turns fit into about ten minutes. Offseason tentpoles ask for more because they should. The league advances asynchronously, and standing preferences cover the routine without making the big calls for you.
Games resolve through real football causes, then show you what your franchise could legitimately learn.
Results, injuries, reports, staff, and the league wire — one prioritized desk.
Handle the few decisions that change your week. Batch the routine.
Games simulate, the wire moves, and every other office reacts to the same world.
Draft grades become careers. Contracts become windows. Staff trees split, rivalries deepen, and a rebuild that looked foolish in year one becomes the story everyone retells in year six. SimLegends is being engineered around believable careers, a conserving economy, and a league history worth studying.
FICTIONAL LEAGUE ARCHIVE · IRONHAVEN PERSONNEL ROOM · DRAFT NIGHT, 1986
Competitive advantage and private information are never sold.
They scout and decide through the same observation pipeline as human owners.
Hard cap, shared revenue, and bounded owner liquidity — no rubber-banding.
Start solo. Bring a league. Build a front office that can survive its own success. Founding access opens before the first friend-group leagues kick off.
FOUNDING LEAGUES · PHONE-SIZED WEEKS · FICTIONAL TEAMS, REAL CONSEQUENCES