In this update6
Full notes
Full Retro Manager update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Workshop
- Store
Retro Manager changes
Welcome to Retro Manager: Why I Created This Game
Hi everyone,
My name is Mark, and I'm the solo developer behind Retro Manager.
I thought the first developer blog would be a good opportunity to introduce myself, explain where Retro Manager came from, and share why I decided to create a football management game in the first place. Retro Manager is my first ever coding project and I've loved learning new skills and watching my game develop as the weeks rolled by.
A Lifelong Love of Football Management
Like many football fans, I've spent countless hours playing management games over the years. In the 90's, I loved the Premier Manager and Championship Manager games. I've always loved the challenge of building a squad, discovering young talent, balancing finances, improving facilities, and slowly turning a struggling club into a powerhouse.
But as the years went on, I found myself with less free time. Between work, family life, and everything else that comes with being an adult, sitting down for a five-hour gaming session became a lot harder than it used to be.
I still loved football management games. I just wanted one that respected my time.
The Game I Wanted to Play
That's where the idea for Retro Manager began.
I wanted a game that captured those 90's games and the feeling of running a football club without requiring hundreds of hours to enjoy it.
A game where:
Seasons move quickly
Matches are fast and exciting
Club building matters
Stadium development is rewarding
Player progression feels meaningful
You can play for 15 minutes or several hours
Most importantly, I wanted a game that focused on the decisions that make football management fun.
Why the Retro Style?
The retro-inspired visual style wasn't just an artistic choice.
I grew up playing games where imagination filled in the gaps. Simple graphics often left more room for the player to create their own stories.
Retro Manager embraces that philosophy. Rather than chasing realism, the goal is to create a game that's easy to pick up, easy to understand, and fun to keep coming back to.
Building Retro Manager
Creating a game as a solo developer has been both challenging and incredibly rewarding.
Every system, every screen, every piece of artwork, every bug fix, and every update has been part of a long learning journey.
There have been plenty of late nights, lots of experimentation, and more than a few mistakes along the way. But seeing players build clubs, win trophies, unlock achievements, and share feedback makes all of it worthwhile.
What's Next?
Retro Manager continues to evolve.
Recent updates have introduced new countries, Steam Workshop support, additional achievements, improved match telemetry, and many quality-of-life improvements.
There is still plenty more I'd like to add, and I'll be using these developer blogs to share progress, discuss design decisions, and give you a behind-the-scenes look at development.
Thank You
Whether you've purchased the game, added it to your wishlist, left a review, shared feedback, or simply taken the time to read this post, thank you.
Retro Manager exists because of players who enjoy football management games as much as I do.
I look forward to sharing more of the journey with you.
— Mark Developer, Retro Manager
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