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Steam News8 November 20257mo ago

Version 0.9.6 Released!

v0.9.6 Match Engine Goalkeeper positions have been improved, logic reworked to make them a lot less aggressive in pushing up the pitch, give them a little more sense and make them more realistic.

In this update11

Full notes

Full Sunday League Manager: Horse and Spoon update

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What changed

1 fix4 additions7 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
  • Security
  • Events
changedMatch EngineGoalkeeper positions have been improved, logic reworked to make them a lot less aggressive in pushing up the pitch, give them a little more sense and make them more realistic.
changedMatch EngineMomentum calculations tweaked - the matches work on a momentum trend that is worked out on the fly, between 5-15 minute spells of 'dominance' that can be interrupted tactically or by subs - to be more reactive and increase the flow of the match in these spells.
addedMatch EngineNew interplay moves added to the player logic (1-2s, playing for fouls, cut backs and rounding the keeper all added to the logic).
addedMatch EngineColour issues have guards against them - a few times people have mentioned playing against a team in the exact same colour as the spoons - this shouldn't ever happen as the colour pool the opposition have to chose from is deliberately made to contrast against the Spoons - but I have added a guard against this in the ME to ensure that where that is failing, there will not be a bad experience.
changedMatch EngineCaptain buffs have been improved (their presence on the pitch will influence your chance at wrestling momentum in the game).
changedMatch EngineClearer feedback in tactical screens throughout the Matches, tooltips for players who are out of position.

Sunday League Manager: Horse and Spoon changes

changedGoalkeeper positions have been improved, logic reworked to make them a lot less aggressive in pushing up the pitch, give them a little more sense and make them more realistic.
changedMomentum calculations tweaked - the matches work on a momentum trend that is worked out on the fly, between 5-15 minute spells of 'dominance' that can be interrupted tactically or by subs - to be more reactive and increase the flow of the match in these spells.
addedNew interplay moves added to the player logic (1-2s, playing for fouls, cut backs and rounding the keeper all added to the logic).
addedColour issues have guards against them - a few times people have mentioned playing against a team in the exact same colour as the spoons - this shouldn't ever happen as the colour pool the opposition have to chose from is deliberately made to contrast against the Spoons - but I have added a guard against this in the ME to ensure that where that is failing, there will not be a bad experience.
changedCaptain buffs have been improved (their presence on the pitch will influence your chance at wrestling momentum in the game).

v0.9.6

Match Engine

  • Goalkeeper positions have been improved, logic reworked to make them a lot less aggressive in pushing up the pitch, give them a little more sense and make them more realistic.

  • Momentum calculations tweaked - the matches work on a momentum trend that is worked out on the fly, between 5-15 minute spells of 'dominance' that can be interrupted tactically or by subs - to be more reactive and increase the flow of the match in these spells.

  • New interplay moves added to the player logic (1-2s, playing for fouls, cut backs and rounding the keeper all added to the logic).

  • Colour issues have guards against them - a few times people have mentioned playing against a team in the exact same colour as the spoons - this shouldn't ever happen as the colour pool the opposition have to chose from is deliberately made to contrast against the Spoons - but I have added a guard against this in the ME to ensure that where that is failing, there will not be a bad experience.

  • Positioning at Penalties are now more realistic.

  • Captain buffs have been improved (their presence on the pitch will influence your chance at wrestling momentum in the game).

  • Clearer feedback in tactical screens throughout the Matches, tooltips for players who are out of position.

  • Match ratings are more dynamic with substitutions - a subbed player will not receive FT bonuses (or penalties).

Bibs off, Super Sub on

Instead of the bibs off forced substitute logic, we now have the option to make a single second half sub a 'super sub'. You will give him a gee-up related to the attribute you want him to exploit, if he wins a face-off with that attribute he will gain a buff of +10% in every stat for the remainder of the game and the team will have a momentum buff for the remainder of the game. Failure will see momentum nerfed and the player marking him receive the buff.

Suspensions Carry Over

Red cards now work to suspend players for the next game - there was an issue where these suspensions were skipping.

Messages

We are now capped at 5 messages per week from the team, with complaints a lot less persistent. The responses will have an increased impact on either improving or reducing happiness.

Player Notes & Shortlist

Inside Scouting you will now have access to a shortlist, you can add and remove players to this in the Notes Section of the player profile - which is also new.

Youth Players Improved

Young players from the youth recruitment avenues are now a bit better - they are still not going to be as good as your best players, but they will be more useful to you earlier on.

Captain Effects

Additional Captain effects have been introduced - they will aide team morale when they are happy and they will (over the course of a season) bring up the character traits of players who look up to them.

Achievements Sorted

Some achievements were in with typos (sorry!) these have been fixed. There is also a check that fires on load of a saved game for any achievements that have been missed in Steam.

More varied fixture creation in the early season

No more "we play all our away games first" fixture generation - that was lazy of m, sorry all!

NPC's shouldn't play twice in the same day

There were instances of NPC team's playing another game the day they were due to face yourself - this wasn't affecting much other than realism since the fatigue was counted at the end of the day for them, but it was unrealistic.

Facilities completely re-worked

The facilities feature has been completely re-done to make this more rewarding and challenging.

Source

Steam News / 8 November 2025

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