Store data
- UK price
- £13.29
- US price
- $19.99
- Positive reviews
- 78%
- Total reviews
- 19
- Release date
- 1 November 2026
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1 player-data day recorded in this window.
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| Last 30 days | 17 | — | — | 11 | — |
| November 2026 | 17 | — | — | 11 | — |
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| United StatesUSD · US | USD | $19.99 | $19.99 | 0% | $19.99 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Every round is decided before it starts. By the players you signed, the roles you gave them, the utility you drew on the map, and the call your IGL makes at 1:55.
FRAGLINE is a deep esports management sim. Take over an org nobody rates, build a roster, write your own playbook, and drag the team out of open qualifiers and onto the Major stage. Every round is played out by a full tactical AI engine that reads your setups, your utility and your roles, and punishes you when they are wrong.
Most management games roll the dice and hand you a number. FRAGLINE plays the round out. Ten agents move through a real map, hold the angles you told them to hold, throw the utility you drew, and lose the site when your setup was thin on the wrong side. What you watch on screen is what decided the scoreline, so every loss has a reason you can go back and find.
Every agent thinks for itself. What it has seen, what it heard, what it believes the enemy is doing. Your in-game leader makes macro calls off that belief model, never off perfect information.
Duels resolve from real attributes. Aim, reflexes, positioning and discipline, plus dedicated mechanics for Flick, Tracking, Spray Control and Movement. A flicker and a tracker win different fights.
Utility is physical. Smokes are volumes, flashes and molotovs respect walls and floors, and a mistimed nade blinds your own entry fragger.
Watch it your way. Follow every round live on a clean 2D radar view, or skip straight to the result with a fast resolver that still reads your tactics.
This is not a slider. You open the map, pick a role slot, and draw where that player walks, where he holds, and where his smoke lands. Save it as a set, and at freeze time your team runs it. When it falls apart you can see exactly which player was standing where, and go back and fix the line yourself. A whole season can turn on one A execute you finally got right.
Draw executes on the map itself. Per role slot, per phase: walk paths, hold angles, crossing lanes, stances and waits.
Place utility by hand. Line the smoke up from the throwing spot to the target. The team buys it, walks to the spot, and throws it in the match.
Tag by side and intent. Execute, control, retake, anti-rush, post-plant. Your IGL pulls from the book at freeze time, and you can override the call yourself.
Twelve tactical dials on top. Tempo, entry discipline, freedom, mid control, retake policy, save behaviour, utility usage and more. Every one is wired to real engine behaviour, not a hidden percentage.
The book keeps score. Every set tracks its own win rate from matches and scrims, so you find out which A execute on Mirage actually works.
Share it. Export a single set, a map book or your entire playbook to a one-line code or a file. Import a friend's. Trade playbooks with the community.
The nineteen year old you pulled out of an open qualifier is not a stat block waiting to be maxed out. He has a ceiling you cannot see, a personality that decides how he takes a benching, a first language that may not match the rest of the room, and maybe five good years in him. Your job is to find him early, point his training at the right thing, and know when to sell.
Attributes on a 1 to 100 scale with a hidden potential ceiling that development pushes against and never breaks. Nobody becomes a five star just by grinding.
Three growth channels. The yearly age curve, daily training, and skill points earned from matches and sessions that you spend attribute by attribute. Or hand the budget to your coach.
Roles are side specific. Five T roles, seven CT roles, per-map deviations, and a five star aptitude rating for each one built from stats and match experience.
Hidden personality axes drive ambition, loyalty, professionalism, temper and adaptability. They shape negotiations, unrest, dressing room reactions and how a player takes bad news.
Language matters. 53 nationalities with real language tables. Team chemistry is built on a shared tongue and personality fit, and an international roster that cannot talk to each other plays measurably worse.
Rare traits. Aggressors who snowball off entry frags, anchors who refuse to leave their site, egoists who take the fight alone. And the very rare wonderkid.
Age is undefeated. Veterans decline and retire. The good ones come back to your building as a coach, analyst or mentor.
Over 7,000 players are out there and you cannot see most of them properly. Scouts bring back bands, not numbers, and the report is only as sharp as the analyst who wrote it. When you finally move, you sit at a negotiation table against an agent who knows exactly how much your rivals are offering. And every deal is paid for out of one pot: whatever you hand to wages is money you no longer have to buy anyone.
Selling is half the game. Rival clubs watch your roster and put real offers on the table for the players who are outgrowing you, and a title winning season is the fastest way to get your star poached. Take the fee and rebuild, or hold him for one more Major run and watch his contract wind down to nothing.
Scouting with real fog of war. You only know what your scouts have seen. Attributes show as bands until a player is properly known, and an unscouted signing is a gamble you take with your own money.
A live transfer market. Search the whole world by role, age, potential, region, attribute floors, fee and wage ceilings. Save your searches and get told when new names match them.
Negotiate for real. Fees, wages, contract length and a 24 clause contract book: release clauses, buyouts, loyalty bonuses, appearance and title bonuses. Every clause is read by the engine later.
Offers come in as well as out. AI clubs bid for your best players, list a player for sale to bring the buyers in, and decide whether the fee is worth the hole it leaves in your lineup.
Free agents, expiring deals and pre-contracts. Sign a star on a free transfer if you spot the expiry before anyone else does, or lose one of yours the same way.
One budget, split by you. The board gives you a pot and you decide how much goes to wages and how much stays available for fees. Both are hard caps. Nobody bails you out.
Income you have to build. Sponsor deals with conditional bonus objectives, merchandise revenue driven by how famous your players actually are, and prize money from the events you win.
A full ledger. Weekly wage runs, transfer fees, staff salaries, bonus payouts and a cash runway that tells you how many months you have left at this burn rate.
Your results do not disappear into a table. FRAGLINE ships with a working esports news site inside the game, and it writes about your world. You lose a Major qualifier and read the headline the next morning. You sign a nineteen year old nobody has heard of and the scene notices. It covers the teams you are chasing too, so the league always has a story running, whether you are in it or not.
A full in-game esports media portal. Front page, breaking news, match reports, event pages, world rankings, team and player profiles.
Written from what actually happened. Your signings, your upsets, your collapses, your retirements. Rivals get covered too, and you read about a title race you are not in.
Every name is a link into your save. Click a club, read the roster, click a player, open his file.
One world model. Rankings, prize money, tournament archives and hall of fame records all read from the same simulation you are playing.
Five good players are not a team yet. Somebody has to run the practice week, read the opponent, keep the room together and get everyone to the venue with something left in the tank. Every seat you fill and every day you book between match days is a decision that shows up on the server later.
A staff department that is actually read by the engine. Head coach, assistants, analysts, scouts, performance coaches, psychologists and mentors, each with attributes, traits and coaching licences that change what your team gets. A better analyst is a better opponent report.
A living calendar. Leagues, open and closed qualifiers, tiered tournaments and Majors, with a map veto phase you can automate or play out yourself.
The week between matches. Training plans, bootcamps, individual drills, team talks, media duties, dressing room events, and a relationship system that remembers the player you sold.
Club legacy. Records, historic rosters, a hall of fame, and a wall of names that outlives the players who earned them.
Every save generates its own scene from a seed. Different players, different clubs, different careers about to happen in places you will never look. You start at the bottom of it.
A scene of 1,200 clubs and 53 nationalities, every player generated fresh for each save.
A full career from tier five obscurity to the Major stage, one match day at a time.
13 languages: English, Turkish, German, French, Spanish, Brazilian Portuguese, Italian, Polish, Russian, Ukrainian, Simplified Chinese, Japanese and Korean.
No aim. No reflexes. Just the roster, the playbook, and 24 rounds to prove you were right.
Build the org, write the playbook, live with the call. FRAGLINE is a deep esports management sim with a tactical match engine that plays your hand-drawn sets, players who grow and fade on their own terms, and a living media scene that reports every result.
| # | ||
|---|---|---|
| 01 | Ach First Win | 0.4% |
| 02 | Ach First Trophy | 0.3% |
| 03 | Ach Ace | 0.1% |
| 04 | Ach Comeback | 0.1% |
| 05 | Ach Flawless | 0.1% |
| 06 | Ach Homegrown | 0.1% |
| 07 | Ach Qualified | 0.1% |
| 08 | Ach Big Sale | 0.0% |
| 09 | Ach Dynasty | 0.0% |
| 10 | Ach Finished Product | 0.0% |
| 11 | Ach Hall Of Fame | 0.0% |
| 12 | Ach Major Champion | 0.0% |
| 13 | Ach One Of Our Own | 0.0% |
| 14 | Ach Premier Title | 0.0% |
| 15 | Ach Set Author | 0.0% |
| 16 | Ach Star Power | 0.0% |
| 17 | Ach Streak 10 | 0.0% |
| 18 | Ach Ten Years | 0.0% |
| 19 | Ach World No1 | 0.0% |
| 20 | Ach World Top10 | 0.0% |
A data and world update for the sale week. The data screens now show what happened instead of only listing numbers, the AI transfer market stopped making obvious mistakes, and the news feed stopped repeating itself. Data Charts on both pages (Compete > Map Data / Player Data). Map Data opens with four cards: your map pool by side (where you win on T, on CT, on both), the round form of the selected map, round wins by buy type (pistol, eco, force, full buy) and A/B site results. Player Data shows the squad's form lines, a profile radar against teammates, and each starter's opening kills, multi-kills and clutches. Live matches are recorded as played. The round log of a match you watch is now that match. Before, the ledger kept a resimulated match with the same winner, so side, pistol and opening numbers could describe a different game. Career means career. The Career scope keeps counting...
Read full update on Steam ↗A screens pass this week. The two screens where you pick and draw your sets were rebuilt, with a few visual fixes around them. Match Set selection screen reworked. The set panel that opens during freeze time on the match HUD now shows a preview: before you lock in, you see all five players' routes on the radar, the utility throws and the plant spot. Next to it: difficulty, utility count and which role throws what. Arrow keys and the mouse drive the same row, 1-9 pick directly, and the AUTO row shows the set the engine would play. New C4 icon. The bomb icon now follows the game's color language and stays readable at radar size. A planted bomb has a red outline, a dropped one a gray outline, and the bomb in the 3D view uses the same colors. Tactics and set editor Lineup rows no longer clash. In the Lineup section of the Tactics screen, the row frame and the colored T and CT block frames...
Read full update on Steam ↗Second weekly build. Two things this week: the engine doing what your tactics panel tells it, and an inbox that stays fast in a long career. Match engine Orders are binding. The HIDE order was quietly opening the hunt gate, and after the plant the team went looking for a fight; now it holds position and waits for contact. With RETAKE on Always, nobody drops into a save. And nobody saves when the opponent is on match point or on the last round of a half, the round gets played. Rushes read MID CONTROL, and nobody walks into fire. On a rush round the MID CONTROL setting never reached the engine and all five piled into the same choke; the mid player splits off now. The fire check shared a flag with smoke pass-through, so players were walking through molotovs; fire is read on its own now, the path is scanned ahead, and they wait for the flames to die. CT stopped smoking T spawn. On maps wi...
Read full update on Steam ↗From now on FRAGLINE gets an update every Thursday. A fixed rhythm: you know when the next one lands, and I know what I am shipping. This first weekly build is a small one, and almost all of it came from your suggestions. Keep them coming. What you asked for Personality badges explain themselves. Hover a badge like AMBITIOUS or MODEL PROFESSIONAL and you get what it actually does in the engine: how hard a rival pulls at that player, how a team talk lands, how long unrest sits. Roles show the attributes they read. The role picker lists them under every role and marks the weak ones in amber, and the tooltip tells you what it takes to reach the next aptitude tier: how much attribute growth, or how many maps in the role. Retraining a player is something you can plan now. Compare players side by side. Right click any player, anywhere in the game, and choose Compare. Up to four columns: abi...
Read full update on Steam ↗Thanks to everyone who sent a report. Most of these came straight from you.
Read full update on Steam ↗Thanks to everyone who sent feedback, clips and bug reports in the first days.Keep them coming, this list is your work.
Read full update on Steam ↗17 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
A data and world update for the sale week. The data screens now show what happened instead of only listing numbers, the AI transfer market stopped making obvious mistakes, and the news feed stopped repeating itself. D…
A screens pass this week. The two screens where you pick and draw your sets were rebuilt, with a few visual fixes around them. Match Set selection screen reworked. The set panel that opens during freeze time on the ma…
Second weekly build. Two things this week: the engine doing what your tactics panel tells it, and an inbox that stays fast in a long career. Match engine Orders are binding. The HIDE order was quietly opening the hunt…
From now on FRAGLINE gets an update every Thursday. A fixed rhythm: you know when the next one lands, and I know what I am shipping. This first weekly build is a small one, and almost all of it came from your suggesti…