Store data
- UK price
- Free
- US price
- Awaiting regional check
- Positive reviews
- 89%
- Total reviews
- 88
- Release date
- 5 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 51 | -76 | -59.8% | 13 | -58.3% |
| October 2026 | 34 | -93 | -73.2% | 11 | -56.2% |
| September 2026 | 127 | — | — | 26 | — |
| Region | Currency | Regular | Current | Discount | Historical low | Last change |
|---|---|---|---|---|---|---|
| United KingdomGBP · GB | — | — | Unavailable | — | — | No change recorded |
| United StatesUSD · US | — | — | Unavailable | — | — | No change recorded |
| Euro areaEUR · DE | EUR | Free | Free | 0% | Free | No change recorded |
| United Arab EmiratesAED · AE | AED | Free | Free | 0% | Free | No change recorded |
| AustraliaAUD · AU | AUD | Free | Free | 0% | Free | No change recorded |
| BrazilBRL · BR | BRL | Free | Free | 0% | Free | No change recorded |
| CanadaCAD · CA | CAD | Free | Free | 0% | Free | No change recorded |
| SwitzerlandCHF · CH | CHF | Free | Free | 0% | Free | No change recorded |
| ChileCLP · CL | CLP | Free | Free | 0% | Free | No change recorded |
| ChinaCNY · CN | CNY | Free | Free | 0% | Free | No change recorded |
| ColombiaCOP · CO | COP | Free | Free | 0% | Free | No change recorded |
| Costa RicaCRC · CR | CRC | Free | Free | 0% | Free | No change recorded |
| Hong KongHKD · HK | HKD | Free | Free | 0% | Free | No change recorded |
| IndonesiaIDR · ID | IDR | Free | Free | 0% | Free | No change recorded |
| IsraelILS · IL | ILS | Free | Free | 0% | Free | No change recorded |
| IndiaINR · IN | INR | Free | Free | 0% | Free | No change recorded |
| JapanJPY · JP | JPY | Free | Free | 0% | Free | No change recorded |
| South KoreaKRW · KR | KRW | Free | Free | 0% | Free | No change recorded |
| KuwaitKWD · KW | KWD | Free | Free | 0% | Free | No change recorded |
| KazakhstanKZT · KZ | KZT | Free | Free | 0% | Free | No change recorded |
| MexicoMXN · MX | MXN | Free | Free | 0% | Free | No change recorded |
| MalaysiaMYR · MY | MYR | Free | Free | 0% | Free | No change recorded |
| NorwayNOK · NO | NOK | Free | Free | 0% | Free | No change recorded |
| New ZealandNZD · NZ | NZD | Free | Free | 0% | Free | No change recorded |
| PeruPEN · PE | PEN | Free | Free | 0% | Free | No change recorded |
| PhilippinesPHP · PH | PHP | Free | Free | 0% | Free | No change recorded |
| PolandPLN · PL | — | — | Unavailable | — | — | No change recorded |
| QatarQAR · QA | — | — | Unavailable | — | — | No change recorded |
| RussiaRUB · RU | — | — | Unavailable | — | — | No change recorded |
| Saudi ArabiaSAR · SA | — | — | Unavailable | — | — | No change recorded |
| SingaporeSGD · SG | — | — | Unavailable | — | — | No change recorded |
| ThailandTHB · TH | — | — | Unavailable | — | — | No change recorded |
| TaiwanTWD · TW | — | — | Unavailable | — | — | No change recorded |
| UkraineUAH · UA | — | — | Unavailable | — | — | No change recorded |
| UruguayUYU · UY | — | — | Unavailable | — | — | No change recorded |
| VietnamVND · VN | — | — | Unavailable | — | — | No change recorded |
| South AfricaZAR · ZA | — | — | Unavailable | — | — | No change recorded |
| CIS (regional USD)USD_CIS · AM | — | — | Unavailable | — | — | No change recorded |
| Latin America (regional USD)USD_LATAM · AR | — | — | Unavailable | — | — | No change recorded |
| Middle East & North Africa (regional USD)USD_MENA · EG | — | — | Unavailable | — | — | No change recorded |
| South Asia (regional USD)USD_SASIA · PK | — | — | Unavailable | — | — | No change recorded |
Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
The phone is ringing. They want Saturday, 9pm. What's your price?
Pitchside Empire is a management game that starts with a single five-a-side pitch. Customers call you; you quote a price. Ask too much and they book somewhere else. Ask too little and the pitch fills while the till stays empty. Finding the line between the two is the game.
Every call is a decision. The team on the other end has a budget, and they are not telling you what it is. Regulars are more generous and push back less — knowing your customers is an advantage you earn over time. Some will counter your offer. Do you take it, or hold?
Profits buy changing rooms, showers, a canteen, seating, floodlights. Floodlights make the evening slots sellable — the most valuable hours of the day. Upgrade your pitch surfaces too: a worn pitch means bad reviews, and bad reviews mean falling reputation. When reputation falls, so do customer budgets.
One plot holds four pitches. Want a fifth? You need new land: the Industrial Yard, the Harbour District, the Lakeside Complex, the Downtown Arena, the Hilltop Campus. Each plot has its own ground, its own decor and its own kind of customer — shift workers fill the late hours at the industrial yard, while the lakeside teams pay properly.
Hire a manager and they answer the phone and close deals on your behalf. A cleaner, a cook, an attendant, security — each one touches a different part of customer satisfaction. Promote them and the place runs while you look elsewhere.
From level 10, the local clubs want to play their tournament on your pitches. One pitch is set aside one day a week; in return you take a hosting fee and ticket revenue. Your own club sits in the table too — and the better your pitches, the better your real chance at the title.
Fights break out on the pitch. Your reputation takes the hit.
Customers leave reviews. You can read every one.
Thirty-day history charts for cash, occupancy and level.
Eight languages: English, Turkish, German, Spanish, French, Brazilian Portuguese, Russian and Simplified Chinese.
16 achievements.
From one pitch to a facility. The rest is between you and the phone.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Ach First Booking | 95.1% |
| 02 | Ach Hundred Bookings | 55.2% |
| 03 | Ach Manager | 46.1% |
| 04 | Ach League Host | 45.8% |
| 05 | Ach Floodlights | 44.1% |
| 06 | Ach Full Staff | 38.6% |
| 07 | Ach Four Pitches | 38.4% |
| 08 | Ach Level 25 | 34.3% |
| 09 | Ach Full Day | 32.4% |
| 10 | Ach Five Stars | 29.7% |
| 11 | Ach Second Land | 29.4% |
| 12 | Ach Thousand Bookings | 27.7% |
| 13 | Ach Perfect Pitch | 25.1% |
| 14 | Ach Third Land | 15.9% |
| 15 | Ach League Champion | 15.7% |
| 16 | Ach Millionaire | 14.9% |
The big Online Update has just been released! We're continuing to expand the online side of Pitchside Empire, and this update was built almost entirely from your reports and feedback. Matches now have sound, the pitch is much faster, your facility can continue to grow, and saving will no longer lock you inside the game. Matches can now be heard The pitch now has sounds for kicks, passes, goalkeeper saves, and goals. Crowd ambience continues throughout the match and rises when a goal is scored before settling back down. Every step of the countdown now has a sound, with the pitch increasing during the final seconds. Previously, the match screen had no sound at all. Faster online matches The ball now feels like it is actually being kicked instead of slowly gliding across the pitch. In online matches, a pass has been reduced from 3.5 seconds to 1.1 seconds. An attack has been reduced from...
Read full update on Steam ↗New Added squad management to recruit, train, and field players for your club Added an era ladder tracking late-game milestones with monthly reports Added advertising campaigns to boost booking calls when you have free capacity Added the ability to sell built pitches back for a partial refund Added a "Long Road" screen to track long-term objectives and weekly goals Added customizable bottom dock slots pinned directly from quick access Added sponsor advertisement boards along pitch fences Added dynamic car park traffic with cars arriving and leaving based on occupancy Added privacy settings to disable presence sharing and automatic error reports Added a promo code system to claim one-off bonuses from the menu or in-game Improved Improved land expansion with discounted rollout prices for existing facility standards Improved reputation and pricing curves to make five-star ratings achieva...
Read full update on Steam ↗The whole facility has been remodelled, the phone finally feels like a negotiation, and the save system now keeps backups. Almost every line below comes from a report or a review you wrote. Thank you. A new look Everything you build is modelled properly now: the clubhouse and its upgrade floors, changing rooms, restrooms, showers, the VIP lounge, the school classroom, the entrance sign, houses, benches, lamps and the landmarks of every district. The canteen grows with its level: an extension, a terrace with umbrella tables and string lights. People queue at it and sit at its tables. The car park has a booth with a barrier that lifts as cars arrive, chargers, hedges, and three kinds of car on the roads. Pitch-side props are new: floodlight masts, stands with real seats, dugouts, goal frames, perimeter fences, ad boards and corner flags. Players, goalkeepers, spectators and staff have h...
Read full update on Steam ↗This update is built almost entirely from what you sent us through the in-game report button. Thank you — every one of these was read. Game speed The clock can now run at 2× or 3×. The fast-forward buttons sit next to the clock in the top bar, the same choice is in Settings → General, and keys 1–3 switch speed. Speed only changes how fast time passes. Calls, income and costs per game day stay exactly the same, so going faster never changes your balance. During a phone call or an incident decision the clock drops back to normal speed, so you never miss the hour a team asked for. Match visuals keep up at higher speeds: crowd cheers, drink service, daylight and floodlights, and the "GOAL!" label. A guided start When you create a new world, a short screen tour points at each part of the interface — cash, reputation, your lands, the clock and speed, incoming calls, the match calendar and t...
Read full update on Steam ↗A quality-of-life update focused on the in-game interface and on making it easier to tell us when something goes wrong. HUD The match calendar and the bottom toolbar now form a single dock, centred on the screen, with matching widths. No more mismatched panels overlapping each other. The dock never overlaps the left-hand panels, and it scales down cleanly on smaller windows. Removed the hover label that popped up over the bottom toolbar. The buttons already carry their own text. New round "Report a bug" button in the bottom-right corner. Pressing it pauses the game and opens the report window. Bug reporting Completely redesigned report window: pick a type (Bug / Suggestion / Other), add a short title, describe what happened, optionally attach screenshots, and press Send. That's it. Category, frequency, expected behaviour, contact address and save-file attachment are still available, f...
Read full update on Steam ↗Small fixes and polish: Incident damage no longer rolls back the turf tier you paid for — it only affects maintenance condition. Fixed a crash in the league menu caused by a corrupt past-champion record. The same pitch can no longer be charged twice for maintenance. An agreed customer time slot can no longer be broken without warning. Fixed new game slots getting cramped on short screens. Closed an exploit that generated money from broken negative amounts. Existing saves are unaffected. Thanks for the reports!
Read full update on Steam ↗Your growing facility now has more decisions, events, and ways to develop. This update expands negotiations and business management, redesigns the interface, and addresses many of the problems reported by the community. BETTER NEGOTIATIONS AND PHONE CALLS • Three pricing approaches, suitable time-slot selection, and acceptance chances displayed alongside each offer. • A final negotiation round: accept the customer's counteroffer, try a modest increase, or take a bolder risk. • Customer loyalty and their preferred playing time influence the final negotiation. • Deposits, remaining payments, and additional earnings are shown before you confirm. • New games start with manual calls. The answering machine holds the queue; hiring a manager unlocks automatic answering. • Growing facilities occasionally receive three-hour block booking requests. • Changing your selection no longer refreshes t...
Read full update on Steam ↗Thank you to everyone who reported problems in the first few days. Two of them were serious, and both are fixed. The receptionist getting stuck Once your facility grew, the manager could freeze on 6/6 queued calls and every new call was logged as missed — one player reached over 900. The cause: when the manager closed one call and another was already waiting, the game closed that one instantly too, and the timer that clears the call on screen never re-armed. The queue stopped draining. It only appeared in bigger facilities because early on the voicemail queue is usually empty. Fixed, with a second safety net that keeps the queue moving even if the first one ever fails. We also found the manager could not keep up at peak demand, so calls they close now clear faster. Save files could be lost Autosave runs once a second, and in a long game a single write can take longer than that. Every...
Read full update on Steam ↗This update is built almost entirely on player feedback. Thanks to everyone who left a review — a couple of you pointed at exactly the right problems. HAGGLING ACTUALLY WORKS NOW The acceptance meter on the phone was lying to you. It showed numbers that had nothing to do with how your offer was really judged — an offer that was certain to be accepted displayed as 86%, which pushed you to ask for less than you could have got. The meter now reflects the real outcome. Every caller has their own hidden patience, so reading the situation still beats memorising a formula. Counter-offers are no longer simply the customer's maximum, so deliberately overshooting is no longer the one correct move. And the counter-offer has its own countdown now — the customer won't wait forever. THE FIRST TEN MINUTES MOVE FASTER You start with more cash: enough for two purchases on day one instead of one, so yo...
Read full update on Steam ↗1 positive · 0 negative.
1 positive · 0 negative.
1 positive · 0 negative.
1 positive · 0 negative.
1 positive · 0 negative.
The big Online Update has just been released! We're continuing to expand the online side of Pitchside Empire, and this update was built almost entirely from your reports and feedback. Matches now have sound, the pitch…