Store data
- UK price
- £13.75
- US price
- $11.99
- Positive reviews
- 100%
- Total reviews
- 6
- Release date
- 25 September 2026
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| Last 30 days | 14 | 0 | 0.0% | 2 | -60.9% |
| October 2026 | 8 | -6 | -42.9% | 2 | -54.5% |
| September 2026 | 14 | — | — | 5 | — |
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Brick and Banner is a college football management sim built around one idea: Cut the busy work. Build your team for your scheme and watch them execute. How far can you take your brand of football.
You start at the bottom with one coach, a Division III program and a small-town stadium. Recruit, install a scheme, and win. If you succeed Division II comes next, but leaving the team you've built is a tough decision. Recommend your trusted coordinator to take over once you leave, and keep the team and the coach under your control.
COACHING DNA, AND WHAT A CAREER LEAVES BEHIND
Every coach develops a DNA over his career ten traits earned on the field, not picked from a menu. Run the ball on fourth-and-two enough times and he becomes a Riverboat coach. Win on the road and he's a Road Warrior. Ground & Pound, Air Attack, Pressure, Ball Hawk, Discipline, Special Teams, Adjustments each one grows from one star toward a diamond as he proves it, and each one changes how his teams actually play. When he retires, the ceremony lets him choose which of those traits to pass down, and they're banked into the tree for good. The next coach in the family opens his career already carrying part of that inheritance
CALL THE GAME YOURSELF
This is not a sim you have to watch from the press box. Build a game plan of fronts, coverage shells, pressure packages and formation checks, then take the headset on game day and call it snap by snap or hand it to your coordinators and let your plan run. Every play resolves on the field in a broadcast-style viewer with real routes, real run fits and real pass rush. Watch highlights or the whole game again in the box score.
RUN THE PROGRAM
Recruit for your scheme. Own the depth chart, every room, every week. Develop players through traits and coaching. Work the portal. Hire the staff, and lose them when they're good enough to leave. After every game, a report tells you why you won or why you lost, in football terms, so the next week is yours to fix.
BUILD YOUR OWN FOOTBALL
Build your own plays, formations, playbooks, teams and whole leagues.
Single-player. No microtransactions. No online account. Your dynasty lives in your save files.
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.
Recruiting Recruits now come from across the country the way real players do. Each state's share follows how many kids actually play high school football there, and hometowns are real towns spread across each state. California used to pull from about a dozen towns. Now it pulls from hundreds. The distance buttons on the recruiting board are real miles now: within 175, 350, 525, 700, or Any. These are based on the recruiting cost upticks. California schools get extra local recruits where the in state pool was too thin to fill rosters. Talent previews for players you have not scouted stay the same every time you look. Scrolling the board no longer changes anything in your season. A better Evaluator on your staff gives you sharper previews. Next for recruiting: class sizes based on real numbers instead of what schools need. More players will go unsigned, like real life, and you will have...
Read full update on Steam ↗This is the big one. The football underneath has been rebuilt so every player does the job the play gives him, and the results are tuned against real college numbers. Every player has a job Run defense plays by assignment. Each defender has his gap, force or cutback job from where he lines up, and the man assigned to fill the hole is the one who makes the stop. One linebacker no longer piles up the majority of tackles for the team. After a catch, the chase starts from where the defenders actually are in coverage, so the man covering the receiver is usually the first one there. Pass protection is by assignment. The center takes the nose, a slide moves the line, and a blitzer nobody can reach comes free. Blocks can end with a man on the ground. Pancakes and knockdowns show in the play by play and the box score. Tight ends block more often on handoffs. Passing Coverage plays by responsib...
Read full update on Steam ↗This one finishes the box scores, makes the playbook builders do what they say, and puts every play on the new Film. Box scores and stats League games you did not play now keep a box score for the current season. When a new season starts, past seasons roll into each player's season totals. Quick sim box scores now add up. Catches match completions, receiving yards match passing yards, and an interception thrown is an interception caught on the other side. Pressures, forced fumbles and tackles for loss show up, and backups get their share of tackles. Fumble recoveries are counted, including a muffed punt or kickoff the kicking team falls on. The FR column is back. Every player listed in a box score shows his name. Defensive playbook builder A Cover 2 card plays Cover 2 every time. A call set to 0 is never called by your staff. You can still call it yourself. A personnel answer that nam...
Read full update on Steam ↗This one is mostly fixes you will see: box scores that show everything, tackle credit that follows the rules, road games written the right way, and computer rosters that stopped running out of defensive backs. Box scores The box score no longer says "No stats recorded" for a player who has stats. A linebacker with 15 tackles or a kicker who went 3 for 3 shows up. Every side of the ball has its full table now: defense (solo, assisted, total, tackles for loss, sacks, interceptions, pass breakups, and forced fumbles), kicking, punting and returns. A receiver who was targeted and caught nothing is listed. A real zero shows as 0. Something the game never kept says Not recorded instead of a fake 0. Both teams show, and the game box and the season stats read the same list, so they agree. Stats No tackle on a touchdown. An interception counts as an interception, not a tackle. A tackle for los...
Read full update on Steam ↗Recruiting assist players are now visible on your board, with targets, offers, visits and spending. Scholarships open back up when an offered recruit chooses another school, including staff offers. “Let the sim handle it” at halftime continues the game instead of restarting it. “Sim possession” stops after one possession and shows a short result message. This includes defensive touchdowns. Fixed false “Save failed / storage full” messages during games. I am stress testing this weekend and should have another update tomorrow. Having multiple coaches is a big area of focus. If something seems off I want to hear it. Let me know in community hub or discord.
Read full update on Steam ↗Saves: every save gets a Load button and a plain name, deleting asks first, and lost trees come back on launch. 8 coaching bug fixes: no more stranger hired into a coordinator’s old chair promises are tracked from the day you make them switching programs no longer wipes your job offers a coach’s seasons count as soon as they’re played The head-job offer card: when your coordinator gets a head coaching offer, the game asks you first. Coaching screens redone: the same cards as the rest of the game, plain wording, no dead ends, and a coordinator leaving is a real moment. Autopilot: staff game plans every week, with your own settings left untouched. Fit: the two-sided version, so stars aren’t automatic A’s, and recruits are graded against freshmen. Other Fixes The recruiting alert: the game stops you if your class is behind when signing starts. Week 1 with more than one program: it opens...
Read full update on Steam ↗This update changes how schedule money works, adds a new way to see how your players grew, two new calls for the end of a half, flags drawn on the board, and a big step for the Film board. Schedule money Non-conference games now pay the way they do in real college football. Host a weaker school and you pay them a check but keep your ticket money. Go play at a stronger school and they pay you, but you give up that week's home gate and pay for the trip. A home and home books the return game the next season on its own. Ticket money is counted per home game now, not as one lump. A better opponent fills more seats, and so does your rivalry game. The scheduling screen shows each option's money in plain dollars before you pick it. Computer schools book and get paid by the same rules you do. Schedules you already set keep their old money. The new rules start with your next booking. In D2 and...
Read full update on Steam ↗The 99s fix, four screen plays that look like four different screens, an in-game menu, the end of half clock, the goal line pile, the coaching tree chair bug, and fixes you reported. Ratings Too many players showed 99. Two causes. The Talent number was graded against fresh rosters, so on a developed league nearly every starter read 99. It is graded against a developed league now. D1 starters with any 99 go from about three in four to about one in five. D1 scoring comes down about a point a game to the real-world line. D2 and D3 do not move. On the field The half could end before you got to use your last timeout after a completion. Your call or the timeout offer now comes at the whistle, before the clock runs off. On a stuffed run near the goal line the pile could be drawn past where the ball was spotted, out the back of the end zone. The carry stops at the spot now. The touchdown call...
Read full update on Steam ↗This one is mostly the fixes you reported after 1.4b, plus one save bug I want to be plain about. Saves If the game was closed at the wrong instant during a save, the front door could hide a whole season and offer only a new one. The season was never lost. 1.4c finds it again and shows Resume Season. If that happened to you on 1.4b, update and your season is back. Depth chart Every spot now starts on Best, which averages a player's run grade and pass grade. Quarterback included. Set Run or Pass yourself when you want a specialist. The depth chart no longer leans a formation one way. Who leans run or pass is your gameplan's call. Records and standings A perfect season now means no losses in any game, bowl and playoff included. Games played counts right on the records board. Playoff seeding follows the poll. Money The money card shows what the pool earned and what you spent, and the Sig...
Read full update on Steam ↗Stats, defense and a lot of cleanup. Saves carry over. Stats - Team totals now count every game, bowls and playoffs included. They match the game log and the player lines. - Tackles show solo, assists and a true total. - Quick-sim playoff games now credit player stats. - Quick-sim tackle totals now line up with full-sim games. On the field - Only players on the field can recover a fumble. Some recoveries were going to players on the bench. - On zone blitzes the defense now drops an end into coverage, not the nose tackle. The man who drops covers his zone. - The runner on the board follows the path the play actually took. - Play cards show what the offense and defense really do on that call. Dynasty - Scoring no longer climbs over a long dynasty. Work ethic was growing too fast through practice drills. D1 now holds near 27 to 28 points a game across 50 seasons. Screens - Coordinator ca...
Read full update on Steam ↗Turnovers and flags issues with starting spot and LOS Coaching tree bug leaving Coordinators behind too soon was not transferring the team Coach mode after sim to half not allowing you to call plays Timeouts being used under 1 minute now tell you PAT call screen fresh UI QB moving in the pocket on classic now actually live Switching to play calling not acting right away now fixed Coaches Calls now add and drop your own plays Flags have been a pain point I am still working through. There is a slider in the settings to turn them down or off.
Read full update on Steam ↗Your game plan is five layers the sim reads in order: Playbook, Game Plan, Situations, Players, and the headset on game day. A setting higher on the list beats one below it. A man you set stays set. Every layer has a switch: Staff runs this, or I run this. Leave a layer on staff and your coordinators fill it from their own book. Take it over and it is yours until you hand it back. There is no separate simple mode any more. Auto is simple mode. What the staff's book is: every coordinator has a philosophy, his leans and his specialty, and that philosophy now produces a real playbook. If your Playbook layer is on staff, his book is the one the sim reads, and you can see it on Coaching, Staff, and on the Playbook screen read only. Starting a new dynasty on staff skips the playbook pick, because his book is the playbook. Halftime and timeouts are an editing window. Change the plan and the...
Read full update on Steam ↗The Rebalance Passing was too hard. Completion percentage sat around 58 target is 61. Sacks were too common, about one in fifteen dropbacks. Now one in eighteen, which is where college football is. Turnovers came down to about 1.4 a game per team, inside the real range. A completed pass now pays the yardage of the route that was actually thrown, not the depth the play was called at. That was a long standing bug and it moved the passing numbers more than any one change. Offenses run less in the red zone than they should have. Fixed. Points per game land right around 27 with everything above in place. Quarterback rushes are still a little high against real numbers. What Talent and Fit are. Every player card now reads Talent, Fit, and Potential. Talent is how good he is at his position against every player in the country, 1 to 99, a 50 being a middle of the league man wherever he plays....
Read full update on Steam ↗Field goals on film Goalposts at both ends, drawn at their real width. The full kick: the snap, the hold, the kick, and the ball's flight to the posts. Makes go through the uprights. Misses go wide left, wide right, fall short, or hit the upright, exactly as the kick was scored. Blocked kicks are shown. Extra points use the same play and the same posts. The camera cuts to the Pocket view for every field goal and extra point, then goes back to whatever camera you were using. There is a switch in the camera settings if you would rather it did not. Punts land where they really landed, and a fair catch shows the signal. Kickoffs start from the tee. Your kicker The kicker on your depth chart kicks every kick. Field goals, extra points, punts and kickoffs all read the same man, the same leg and the same accuracy. Kickoffs used to grab the first kicker on the roster. Kickers are judged again...
Read full update on Steam ↗Custom schools: Fixed an issue where rerolling or revisiting dynasty setup could create duplicate copies of your school. This prevents new duplicates during setup; duplicates already present in an existing dynasty are not removed Simulation consistency: Reduced game-wide performance randomness. Testing showed stronger teams winning more consistently and fewer extreme blowouts. Upsets still happen; broader simulation improvements remain planned for 1.1a. Halftime autosaves: Regular-season Dynasty games now autosave when reaching halftime, allowing you to reload and continue from the break.
Read full update on Steam ↗Fixed new team color UI leaked into the live games in dynasty and seasons mode.
Read full update on Steam ↗Team colors throughout the UI. Headers, banners, navigation, roster accents, recruiting controls, and player cards now use your school’s colors while keeping the brick styling. Rating colors remain unchanged. Cleaner page layouts. Rounded headers blend better with the surrounding panels, with improved sizing on desktop and smaller screens. Separate whistle mute. Added an independent whistle control in audio settings. Pause and replay fixes. Resuming playback no longer skips an unfinished play. Scrubbing while paused updates the displayed frame immediately. Smoother camera transitions. Improved framing between plays and kicking sequences, with steadier space for the play-by-play feed. Better touchdown presentation. Touchdown announcements and score displays follow the scoring action more accurately, including defensive touchdowns. Clearer replay overlays. Reduced overlapping announceme...
Read full update on Steam ↗Recruiting Recruits now come from across the country the way real players do. Each state's share follows how many kids actually play high school football there, and hometowns are real towns spread across each state. C…
This is the big one. The football underneath has been rebuilt so every player does the job the play gives him, and the results are tuned against real college numbers. Every player has a job Run defense plays by assign…
This one finishes the box scores, makes the playbook builders do what they say, and puts every play on the new Film. Box scores and stats League games you did not play now keep a box score for the current season. When…
This one is mostly fixes you will see: box scores that show everything, tackle credit that follows the rules, road games written the right way, and computer rosters that stopped running out of defensive backs. Box sco…
Recruiting assist players are now visible on your board, with targets, offers, visits and spending. Scholarships open back up when an offered recruit chooses another school, including staff offers. “Let the sim handle…
Saves: every save gets a Load button and a plain name, deleting asks first, and lost trees come back on launch. 8 coaching bug fixes: no more stranger hired into a coordinator’s old chair promises are tracked from the…