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Sheets of Ice Sheets of Ice Desktop Edition Build Plan

Desktop Edition Build Plan

These ten outcome areas are lasting goals for players, not a sequential roadmap — they are built in parallel, in no particular order. Each of the 132 capabilities below shows its current status, what already works in-game, and what's still to come.

Updated

Overall status distribution

  • 22 Playable
  • 68 Playable / improving
  • 1 Groundwork only
  • 5 Being checked
  • 1 Design pending
  • 35 Not built

132 capabilities across 10 outcome areas — 22 Playable, 68 Playable / improving, 1 Groundwork only, 5 Being checked, 1 Design pending, 35 Not built.

Ten outcome areas

  1. Game Engine 6 capabilities
    • 1 Playable
    • 5 Playable / improving
  2. A GM Can Run the Hockey Year 38 capabilities
    • 13 Playable
    • 20 Playable / improving
    • 1 Being checked
    • 4 Not built
  3. Players and Development 13 capabilities
    • 4 Playable
    • 5 Playable / improving
    • 1 Being checked
    • 3 Not built
  4. Scouting and Decision Information 21 capabilities
    • 1 Playable
    • 8 Playable / improving
    • 2 Being checked
    • 1 Design pending
    • 9 Not built
  5. Believable AI Organizations 12 capabilities
    • 6 Playable / improving
    • 1 Groundwork only
    • 1 Being checked
    • 4 Not built
  6. A Living Dynasty and League History 9 capabilities
    • 2 Playable
    • 2 Playable / improving
    • 5 Not built
  7. Watchability and Session Flow 7 capabilities
    • 1 Playable
    • 5 Playable / improving
    • 1 Not built
  8. The First Hour and Safe Saves 8 capabilities
    • 6 Playable / improving
    • 2 Not built
  9. Desktop, Modding, and Release 9 capabilities
    • 4 Playable / improving
    • 5 Not built
  10. Presentation, Usability, and Sharing 9 capabilities
    • 7 Playable / improving
    • 2 Not built
Show statuses

Game Engine

6 capabilities

  • 1 Playable
  • 5 Playable / improving
Playable / improving

Single-game correctness, 32 events, sub-states, special teams

#single-game-correctness-32-events-sub-states-special-teams

Games simulate the full range of hockey action, including special teams like power plays and penalty kills, though fighting and 4-on-4 hockey aren't modeled yet.

Works now

  • Every game plays out as a stream of real on-ice events, from shots and passes to hits and turnovers.
  • Power play and penalty kill situations play out with their own distinct rhythm and tendencies.
  • Games move through realistic phases of play like zone entries, breakouts, and offensive-zone cycles.

Still to come

  • Fights are not simulated; on-ice altercations don't happen in games yet.
  • 4-on-4 situations, like early overtime under some rules, aren't modeled as their own distinct play style yet.
Playable / improving

Manpower, penalties, overtime, shootout, empty net

#manpower-penalties-overtime-shootout-empty-net

Manpower situations, penalties, overtime, shootouts, and empty-net strategy all play out in games, but penalties can't yet be called during overtime.

Works now

  • Penalties are called and manpower advantages and disadvantages are simulated during regulation.
  • Games that are tied after regulation move into overtime, then a shootout if still tied.
  • Coaches pull the goalie for an extra attacker in empty-net situations late in games.

Still to come

  • No penalties can be called once a game reaches overtime, so overtime power plays don't happen.
Playable / improving

In-game injuries remove players correctly

#in-game-injuries-remove-players-correctly

Players who get injured during a game are recorded and marked hurt, but the game doesn't yet stop them from being sent out for more shifts afterward.

Works now

  • In-game injuries occur and are logged against the player who got hurt.
  • Injured players are flagged as hurt in the game record.

Still to come

  • An injured skater can still be sent back out for shifts after getting hurt instead of being pulled from the lineup.
  • The lineup doesn't automatically adjust to play a man short when a player is hurt mid-game.
Playable / improving

Hockey-shaped calibrated outcomes

#hockey-shaped-calibrated-outcomes

Games already look and feel like hockey in their overall shape, but scoring currently comes too easily at even strength and on the power play, and per-line shot distribution isn't tuned yet.

Works now

  • Games produce believable box scores with realistic-looking shot counts, goals, and game flow.
  • Special teams and even-strength play both generate outcomes recognizable as real hockey.

Still to come

  • Even-strength and power-play goal rates are currently a little too high and need to be tuned down.
  • Faceoff win rates aren't fully calibrated to real hockey yet.
  • Shot distribution across a team's lines, top line versus fourth line, doesn't yet match realistic usage patterns.
Playable

Deterministic game results and event records

#deterministic-game-results-and-event-records

Replaying the exact same matchup with the same lineups and settings always produces the identical game, shot for shot and event for event.

Works now

  • The same matchup, lineups, and starting conditions always produce the exact same game result.
  • Every event in a replayed game matches the original down to the smallest detail.

Still to come

Nothing outstanding noted.

Playable / improving

Complete game artifacts: box, PBP, shifts, TOI

#complete-game-artifacts-box-pbp-shifts-toi

Every Pro game produces a full box score, but shift-by-shift ice time charts are still being checked for accuracy.

Works now

  • A complete box score, with goals, shots, penalties, and more, is generated for every Pro game played.

Still to come

  • Shift charts showing each player's exact shift-by-shift ice time are still being checked for accuracy.
  • A farm or junior game keeps its score and feeds season totals, but has no box score of its own.
↑ Back to top

A GM Can Run the Hockey Year

38 capabilities

  • 13 Playable
  • 20 Playable / improving
  • 1 Being checked
  • 4 Not built
Playable / improving

Advance by day, week, event, or date

#advance-by-day-week-event-or-date

Advancing through time works, but there is no concept of a calendar just yet. Just a string of days.

Works now

  • You can advance the season one day at a time.
  • You can advance N number of days that you enter.

Still to come

  • Advancing straight to the next event, like the next game or decision point, is still being checked for reliability.
  • A real calendar view, not just a running list of days, is still to come.
Playable

Pause when a decision is required

#pause-when-a-decision-is-required

The season automatically pauses whenever you need to make a call, so you never sim past a decision without noticing.

Works now

  • Advancing the calendar stops automatically whenever a decision needs your attention.
  • You can't accidentally sim past moments that require a GM call.

Still to come

Nothing outstanding noted.

Being checked

Calendar of pinned league events

#calendar-of-pinned-league-events

Whether every important league date, like the trade deadline and the draft, falls where it should is still being checked, and there is no calendar screen to look them up on.

Works now

Nothing yet.

Still to come

  • Whether every key league date, like the trade deadline, draft, and playoffs, is correctly pinned in every scenario is still being checked.
Playable / improving

Offseason phases progress and roll over correctly

#offseason-phases-progress-and-roll-over-correctly

Offseason phases like free agency and re-signings progress and carry over from one season to the next, but the draft currently falls later in the sequence than it should.

Works now

  • Offseason phases run one after another and carry over from one season into the next.
  • Free agency, re-signings, and other offseason business all take place each year.

Still to come

  • The draft currently happens later in the offseason sequence than it should relative to other moves.
  • Moving the draft would change how an already-played season plays out a second time, so it is being done carefully.
Playable / improving

Honest pro, junior, and college taxonomy

#honest-pro-junior-and-college-taxonomy

A new career includes a full independent Juniors level whose clubs play enough games to produce useful player information, while college remains to come.

Works now

  • A new career has 64 independent Juniors clubs, with real schedules, residence, and player records.
  • The level is named simply Juniors throughout the game.

Still to come

  • College levels of play are not yet part of the starting league.
  • The current Juniors world still needs to be checked for reliability across many seasons in a row, not just one.
Playable / improving

Affiliation agreements as data

#affiliation-agreements-as-data

Each team can have one affiliated partner team for sending players up and down, but more complex, multi-level affiliation setups aren't supported yet.

Works now

  • A team can be affiliated with one farm or partner team for moving players between levels.
  • Juniors clubs are independent residence clubs, not affiliates owned by Pro organizations.

Still to come

  • Teams can't yet have multiple affiliation agreements at once, such as separate deals at different levels.
Playable

Realistic schedule generation, divisions, standings, tiebreakers

#realistic-schedule-generation-divisions-standings

The league generates a realistic schedule with proper divisions, and standings are calculated correctly using real tiebreaker rules.

Works now

  • A full realistic schedule is generated respecting divisional and league structure.
  • Standings are calculated automatically, including correct tiebreaker rules.

Still to come

Nothing outstanding noted.

Not built

Playoff odds and magic numbers in the standings race

#playoff-odds-and-magic-numbers-in-the-standings-race

The standings race does not yet show live playoff odds or magic numbers for clinching a spot or elimination.

Works now

Nothing yet.

Still to come

  • No playoff-odds percentages are shown anywhere in the standings.
  • No magic number tracking for clinching a spot, a division, or a bye.
  • No visual flag for teams that are mathematically eliminated.
Playable

Playoff seeding, bracket, and series

#playoff-seeding-bracket-and-series

Once the regular season ends, the playoff bracket seeds automatically and you play through best-of series round by round.

Works now

  • Playoff seeding is calculated automatically from final standings.
  • The bracket fills in and updates as each series is decided.
  • Best-of series play out round by round through to the championship.

Still to come

Nothing outstanding noted.

Not built

Draft lottery

#draft-lottery

There is no draft lottery yet, so draft order for non-playoff teams cannot be set the way league rules require.

Works now

Nothing yet.

Still to come

  • No lottery odds, ball draws, or lottery night presentation exists.
  • Draft order for non-playoff teams cannot be finalized under league rules.
  • No lottery results screen or history of past lottery outcomes.
Playable / improving

League and CBA settings visible and editable

#league-and-cba-settings-visible-and-editable

The league's cap and rulebook settings are applied in play, but there is no screen in the game to look at them or change them.

Works now

  • The league's cap and rulebook settings are applied in play, even with no menu to view them.

Still to come

  • No screen lets you view the league's cap and rulebook settings.
  • No way to edit these settings from within the game.
  • The settings preview promised at new-game creation, where you could look but not change anything, is not built yet.
Playable

Salary-cap trajectory as league configuration

#salary-cap-trajectory-as-league-configuration

The salary cap rises on a fixed, published schedule each year rather than reacting to any simulated league revenue.

Works now

  • The cap ceiling and floor climb according to a set year-by-year schedule.
  • Cap growth is predictable and the same regardless of how teams perform financially.

Still to come

Nothing outstanding noted.

Playable

GM dashboard as the operational home

#gm-dashboard-as-the-operational-home

The Dashboard on your home screen is the command center, showing current state, pending decisions, required actions, recent results, and where to go next.

Works now

  • The home screen shows your team's current state at a glance.
  • Pending decisions and required actions are listed and clickable.
  • Recent outcomes and results are summarized on the same screen.
  • Shortcuts to key destinations like roster, cap, and trades are built in.

Still to come

  • This page still needs work to look better, run faster, and take player feedback into account.
Playable / improving

Lines, pairs, units, and goalie rotation editor

#lines-pairs-units-and-goalie-rotation-editor

You can set your forward lines, defense pairs, and special-teams units by hand, and choose how much of the crease your backup carries.

Works now

  • Forward lines can be set and rearranged by hand.
  • Defense pairs can be set and rearranged by hand.
  • Power play and penalty kill units can be set up.
  • Your team plan, your dashboard and your club page all name the same starter and backup, and that is the goalie the next game is handed.
  • A rested number one starts, and your coach plans the nights your backup gets - the second night of back-to-backs first, then rest spread through the schedule.
  • You can tell your coach to ride your number one, keep the standard plan, or share the crease closer to even, and your dashboard says which plan your club is on.

Still to come

  • You cannot pick the starter for one particular night, only the standing order.
  • Coaches are all alike for now, so no club rides its goalie harder than another unless you say so.
Playable / improving

Call-up, demote, waivers, IR/LTIR, scratches

#call-up-demote-waivers-ir-ltir-scratches

Call-ups, demotions, injured reserve, and healthy scratches all work, but waivers and long-term injured reserve are not built yet.

Works now

  • Players can be called up from the farm team.
  • Players can be demoted to the farm team.
  • Players can be placed on injured reserve.
  • Healthy scratches can be set from the lineup screen.

Still to come

  • Waivers do not exist, so no player ever has to clear waivers.
  • There is no long-term injured reserve, so a long injury does not free up cap room for a club.
Playable

Roster and cap compliance enforcement

#roster-and-cap-compliance-enforcement

Roster and cap rules are enforced automatically, so a move that would break the cap or roster limits gets caught and flagged.

Works now

  • Moves that would violate the salary cap are blocked or flagged.
  • Roster size limits are enforced on every transaction.
  • A notice is generated whenever a move affects cap or roster compliance.

Still to come

Nothing outstanding noted.

Playable / improving

Farm and affiliate operations with deployment input

#farm-and-affiliate-operations-with-deployment-input

You can move players through your farm team and say how it should be used, and those games are played and recorded, though the numbers they produce do not read like real hockey everywhere yet.

Works now

  • Players can be assigned to and viewed on the farm roster.
  • Lineup and deployment input for the farm team can be set.
  • Farm and junior schedules are played out, and the season totals those games produce are kept.

Still to come

  • Below the top level no ice time is recorded for a skater, so a farm or junior line has no minutes beside it.
  • Some farm and junior numbers still read further from real hockey than they should, level by level.
Playable

Human organization strategy setting

#human-organization-strategy-setting

You can set the overall strategic direction for your organization as the human GM, and it holds up under review.

Works now

  • Organization-wide strategy can be set by the human GM.
  • The chosen strategy is applied consistently across team decisions.

Still to come

Nothing outstanding noted.

Not built

Line chemistry evaluation

#line-chemistry-evaluation

There is no line chemistry system yet, so lines do not build or lose on-ice familiarity over time.

Works now

Nothing yet.

Still to come

  • Lines and pairs have no chemistry or familiarity rating.
  • Keeping a line together or breaking it up has no performance effect yet.
  • No way to see which combinations are clicking or which are not. The game already tracks how players do with and without each other on the ice, but nothing uses it for lines yet.
Playable

Development-tier residence participation

#development-tier-residence-participation

Affiliate and junior teams dress players from their own rosters and play full schedules, with a clear notice when a club cannot ice a lineup.

Works now

  • Affiliate and junior teams use the players assigned to them when they dress for games.
  • Those teams play their full schedules and record their results.
  • A club that genuinely cannot ice a lineup shows a clear sit-out notice.

Still to come

Nothing outstanding noted.

Playable / improving

Cap accounting: hit, space, accrual, dead, retention, bonus, LTIR

#cap-accounting-hit-space-accrual-dead-retention-bonus-ltir

Cap hit, cap space, accrual, and dead cap are tracked correctly, but several re-signing, retention and bonus situations are unfinished.

Works now

  • Cap hit is tracked correctly for every contract on the roster.
  • Cap space, accrual, and dead cap are calculated correctly.

Still to come

  • While you are re-signing your own players, your cap space is not fully worked out.
  • Salary a club keeps behind in a trade is still being checked.
  • An older career can still carry a contract offer that nothing closed, left over from before that was fixed.
  • The cap books are not fully squared up at a few points in the season.
  • What happens when signing bonuses push a club past the cap is not finished.
Playable / improving

Re-sign, extend, qualify, arbitration, offer sheets

#re-sign-extend-qualify-arbitration-offer-sheets

Re-signing your own pending free agents, extending players already under contract, and issuing qualifying offers to restricted free agents all work today, though arbitration and offer sheets do not exist yet.

Works now

  • Re-sign your own pending free agents before they hit the open market.
  • Extend a player who is already under contract for more years.
  • Issue qualifying offers to keep restricted free agent rights.

Still to come

  • Salary arbitration cases are not modeled, so no arbitrator sets a contract number.
  • Rival teams cannot send your restricted free agents an offer sheet.
  • No offer sheet mechanic exists for you to use against other teams either.
Playable / improving

Free-agent market and player-side decisions

#free-agent-market-and-player-side-decisions

The open free-agent market is playable end to end, with players who weigh competing offers and decide for themselves where to sign.

Works now

  • Browse the full open free-agent market and see what's available.
  • Make contract offers to unrestricted free agents.
  • Watch players compare multiple offers and choose where to sign.
  • See signings and market movement play out in real time.

Still to come

  • Some free-agency screens and panels still have polish and layout improvements planned.
Playable / improving

ELC, two-way, and bonus structures

#elc-two-way-and-bonus-structures

Entry-level deals and two-way contracts for young and depth players are live, but you cannot yet write performance bonuses into a contract.

Works now

  • Sign drafted rookies to entry-level contracts at the standard rookie scale.
  • Use two-way contracts that pay a different salary in the minors.
  • Two-way and entry-level deals affect the cap the way they should.

Still to come

  • Performance bonus clauses, like games-played or award bonuses, cannot be added to contracts.
  • No bonus overage cap consequences exist yet since bonuses themselves are missing.
Playable / improving

Buyouts and terminations

#buyouts-and-terminations

Buying out a contract and terminating one for cause both work and change your books the way you'd expect.

Works now

  • Buy out an underperforming player's contract.
  • See the resulting dead cap spread across future seasons.
  • Terminate a player's contract for cause.

Still to come

  • Contract termination behavior is still being checked for accuracy in unusual cases.
Playable

NMC and NTC protection

#nmc-and-ntc-protection

Players can hold no-movement and no-trade clauses that genuinely restrict what a GM can do with them.

Works now

  • Negotiate no-movement or no-trade protection into a contract.
  • Protected players cannot be sent down or traded without their consent.
  • Clauses are respected everywhere roster moves and trades happen.

Still to come

Nothing outstanding noted.

Not built

Agents as entities

#agents-as-entities

Player agents do not exist as characters in the game yet, so contract talks have no one on the other side of the table.

Works now

Nothing yet.

Still to come

  • Agents are not modeled as individual people with their own personalities.
  • Negotiations happen without a named agent representing the player.
  • No agent relationships, reputations, or negotiating styles to learn and manage.
Playable / improving

Human valuation and comparables tooling

#human-valuation-and-comparables-tooling

Value estimates on roster, contract, free-agency, trade and draft screens all come from the same public record of what a player has actually done, so every screen quotes the same number.

Works now

  • Roster, contract, and free-agency screens show value estimates built from a player's public record.
  • Lineup, draft, trade-card, fit, and player-detail displays read the same thing, so the number does not change from one screen to the next.

Still to come

  • There is no side-by-side comparable-player tool yet.
  • A club has no scouting knowledge of its own to price from, so two clubs cannot yet honestly disagree about what a player is worth.
Playable

Holdout resolution

#holdout-resolution

A retained restricted free agent who cannot reach a voluntary deal can hold out, and the deadline resolves the situation.

Works now

  • A retained restricted free agent can hold out when a voluntary deal is not reached.
  • The deadline resolves the standing offer, including the possibility that the player sits out.
  • You can proactively resolve a holdout involving your own team.

Still to come

Nothing outstanding noted.

Playable / improving

Multi-asset trade proposal UI

#multi-asset-trade-proposal-ui

You can build complex, multi-player, multi-pick trade offers and send them to other teams.

Works now

  • Combine multiple players and draft picks on both sides of a trade offer.
  • Send and receive multi-asset trade proposals.
  • See the offer reflected correctly for both rosters involved.

Still to come

  • Salary retention terms in a trade are still being checked for correctness.
  • Conditional pick language, like 'if the pick lands in the top ten', is still being verified.
Playable

Trade block and stated wants

#trade-block-and-stated-wants

You can put players on the trade block and tell the league what you want back for them.

Works now

  • Mark any player as available on the trade block.
  • State what kind of assets or player types you want in return.
  • Other teams can see your stated wants when they consider offers.

Still to come

Nothing outstanding noted.

Playable / improving

Asking-price discovery and trade finder

#asking-price-discovery-and-trade-finder

Figuring out what it actually takes to pry a player loose is still a negotiation, with no scouting work you can send out to do the legwork.

Works now

  • You can see the league trade block, with the clubs that are shopping a player and the clubs that are only listening.

Still to come

  • No tool reveals a team's true private asking price for a player.
  • Finding the real price still means making offers and negotiating back and forth.
  • Putting scouts on a target, or asking for a deep dive before you make an offer, is not something you can do yet.
Playable / improving

Trade deadline experience

#trade-deadline-experience

Trades can be made right up to the deadline, but deadline day itself has no special treatment yet.

Works now

  • Make and receive trades all the way up to the trade deadline.
  • Deadline trades post and take effect just like any other trade.

Still to come

  • Deadline day has no countdown, special presentation, or added drama yet.
  • No deadline-specific news coverage or buyer-versus-seller framing exists yet.
Playable / improving

Multi-year draft-pick inventory

#multi-year-draft-pick-inventory

You can hold and trade draft picks across multiple future years, not just the current draft.

Works now

  • Hold draft picks belonging to several future years at once.
  • Include future-year picks as part of a trade offer.

Still to come

  • How many years deep the pick inventory tracks correctly is still being checked.
Playable

Accepted trades execute as league transactions

#accepted-trades-execute-as-league-transactions

Once a trade is accepted, it actually happens: contracts, roster spots, and picks all move and both teams' cap space updates.

Works now

  • Accepted trades move contracts and players onto their new rosters.
  • Traded draft picks move to their new owning team.
  • Both teams' salary cap space recomputes right after the trade.
  • A trade announcement posts for every accepted trade with the correct players and picks.

Still to come

Nothing outstanding noted.

Playable / improving

Draft-day board, clock, trades, and feed

#draft-day-board-clock-trades-and-feed

On draft day you get a live draft board, a running pick clock, and a feed of selections as they happen, with in-draft trades still rough around the edges.

Works now

  • A draft board lists prospects in order with a running pick clock
  • A live feed shows each pick as teams make their selections
  • You make your own picks on the clock through the draft-day screen

Still to come

  • The overall draft-day experience feels thin beyond simply making your picks when it's your turn
  • Trading picks during the draft itself is still being checked for problems
  • More draft-day atmosphere and pacing, like a proper war-room feel, is planned
Playable

Drafted-player signing, assignment, rights, junior lifecycle

#drafted-player-signing-assignment-rights-junior-lifecycle

Once you draft a prospect you can sign them, assign them to your pro or junior roster, and track their rights and junior eligibility through their whole development path.

Works now

  • Drafted prospects can be signed to their first contract
  • Signed prospects can be assigned to your pro roster, your affiliate, or their junior club
  • Draft rights are tracked so rival teams cannot sign your prospects out from under you
  • Junior-eligible players move through their junior career on a realistic timeline

Still to come

Nothing outstanding noted.

Playable / improving

Draft rules as data, including lottery

#draft-rules-as-data-including-lottery

The draft follows your league's own rules for order and rounds, but there is no draft lottery yet, so the worst teams simply pick in strict reverse-standings order.

Works now

  • Draft order and round structure follow the rules set for your league
  • Draft rules can differ by league setup instead of being fixed

Still to come

  • There is no draft lottery yet; picks go out in straight reverse-standings order
  • Lottery odds, the drawing itself, and any pick movement from it are not built
↑ Back to top

Players and Development

13 capabilities

  • 4 Playable
  • 5 Playable / improving
  • 1 Being checked
  • 3 Not built
Playable

Awards and All-Star teams

#awards-and-all-star-teams

The league hands out a full slate of end-of-season awards and names First and Second All-Star teams, all stamped automatically as the season rolls over.

Works now

  • Seven judged awards are decided and handed out at season rollover
  • First and Second All-Star teams are named at season rollover
  • Award and All-Star results are posted on the Season Hub for you to review

Still to come

Nothing outstanding noted.

Playable / improving

League and franchise records, all-time leaders

#league-and-franchise-records-all-time-leaders

You can look up all-time statistical leaders across the league and your own franchise, though the deeper single-season and career record book is still sparse.

Works now

  • All-time statistical leaderboards are available leaguewide and for your franchise
  • You can see which skaters top career totals in the major stat categories

Still to come

  • The formal record book, single-game and single-season marks, is still thin
  • Goalies are not in the career leaderboards yet, so the all-time lists are skaters only
  • Milestone alerts and record-chase storylines are not built yet
Not built

Hall of Fame

#hall-of-fame

There is no Hall of Fame yet, so a legend who retires simply leaves the league with no induction, plaque, or ceremony to mark the career.

Works now

Nothing yet.

Still to come

  • No Hall of Fame exists yet for any player to be inducted into
  • No induction voting, ceremony, or gallery of past honorees is built
Not built

Retired numbers

#retired-numbers

No club can retire a number yet, so nothing is ever pulled out of circulation to honor a franchise great.

Works now

Nothing yet.

Still to come

  • No way exists yet to take a number out of use to honor a franchise legend
  • Retired numbers are not displayed anywhere, like a rafters banner list
  • No number can be set aside, and a player does not carry a number of their own that a club could retire
Not built

Development direction and training focus

#development-direction-and-training-focus

You cannot set a development direction or training focus for a prospect yet, so every player develops the same generic way regardless of what you'd want to emphasize.

Works now

Nothing yet.

Still to come

  • No way to choose a training focus or development plan for a player yet
  • Players develop generically rather than along a direction you set
  • No visible payoff yet for steering a prospect toward a particular skill
Being checked

Captaincy and jersey numbers

#captaincy-and-jersey-numbers

No club names a captain yet, and the number a player wears in a game is made up from that night's lineup rather than belonging to the player.

Works now

Nothing yet.

Still to come

  • No team names a captain or alternates
  • A player does not carry a number of their own, so a number means nothing from one game to the next
  • How numbers and the captaincy should carry over through trades, call-ups and retirements is still to be decided
Playable / improving

Player personality, locker room, mentorship, negotiation

#player-personality-locker-room-mentorship-negotiation

A player's personality already shapes how contract talks go, but locker room chemistry and veteran mentorship effects on your roster are not built yet.

Works now

  • Player personality shows up in how contract negotiations play out
  • Personality traits are visible on a player's profile

Still to come

  • Locker room chemistry effects from your personality mix are not built yet
  • Veteran mentorship of young players has no in-game effect yet
Playable

Biographical color

#biographical-color

Every player carries a full personal backstory, hometown, and biographical detail that make them read like a real person rather than just a stat line.

Works now

  • Players have hometowns, birthdates, and biographical backstory details
  • Player profiles read like real bios instead of bare attribute lists

Still to come

Nothing outstanding noted.

Playable

Development, aging, and potential

#development-aging-and-potential

Players age, develop, and decline along believable career curves, with a potential range shown so you can judge where a prospect might realistically top out.

Works now

  • Players develop and age along realistic year-over-year curves
  • Potential shows as a range so you can judge a prospect's ceiling, not one fixed number
  • Potential ranges stay steady over a long career instead of drifting oddly over time

Still to come

Nothing outstanding noted.

Playable / improving

Injury depth and lingering effects

#injury-depth-and-lingering-effects

Skaters get hurt and miss real time with a range of injuries, but goalies currently cannot be injured at all, and whether injuries leave lasting effects is still being checked.

Works now

  • Skaters suffer a range of injuries that sideline them for realistic lengths of time
  • Injury reports show up in your roster management screens

Still to come

  • Goalies cannot be injured at all yet, an unrealistic gap
  • Whether injuries leave lingering effects on a player after recovery is still being checked
Playable

Retirement

#retirement

Players retire on their own timeline as age, injury, and performance catch up, and their career record locks in for the history books.

Works now

  • Aging or declining veterans retire instead of playing forever
  • A retiring player's career totals and history become permanent and feed league records
  • Retirement can come from age decline, injury, or a player choosing to walk away

Still to come

Nothing outstanding noted.

Playable / improving

Career milestones and honors

#career-milestones-and-honors

Career milestones like round-number goal, assist, and games-played totals are tracked and stick to a player's history, though coverage of every notable honor is not complete.

Works now

  • Milestone totals such as career goals, assists, and games played are recorded
  • Milestone moments become a permanent part of a player's career history once reached

Still to come

  • Not every kind of career milestone or honor a long career should earn is tracked yet
  • Coverage across different achievement categories is uneven, so some noteworthy moments can be missed
Playable / improving

Player page

#player-page

The player page and drawer combine biography, career history, public results, and the same Our view used by every GM decision, though deeper scouting reports are still to come.

Works now

  • The player page and drawer show biography, career stats, Usage, Production, Our view, and Outlook
  • Human and AI GMs are shown the exact same player read, built from the same evidence
  • Missing or thin public evidence is shown honestly instead of being replaced by a hidden rating

Still to come

  • Material scouting reports, report history, and club-earned private certainty are not built yet
  • Some expandable detail panels still need polish
↑ Back to top

Scouting and Decision Information

21 capabilities

  • 1 Playable
  • 8 Playable / improving
  • 2 Being checked
  • 1 Design pending
  • 9 Not built
Playable / improving

Stat pages and comparative franchise analytics

#stat-pages-and-comparative-franchise-analytics

Stat pages let a GM browse team and league numbers and compare franchises side by side, though the deeper comparative tools are still limited.

Works now

  • Stat pages show team and league numbers a GM can browse across the franchise and the league
  • Basic side-by-side comparisons between franchises are available

Still to come

  • Deeper comparative analytics between franchises are still limited in scope
  • More advanced breakdowns for judging one franchise against another are not built yet
Playable / improving

Central Scouting public list

#central-scouting-public-list

A public Central Scouting list ranks the draft class and publishes two dated Outlooks, separate from your team's board and draft list.

Works now

  • Central publishes a public Outlook halfway through the season and another at the start of the offseason; each call stays as it was originally published
  • Scouting lets you choose an edition and compare the two calls for a prospect; the draft board keeps your live forecast beside the published comparison
  • Central's public ranking stays separate from your team's own board and your manual GM list

Still to come

  • The tier bands are basic and don't yet capture finer distinctions within a draft class
  • Public rankings still need to build up in stages over the season rather than appear as one flat list
Playable / improving

Prospect pipeline portfolio views

#prospect-pipeline-portfolio-views

A pipeline view lists your farm system and unsigned draft rights prospects with shared Our view and Outlook, while your plan and needs shape what your club does with them.

Works now

  • A pipeline view lists your farm system and unsigned draft rights prospects in one place
  • Current readiness and future Outlook use the same player read shown elsewhere in the game

Still to come

  • A fuller amateur scouting portfolio, covering the whole draft-eligible pool the way a real scouting staff tracks it, is still coming
Being checked

Draft history browser

#draft-history-browser

The picks from the draft just held can be looked up during the offseason, but there is no way to look back at earlier draft classes, or at this year's once the season starts.

Works now

  • During the offseason, the picks from the draft just held can be looked up, round by round and club by club

Still to come

  • No browser for looking back through past draft classes and the picks made in them
  • How complete the stored draft records are for seasons already played has not been checked
Not built

Separate Amateur and Professional departments with visible reliability

#separate-amateur-and-professional-departments-with-visible

Amateur Scouting and Professional Scouting are meant to become two distinct departments with a visible track record, but that split does not exist yet.

Works now

Nothing yet.

Still to come

  • Amateur Scouting and Professional Scouting are not yet split into separate departments
  • There is no visible reliability rating showing how much to trust a scouting department
  • Named individual scouts and staff-level scouting gameplay are not planned at this stage
Not built

Visible work slots, queues, forecasts, pause/cancel, and deadline lifecycle

#visible-work-slots-queues-forecasts-pause-cancel-and

A view of scouting work in progress, showing open work slots, queued assignments, forecasted completion, and the ability to pause or cancel a task, does not exist yet.

Works now

Nothing yet.

Still to come

  • There is no view of how many scouting work slots exist or how busy a department is
  • There is no queue, forecast, or pause and cancel control for scouting work
  • Scouting deadlines don't yet exist as something a GM can see and track over time
Not built

Outcome-based discovery briefs and direct deep dives

#outcome-based-discovery-briefs-and-direct-deep-dives

Asking a scouting department a specific hockey question with a deadline, rather than manually scheduling coverage, is not yet possible.

Works now

Nothing yet.

Still to come

  • There is no way to commission a scouting department with a specific hockey question and a deadline
  • Requesting an extra deep dive on a single player is not available yet
Not built

Amateur draft and professional decision coverage

#amateur-draft-and-professional-decision-coverage

Dedicated scouting coverage for draft day and for pro-roster decisions, sharing one team-knowledge picture, is not built yet.

Works now

Nothing yet.

Still to come

  • Dedicated draft-day scouting coverage does not exist as its own feature yet
  • Dedicated pro-roster decision coverage does not exist as its own feature yet
  • Both are meant to share the same team-knowledge rules once they exist, but neither is in place to test that against
Playable / improving

Current player portraits, material reports, disagreement, evidence, and uncertainty

#current-player-portraits-material-reports-disagreement

Shared Our view and Outlook now show current placement, evidence, uncertainty, and a future range without using a hidden club rating; earned team-specific scouting is still to come.

Works now

  • Player screens show the public evidence behind the current read and how fresh or thin it is
  • Outlook shows a shared range and role likelihoods for developing, prime, and declining players
  • Human and AI GMs see the same read for the same player

Still to come

  • Written scouting reports explaining why a view changed are not in place yet
  • Clubs do not yet earn different private certainty through scouting work
Not built

Evidence opportunity, role, usage, and quality-of-competition context

#evidence-opportunity-role-usage-and-quality-of-competition

Scouting reads don't yet account for how much ice time, role, or strength of competition a player has actually faced, without the GM manually assigning coverage.

Works now

Nothing yet.

Still to come

  • Scouting judgments don't yet factor in a player's ice time, role, or the strength of opponents faced
Not built

Material report history and later actionable validation

#material-report-history-and-later-actionable-validation

Scouting reports don't yet get written up, filed away, or checked against how a prospect's career actually turns out.

Works now

Nothing yet.

Still to come

  • No written scouting reports or department dossiers you can browse for a player
  • No history view to look back at what a prospect was rated in past seasons
  • No way to see how past scouting projections compare to what actually happened once a player developed
  • Scout grading is not in yet since it needs a real way to act on quality, not just a number the department gives itself
Playable / improving

Fog integrity with no god-view leaks

#fog-integrity-with-no-god-view-leaks

Normal player decisions no longer read hidden ratings or the old separate club-opinion system; human and AI GMs see the same public information, and clubs earning their own private edge through scouting is still to come.

Works now

  • Roster, contract, free-agency, draft, prospect, and trade decisions use shared public reads and forecasts
  • Automatic lineup and roster moves use the same information for human and AI clubs
  • Nothing from the studio's own private testing lab can reach a real career or a screen you see

Still to come

  • Clubs do not yet earn distinct private player knowledge through scouting work
  • An exact version of Usage, and the private scouting edge behind it, are both still unfinished
Not built

Amateur and Professional department funding

#amateur-and-professional-department-funding

Running separate Amateur and Professional Scouting departments will eventually cost money out of your budget, but that spending link is not in the game yet.

Works now

Nothing yet.

Still to come

  • Scouting department costs are not tied to team finances yet
  • This waits on the owner and team budget systems being built first, so there is no temporary money cost for scouting
Playable / improving

Published public model

#published-public-model

A public rating model is live and visible wherever there is a record to read, though the explanation of how it is worked out has not been published yet.

Works now

  • Ratings are worked out from the public record, the same way for AI and human GMs alike, and anyone can see them

Still to come

  • Until a player has played, no part of that rating comes from anything they have done
  • The write-up explaining exactly how the public rating is calculated has not been published in the game yet
Being checked

Watchlists

#watchlists

You can follow players and clubs and have news about them picked out for you, though whether it behaves as intended everywhere is still being checked.

Works now

  • You can follow a player or a club and see the league's news about them picked out

Still to come

  • A follow list is kept on the machine you play on, so it does not travel with a career you copy somewhere else
  • Whether following holds up everywhere it should is still being checked
Not built

Analytics staff

#analytics-staff

Hiring your own analytics staff to build custom models for your team is not in the game yet.

Works now

Nothing yet.

Still to come

  • No analytics staff to hire, manage, or assign to your team
  • AI-run teams are designed to rely only on the public rating model and will never hire this staff, so this stays a human-GM-only feature still to come
Design pending

Custom modeling

#custom-modeling

Building your own custom scouting or analytics model, instead of relying on the public one everyone sees, is a feature still being shaped.

Works now

Nothing yet.

Still to come

  • Whether and how a team could build its own private rating model, separate from the public one, is still being worked out
  • This would depend on first hiring the analytics staff who would build and run that model
Not built

Analytics validation and scouting history views

#analytics-validation-and-scouting-history-views

There is no way yet to compare past scouting reports to how a prospect actually turned out, or to see a grade for how good a scouting department has been.

Works now

Nothing yet.

Still to come

  • No side-by-side view comparing an old scouting report to what a player actually became
  • No department accuracy grade, since that needs a real way for you to act on scouting quality and a fair method for scoring it
Playable / improving

Own-team visibility rules

#own-team-visibility-rules

Your own players are read from the same public record as every other club's, so a club does not yet know its own roster better than the rest of the league knows it.

Works now

  • What is private to your club, like your protected core and your open negotiations, stays yours; a rival club's page shows only its public position

Still to come

  • Knowing your own players better than rival clubs know them is not in the game yet
  • There is no way to work a player of your own to sharpen the picture of them
  • Practices, games and deployment do not feed you extra information about your own players
Playable / improving

League search, filters, and report shapes

#league-search-filters-and-report-shapes

You can search and filter the league to find players, and reports come in more than one format, though the search and filter tools do not yet cover every angle a GM might want.

Works now

  • You can search across the league and filter players by position, team, and level
  • Player reports display in more than one format depending on where you are looking

Still to come

  • Some filter options and search angles a GM would want, like combining several advanced criteria at once, are still missing
  • Not every report format is available on every screen yet
Playable

Team Scouting Report

#team-scouting-report

The Team Scouting Report grades a team's performance relative to the rest of the league based on games already played, not on hidden player scouting.

Works now

  • Every team gets a scouting report that grades its performance against the rest of the league using results already on the board
  • This report is built entirely from what has actually happened in games, so it never reveals hidden true player ratings

Still to come

Nothing outstanding noted.

↑ Back to top

Believable AI Organizations

12 capabilities

  • 6 Playable / improving
  • 1 Groundwork only
  • 1 Being checked
  • 4 Not built
Playable / improving

Organization coaching policies shape lineups and deployment

#organization-coaching-policies-shape-lineups-and-deployment

AI-run teams now set lineups and ice time deployment using a coaching approach, though the current version is a single default and matching it to the right personnel is still being checked.

Works now

  • AI teams build their lineups and decide ice time deployment based on a coaching approach rather than a fixed script

Still to come

  • Only one default coaching approach exists so far; teams don't yet have their own distinct coaching styles
  • Whether the approach correctly matches lines and pairings to the players it has is still being checked
Playable / improving

AI valuation, counters, and negotiation

#ai-valuation-counters-and-negotiation

AI teams can value players and respond to offers, but they don't yet weigh their own team plan when they negotiate, and they can't go looking for trade targets on their own yet.

Works now

  • AI teams place a value on players and can respond to trade and contract offers you make

Still to come

  • AI teams don't yet weigh their own overall plan and strategy when they negotiate a deal
  • AI teams do not yet actively hunt the league for trade targets or counter-offer opportunities on their own
Groundwork only

Coaching staff as entities

#coaching-staff-as-entities

Every club lists a head coach, but the name is a stand-in and every coach has the same one style, with no hiring, firing, or real differences between them.

Works now

Nothing yet.

Still to come

  • Hiring and firing a head coach is not possible yet
  • Coaching contracts do not exist
  • Assistant coaches and goalie coaches are not in the game
  • Coaches do not vary in quality or coaching style
Not built

Coach market and evaluation

#coach-market-and-evaluation

There is no coach market yet, so a GM cannot scout, compare, or hire coaching candidates the way they scout players.

Works now

Nothing yet.

Still to come

  • No pool of available coaching candidates to browse
  • No way to evaluate a coach's strengths or fit before hiring
  • No coaching interviews or hiring process of any kind
Being checked

GM as persistent entity

#gm-as-persistent-entity

Whether a GM's identity and history stick with the franchise across seasons and jobs is still being checked before it counts as working.

Works now

Nothing yet.

Still to come

  • Whether a GM's career record carries over between jobs is still being verified
  • No confirmed way to view a GM's history as a persistent character in the league
  • Whatever the game already keeps about a GM's career, there is no screen a GM can see it on
Not built

Staff generation, aging, and replacement

#staff-generation-aging-and-replacement

Coaching and front-office staff do not yet get generated, age, or get replaced over time, so the staff pool never turns over on its own.

Works now

Nothing yet.

Still to come

  • No system generates new staff candidates over time
  • Staff do not age or retire
  • Retiring or underperforming staff are not automatically replaced
Not built

Owner expectations and the GM's job

#owner-expectations-and-the-gm-s-job

The GM does not yet answer to an owner: there is no performance review, no sense of job security, and no way to be fired or to walk away.

Works now

Nothing yet.

Still to come

  • No end-of-season review grading the GM's performance
  • No sense of the franchise or job becoming more or less appealing
  • No way for the owner to fire the GM
  • No way for the GM to quit and hand the franchise to someone else
Playable / improving

AI decides every system facing the human

#ai-decides-every-system-facing-the-human

AI teams already make their own trade, free agency, draft, and lineup calls without the human's help, though several other decisions are not yet automated.

Works now

  • AI teams evaluate and complete their own trades
  • AI teams sign their own free agents
  • AI teams make their own draft picks
  • AI teams set their own lineups

Still to come

  • AI teams make no coaching calls, because hiring and firing a coach is not in the game yet
  • AI teams make no money calls beyond the cap, because there is no budget to spend yet
Playable / improving

Personality profiles vary behavior

#personality-profiles-vary-behavior

AI teams already behave differently based on personality traits in most areas, including as the trade deadline gets close, though a couple of personality traits aren't live yet.

Works now

  • Personality profiles already shape how AI teams make decisions
  • AI teams already act differently as the trade deadline gets close, based on personality

Still to come

  • A couple of narrow personality traits aren't active yet
Playable / improving

Observable AI posture and plans

#observable-ai-posture-and-plans

A GM can already see an AI team's general posture and intentions in several areas, with more of the reasoning still to be made visible and verified.

Works now

  • AI posture is visible to the GM
  • AI teams now visibly follow renewal, core-protection, depth, and roster-size plans
  • You can see when an AI team is planning to trade away or cut players, in careers that use team plans
  • Team posture now comes from the same public numbers for every team, including its top talent, depth, control of future picks, how it is doing against the league, and its trend over several seasons
  • A team's posture and needs can either be set directly or handled automatically, the same way other AI decisions are

Still to come

  • The fuller strategy experience still needs more of this reasoning shown across decision screens
  • Handing off more decisions this way, beyond just posture and needs, is still future work
Playable / improving

Fairness: same rules, information, and no rubber-band

#fairness-same-rules-information-and-no-rubber-band

Human, AI, and auto-GM clubs now use the same public player information and the same rules across normal decisions; clubs earning their own private scouting edge is still future work.

Works now

  • Trades, contracts, free agency, drafts, prospects, and roster decisions use the same information whether a human or AI is in the chair
  • Automatic lineup and roster movement do not fall back to hidden player ability
  • In a normal career every club works from the same public record, and the game hands no club hidden catch-up help

Still to come

  • Clubs do not yet earn different private information through completed scouting work
  • The complete system for that private scouting knowledge is still unfinished
Not built

Cross-system player-facing believability criteria

#cross-system-player-facing-believability-criteria

There is no single, formal checklist yet for whether AI teams feel believable across every system at once, it is judged case by case.

Works now

Nothing yet.

Still to come

  • No unified checklist covers believability across trades, free agency, draft, and lineups together
  • This judgment currently relies on hands-on review rather than a documented standard
↑ Back to top

A Living Dynasty and League History

9 capabilities

  • 2 Playable
  • 2 Playable / improving
  • 5 Not built
Not built

Trade rumors in the league digest

#trade-rumors-in-the-league-digest

Trade rumors do not yet appear anywhere, so the GM only learns about a deal once it is already completed.

Works now

Nothing yet.

Still to come

  • No rumored or speculative trades show up before a deal is finalized
  • Notices has no rumor section at all
Playable / improving

Informative league digest and event output

#informative-league-digest-and-event-output

Notices already lists what has happened around the league, though it does not yet highlight what actually matters or read naturally.

Works now

  • Notices already lists what's happened around the league

Still to come

  • Notices doesn't yet prioritize which events actually matter
  • Each notice still needs more natural, readable wording
Playable / improving

Multi-decade population and league-health soak

#multi-decade-population-and-league-health-soak

A 50-season run already proves the league's population stays healthy over decades, and that players age and develop normally that whole time, though the complete season-to-season game has not been proven to hold up that far yet.

Works now

  • A 50-season run already proves players age and develop normally, and league population stays healthy, over decades

Still to come

  • The full game, draft, and offseason cycle can be played through decades by hand, but has not been proven to hold up at that same scale
  • Long-term league health for the complete season-to-season game, not just population, still needs the same kind of decades-long testing
Playable

League history browser

#league-history-browser

The History screen lets you dig back through every past season, all-time team records, career leaders, and the game's retired legends.

Works now

  • Browse every completed past season from the History screen
  • See all-time team rollups covering the franchise's whole run
  • Click through from a season into its details
  • View career leaderboards for skaters
  • See retired legends among skaters honored for their careers

Still to come

  • Goalies do not yet appear on career leaderboards
  • Goalies are not yet eligible to be recognized as retired legends
Playable

League-wide feed of executed trades

#league-wide-feed-of-executed-trades

The trade wire shows every completed trade across the league, newest first, so you can track the market without digging through team pages.

Works now

  • See a running feed of every trade completed anywhere in the league
  • Deals are sorted newest first so recent activity is easy to spot
  • Covers every team, not just your own

Still to come

Nothing outstanding noted.

Not built

Owner budget envelope

#owner-budget-envelope

A dedicated budget for how much cash your organization has to spend across scouting, staff, and operations is still a future direction, not part of the demo.

Works now

Nothing yet.

Still to come

  • No owner-set spending envelope exists yet outside the salary cap
  • This broader money layer is planned for later, beyond the demo
  • The related question of what the owner expects from you is tracked separately
Not built

Budget envelope funds scouting and staff

#budget-envelope-funds-scouting-and-staff

Letting your budget determine how much you can invest in scouting and staff is a planned future layer, not available in the demo.

Works now

Nothing yet.

Still to come

  • Scouting and staff spending is not yet tied to any budget envelope
  • This is broader long-term direction, not scoped for the current demo
Not built

Revenue as a simple success-linked function

#revenue-as-a-simple-success-linked-function

Team revenue that rises and falls with how well your organization is doing is a future direction that has not been built yet.

Works now

Nothing yet.

Still to come

  • Team money does not yet rise or fall with how well the club is doing
  • This is broader long-term direction, not scoped for the current demo
Not built

Finance screens

#finance-screens

Dedicated screens for tracking team finances are a future direction and are not part of the game yet.

Works now

Nothing yet.

Still to come

  • No finance screens exist for the GM to review money matters
  • This is broader long-term direction, not scoped for the current demo
↑ Back to top

Watchability and Session Flow

7 capabilities

  • 1 Playable
  • 5 Playable / improving
  • 1 Not built
Not built

Watch mode and playback of a simmed game

#watch-mode-and-playback-of-a-simmed-game

Watching a simmed game play back after the fact, rather than just reading its results, is not yet possible.

Works now

Nothing yet.

Still to come

  • There is no way to replay or watch a game once it has been simulated
  • No playback screen exists for reliving a game's key moments
Playable / improving

Binge-scale bulk simulation and compression summaries

#binge-scale-bulk-simulation-and-compression-summaries

You can fast-forward through large chunks of the schedule and get compressed summaries, though longer multi-season binges have not been fully proven out.

Works now

  • Advance through many games at once instead of one at a time
  • Get compressed summaries covering what happened during the fast-forward
  • Important stops still interrupt the advance when they need your attention

Still to come

  • Running a binge across multiple full seasons in a row has not been measured for reliability or pacing
Playable / improving

Check-in digest and deep event-day sessions

#check-in-digest-and-deep-event-day-sessions

You can choose a quick check-in on what happened, or drop into a full session on days with real events to work through.

Works now

  • Get a quick check-in summarizing recent activity without a deep dive
  • Drop into a full session on days that have real decisions or events
  • Move between the quick and deep modes depending on how much time you have

Still to come

  • Coverage and polish of what belongs in each mode is still being filled in
Playable / improving

Hand a decision to the auto-GM

#hand-a-decision-to-the-auto-gm

Most offseason decisions, from buyouts to the draft to prospect signings, can be handed to the auto-GM, but a couple of in-season pauses still need your personal call.

Works now

  • Hand off buyout and re-signing decisions to the auto-GM
  • Hand off the draft itself to the auto-GM
  • Hand off prospect signings and the roster finalize to the auto-GM
  • In free agency, choose to hand off just one round or the entire remaining process

Still to come

  • A mid-season trade offer still requires your own answer, it cannot be handed off
  • A returning injured player who would push the roster over its limit still requires your own call
Playable / improving

xG, GSAx, WOWY, deployment, danger metrics

#xg-gsax-wowy-deployment-danger-metrics

Advanced stats like expected goals, goals saved above expected, and danger-zone breakdowns are live, while with-and-without-you and zone-start numbers are still being verified.

Works now

  • See expected goals (xG) for players and teams
  • See goals saved above expected (GSAx) for goalies
  • See shot danger breakdowns showing where scoring chances came from

Still to come

  • With-or-without-you (WOWY) impact numbers are still being checked for accuracy
  • Zone-start numbers are still being checked for accuracy
Playable / improving

Digest and event browser

#digest-and-event-browser

You can check Notices for recent league activity and browse the events behind them, though the experience is still being rounded out.

Works now

  • Check Notices for a summary of recent league activity
  • Browse the individual events behind a notice

Still to come

  • Depth and coverage of the event browser are still being filled in
  • What each notice says and how it is presented are still being refined
Playable

Pause and Agenda are the attention channels

#pause-and-agenda-are-the-attention-channels

Every moment that needs your attention comes through the pause that stops your advance or through your Dashboard, and nothing important is buried anywhere else.

Works now

  • Every decision that needs you shows up on the pause that stops your advance, or on your Dashboard
  • No important interruption hides outside those two places

Still to come

Nothing outstanding noted.

↑ Back to top

The First Hour and Safe Saves

8 capabilities

  • 6 Playable / improving
  • 2 Not built
Playable / improving

New-game flow: template, team, difficulty, seed, options

#new-game-flow-template-team-difficulty-seed-options

You can start a new career from the desktop launcher: choose your club from all 32, make it your own, and start. Difficulty and the deeper league options are not there yet.

Works now

  • Choosing your club from the whole league, with its city, nickname, colour and startup draft pick
  • Naming your club's city, nickname and short name, and picking its colour, before you start
  • A seed number for your world, random by default with a reroll, or any number you type or paste yourself, so the same world can be made again
  • Naming the career, which follows your club's name until you type your own

Still to come

  • Setting a difficulty level for your career
  • Choosing a starting era or a different league template
  • Other new-career setup options, such as season length or league size
Not built

Genesis history as a committed choice: snapshot, synthesized, or played-in

#genesis-history-as-a-committed-choice-snapshot-synthesized

A career starts without a played-out league history behind it, and there is no choice over how much of the past is real, simulated, or played through.

Works now

Nothing yet.

Still to come

  • Choosing a ready-made starting history to begin from
  • Choosing a freshly generated history built just for your world
  • Choosing to actually play through the league's earlier seasons before your career starts
  • Any screen that explains what kind of history your career is starting with
Playable / improving

Save browser, rename, delete, and autosave

#save-browser-rename-delete-and-autosave

The desktop launcher lists your careers and lets you look after them: rename, copy, restore a backup, delete. Automatic backups are yours to set, and leaving the game closes a career cleanly.

Works now

  • A screen listing every career in your save folder, with its club, the season it is in, its size and when you last played it
  • Renaming a career, making a copy of one, or deleting one, with the deletion asking you to type its name first
  • Restoring a career from one of its backups, with every backup named by the reason it was taken
  • Setting how often the game backs your career up, how many backups to keep, and taking one yourself whenever you like
  • Opening a career saved by an older version, which keeps a copy of the old file first
  • Leaving the game closes the career at a safe point, finishing the day it is on and taking its leaving backup when your settings ask for one

Still to come

  • Switching from one open career to another without going back to the launcher first
Playable / improving

Saves survive updates with an explicit tested promise

#saves-survive-updates-with-an-explicit-tested-promise

Updating the game already carries an existing career forward without breaking it, but the studio has not made an explicit, fully proven promise that every future update will do the same.

Works now

  • Installing a new version of the game does not corrupt or discard your existing career
  • Older saves are automatically brought up to date so they keep working after an update

Still to come

  • A clear, stated promise to players that saves will always survive future updates
  • Testing every kind of save, not just the common ones, to be sure no update can silently damage a career
Playable / improving

Multiple concurrent universes

#multiple-concurrent-universes

You can keep as many careers as you like side by side and open any of them from the launcher, one at a time. Moving between two open careers is still being built.

Works now

  • Every career in your save folder is listed, and you can open any of them
  • Careers are kept entirely separate, so playing one does not change another

Still to come

  • A way to switch from the career you are in to another one without closing the game first
  • Having more than one career open at the same time
Playable / improving

Onboarding and in-game learnability, with no unexplainable screen

#onboarding-and-in-game-learnability-with-no-unexplainable

A new career lands on your own club, in its own colour, with the numbers that matter and links to your first real decisions. Beyond that first screen there is no tutorial or help system.

Works now

  • Your new career opens on your club, in its colour, with your roster size, cap space, contracts, what expires after this season and the prospects whose rights you hold
  • Links from there to your lineup, your roster and your cap, which is where your first calls are
  • One clear way to start the season, with no second button to click and no welcome box to dismiss

Still to come

  • A tutorial walking a new GM through their first decisions
  • In-game explanations attached to screens that are not self-evident
  • Any general help system a confused player can turn to mid-career
Playable / improving

Save size, compaction, and safe cleanup of career data

#save-size-compaction-and-safe-cleanup-of-career-data

You can see what a career takes up, season by season, and reclaim unused space in it. Clearing out old seasons' game records is not offered, because it would empty those games' box scores.

Works now

  • What each career takes up, broken into the career file, its game records and its backups
  • What each season's stored game records cost, listed season by season
  • Reclaiming unused space inside a career, which does not make a second copy of it
  • How much room is left on the disk your careers are kept on
  • Automatic backups beyond your keep setting are replaced on their own, so backups are not kept forever either

Still to come

  • Clearing out older seasons' game records, which waits until an old game's box score can survive without them
Not built

Roster import at universe creation

#roster-import-at-universe-creation

There is no way to bring in a custom roster of players and teams when starting a new career; only the built-in starting rosters are available.

Works now

Nothing yet.

Still to come

  • Importing a custom set of players and teams when creating a career
  • Any file format or process for bringing outside rosters into the game
  • A clear warning when an imported roster has a problem
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Desktop, Modding, and Release

9 capabilities

  • 4 Playable / improving
  • 5 Not built
Playable / improving

Desktop shell, install, update, offline, store

#desktop-shell-install-update-offline-store

There is a desktop version you install and run on its own, with no commands to type. Windows and Linux are both built; on Windows you unpack it yourself for now. Automatic updates and a store listing are still to come.

Works now

  • A desktop application with the game's own window, installed from a package on Linux and unpacked from a zip on Windows
  • Everything it needs is inside it, so nothing has to be installed alongside it
  • Your careers are kept in your own user folder, not inside the installed program
  • Each build says which one it is, in the launcher and in the file you installed

Still to come

  • A Windows installer, so the Windows build does not have to be unpacked by hand
  • Automatic updates that install without you fetching a new file
  • A store listing where the game can be bought and downloaded
Not built

In-game player and league editor support

#in-game-player-and-league-editor-support

There is no in-game way to edit players, rosters, or league details.

Works now

Nothing yet.

Still to come

  • An in-game editor for adjusting individual players and their attributes
  • An in-game editor for league-wide details like teams and divisions
  • Rules for what an editor can safely change without breaking an ongoing career
Not built

Career and sandbox mode boundary

#career-and-sandbox-mode-boundary

The game does not yet separate a protected career mode, where the future stays hidden, from a free sandbox mode where a player can see and change anything.

Works now

Nothing yet.

Still to come

  • A clear choice between a protected career mode and an open sandbox mode
  • Rules for what a sandbox mode is allowed to reveal or change that a career mode must never allow
  • Any warning when an action would cross from one mode's boundary into the other
Playable / improving

Supported configuration and mod surface

#supported-configuration-and-mod-surface

Much of the league can already be customized through external files covering rules, rosters, and tuning, but there is no in-game way to use them and no documentation for players.

Works now

  • Rules, rosters, and league tuning can already be customized through external files outside the game itself

Still to come

  • An in-game way to browse, apply, or swap customizations without editing files by hand
  • Clear instructions, written for players rather than developers, explaining what can be customized and how
  • A clear list of which customizations the studio actually supports
Not built

Documented local API

#documented-local-api

There is no published reference yet telling creators what they can rely on when they build on or extend a Sheets of Ice career.

Works now

Nothing yet.

Still to come

  • A public, written reference describing what creators can rely on when building tools or content
  • Clear guidance on which save and league files a tool can safely read and write
  • A promise about what stays stable between updates for anyone building on top of the game
Playable / improving

Save migration test coverage

#save-migration-test-coverage

When the game updates, an existing career should carry forward safely, and the team already has automatic checks proving some of those updates work.

Works now

  • Automatic checks already catch certain save-breaking problems before they reach a real career
  • Certain known kinds of saves have been checked to make sure they carry forward through an update without being corrupted

Still to come

  • Not every kind of save, from every past version of the game, has this same automatic checking yet
  • Some updates are still checked by hand instead of automatically
  • Older or less common kinds of saves still need their own automatic checks written
Not built

Demo build, Early Access plan, and store page

#demo-build-early-access-plan-and-store-page

The public playable demo, the plan for entering Early Access, and the storefront page a player would see before buying are not built yet.

Works now

Nothing yet.

Still to come

  • A playable demo build a new player could download and try
  • A published Early Access plan describing what ships first and what follows
  • A store page with the description, screenshots, and details a buyer sees before purchasing
Playable / improving

Desktop Edition foundation rewrite landed, and downstream references align with it and this plan

#desktop-edition-foundation-rewrite-landed-and-downstream

What this game is trying to be has been settled and signed off. Some of the studio's own older notes about it have not caught up yet.

Works now

  • What the game is setting out to be is settled and signed off
  • This plan is written against that settled version

Still to come

  • Older studio notes still describe an earlier version of the plan
  • Bringing all of them up to date is not finished
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Presentation, Usability, and Sharing

9 capabilities

  • 7 Playable / improving
  • 2 Not built
Playable / improving

Screen inventory and desktop information architecture

#screen-inventory-and-desktop-information-architecture

The set of screens a GM moves through, and how they are organized on a desktop layout, is mapped out but not fully built or finalized.

Works now

  • A working set of core screens exists and can be navigated between
  • The overall map of what screens the game needs has been laid out

Still to come

  • Some planned screens in the inventory are not built yet
  • The desktop layout and navigation structure are not finalized across every screen
  • Consistency in how screens are organized and reached still needs work
Playable / improving

Density, sorting, filtering, and readable states

#density-sorting-filtering-and-readable-states

Tables across the game let a GM sort, filter, and read dense rosters and stats, but not every screen handles this the same way yet.

Works now

  • Many screens support sorting and filtering long lists like rosters and stat tables
  • Packed tables let a GM take in a lot at a glance
  • A screen with nothing to show, or one still loading, says so plainly where the work is finished

Still to come

  • Sorting, filtering, and what a screen shows when it has nothing to show are inconsistent from screen to screen
  • Some screens still need to be brought up to the same standard as the best ones
  • Making every screen's layout and readability match the best ones is still unfinished
Playable / improving

Display, text size, accessibility, and sim settings

#display-text-size-accessibility-and-sim-settings

There is a Settings screen now, from the launcher and from inside a career, with your theme, text size, window, where your careers are kept, how many games are simulated at once, and your automatic backups. Accessibility beyond text size is still thin.

Works now

  • A Settings screen with four tabs, reachable before you open a career and from inside one
  • Theme, text size and whether the game opens windowed, maximized or full screen, remembered between sessions
  • Choosing the folder your careers are kept in, which the game then reads every time it starts
  • How many games are simulated at once, used the next time a career opens
  • Your career's automatic backups: after each season, after you stop playing for a while, and how many to keep, plus a backup you take yourself
  • What your save's stored game records cost per season, and reclaiming unused space in it
  • What your career is: its world, its levels, its seed and its save version

Still to come

  • Settings for when an advance should stop for you, and how fast it runs
  • Accessibility options beyond text size, such as colour-vision and motion choices
  • Backing up a setting to a file, or carrying your settings to another machine
Not built

Desktop window and viewport contract

#desktop-window-and-viewport-contract

The game has its own desktop window, but how it should behave as that window is resized, minimized or moved between monitors has not been settled or proved.

Works now

Nothing yet.

Still to come

  • Settled rules for how the game lays itself out as its window changes size
  • Settled rules for several monitors and different screen resolutions
Playable / improving

Design-system conformance

#design-system-conformance

A check confirms each screen points at the design it is meant to match, but it does not yet compare the finished screen with that design.

Works now

  • A design check confirms each screen points to its intended look

Still to come

  • The check doesn't yet compare what you'd actually see on a screen against how it's supposed to look
  • A screen could point to the right design and still look wrong without being caught
  • This gap has been confirmed and is still open
Playable / improving

Screen and simulation performance

#screen-and-simulation-performance

How fast the simulation itself runs has been measured and tuned, but how fast the screens load and respond has not been measured yet.

Works now

  • How fast a game simulates and how fast an advance plays out are both measured, and a change to the parts of the game that carry that speed is measured again before it ships

Still to come

  • Screen load times and responsiveness have not been measured
  • No time limit is set yet for how quickly a screen should open or update
  • Slow screens would not currently be caught by any measurement
Not built

Clean screenshot capture, image and clipboard export

#clean-screenshot-capture-image-and-clipboard-export

There is no way yet for a GM to capture a clean screenshot or export an image straight from the game.

Works now

Nothing yet.

Still to come

  • A clean way to capture a screenshot from within the game
  • Exporting a screen or view as an image file
  • Copying a screen to the clipboard to paste elsewhere
Playable / improving

No dead ends or crash surfaces

#no-dead-ends-or-crash-surfaces

Most of the game's screens lead somewhere useful without crashing, but a few known dead ends still exist where a GM can get stuck.

Works now

  • The large majority of screens lead to a clear next action or back out cleanly
  • Most of the spots that used to crash or lock up the game have been fixed

Still to come

  • A known set of dead ends remain where a GM can reach a screen with no clear way forward
  • These remaining dead ends still need to be identified individually and fixed
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