I’m launching Cricket Management Tycoon on Steam — inspired by classic cricket management games, with deeper squad building, auctions, tactics, and long-term progression
Hi everyone,
I’m the developer of Cricket Management Tycoon, a cricket management simulation game that I’m preparing to launch on Steam.
Steam page:
https://store.steampowered.com/app/4717430/Cricket_Management_Tycoon/
The game was inspired by classic cricket management games like Cricket Captain 2006, but I wanted to expand the idea with a more modern management style — something closer to the squad-building, career, finance, and long-term progression systems you see in games like FIFA career mode.
The goal is to create a cricket management game where you are not just watching scorecards, but actually building a club, shaping the squad, managing player development, handling budgets, and making tactical decisions across seasons.
What the game is about
In Cricket Management Tycoon, you take control of a cricket club and try to build a long-term cricket dynasty.
You manage the team across seasons, make recruitment decisions, develop players, handle finances, and make tactical choices during matches.
The focus is on the decisions behind the team:
- Who do you recruit?
- Who do you develop?
- Who deserves a place in the starting XI?
- Do you spend big on a star player or invest in youth?
- Do you build around aggressive batting, strong bowling, or all-round balance?
- Can you manage the squad well enough to win trophies over multiple seasons?
Core features
Squad management
You manage a full cricket squad with different player roles:
- Opening batsmen
- Middle-order batsmen
- Bowlers
- All-rounders
- Wicket-keepers
Each player has attributes, form, fitness, and development potential. The challenge is to build a balanced squad, not just collect the highest-rated players.
Player auctions and recruitment
Recruitment is one of the main systems in the game.
You can build your squad through an auction-style system where player value, role, age, form, and potential matter.
You have to decide whether to:
- Spend heavily on a proven star
- Find undervalued players
- Invest in young talent
- Strengthen weak areas
- Balance your squad within a budget
I wanted this part to feel like a real cricket management decision, where every signing has consequences.
Player development
Players can improve over time through training and match performance.
You can build around young players and develop them into future stars, or rely on experienced players for short-term success.
Long-term squad planning is a big part of the game.
Match tactics
The match system focuses on management decisions rather than arcade-style control.
You make tactical choices around:
- Team selection
- Batting order
- Bowling changes
- Player roles
- Aggression levels
- Match strategy
- Risk vs. safety decisions
The idea is to make each match feel like a test of planning, squad balance, and tactical judgment.
Finance and club management
You also manage the business side of the team.
That includes:
- Budget planning
- Player salaries
- Recruitment spending
- Squad balance
- Long-term investment
- Building a competitive team over multiple seasons
A team full of expensive stars may not always be the best approach. Sometimes the smarter path is developing young players and finding value in the market.
Current development work
I’m also currently working on an Animation Engine for the game.
The base game is focused on cricket management, simulation, squad building, and decision-making. The Animation Engine is something I’m experimenting with as a possible future DLC or major update, depending on how development goes and what players want.
The idea would be to make matches feel more visually alive while still keeping the game focused on management and strategy.
Why I’m building this
Cricket has a huge fanbase, but I feel there is still space for more cricket management and tycoon-style games.
Football has deep career and management games. Cricket has strategy, auctions, player development, form, tactics, selection pressure, and long-term squad building — all the ingredients for a strong management game.
That is the space I’m trying to explore with Cricket Management Tycoon.
Who this game is for
This game is for players who enjoy:
- Cricket
- Sports management games
- Tycoon games
- Strategy games
- Squad building
- Player development
- Auctions and recruitment
- Long-term career progression
- Stats, tactics, and team planning
If you enjoy the idea of building a cricket team over multiple seasons and making the decisions behind the scenes, this game may be for you.
Steam page
The Steam page is live here:
https://store.steampowered.com/app/4717430/Cricket_Management_Tycoon/
If the game looks interesting, wishlisting it would really help. Wishlists are very important for small indie games before launch.
I’ve also created the official subreddit for the game:
https://www.reddit.com/r/CricketTycoon/
r/CricketTycoon will be the official community for Cricket Management Tycoon. I’ll use it for development updates, screenshots, feedback, bug reports, roadmap discussions, patch notes, and future DLC/update announcements.
Feedback welcome
I’m still improving the game and would love feedback from cricket fans, sports management fans, and strategy players.
A few questions I’d love opinions on:
- What would make a cricket management game feel authentic to you?
- What matters most: auctions, tactics, player development, match simulation, or career mode?
- Would you prefer a faster casual experience or a deeper simulation-style game?
- What kind of player attributes should matter most?
- Would an Animation Engine as a future DLC/update make the game more interesting to you?
- What screenshots or gameplay clips would you want to see before deciding to wishlist?
Thanks for reading. I’d appreciate any feedback, suggestions, or questions.
Posted Jun 15, 2026, 2:57 AM UTC