Speaking of"football club management simulation game," many players might first think of the "Football Manager" series, developed by Sports Interactive and published by SEGA today. Compared to the now "annualized" "Football Manager," the name "Pro Soccer Club wo Tsukurou!" may be much less familiar.
Simply put, you can view it as a"Football Manager," the two differ more or less in gameplay and design philosophy. The first "J.League Pro Soccer Club wo Tsukurou!" was launched on the heels of the successful establishment of Japan's first professional football league, the "J1 LEAGUE," and reforms in local football clubs. Compared to the "Football Manager" series, which emphasizes "professionalism" and "realism," "Pro Soccer Club wo Tsukurou!" incorporates Japanese game philosophy with more lightweight gameplay, winning over domestic players upon release. By 2003, the series had achieved impressive cumulative sales of over 3 million copies.
However, with changes in the video game development environment and user ecosystem,the "Pro Soccer Club wo Tsukurou!" series, like many classic series, fell into silence amidst shifts in the mainstream market. It wasn't until last year that SEGA suddenly announced the revival of this series, naming it "New Pro Soccer Club wo Tsukurou!," that things finally took a turn for the better.
To celebrate the release of this title, we interviewed the producer, Mr. Katsuya Kui, last week. Considering that this isthe first overseas release of "Pro Soccer Club wo Tsukurou!," Producer Kui spent a considerable amount of time introducing the game's gameplay and basic systems to us. Based on the features of this title, we also asked him several questions, hoping these answers will help you understand this classic "football club management simulation" game, which was equally popular twenty years ago but differs from mainstream competitors.
Mr. Katsuya Kui
Q:This time, "SEGA New Pro Soccer Club wo Tsukurou! 2026"choseonPlayStation, Steamand multi-platform global simultaneous release on mobile,but considering the current share of the console market, many players may also hope to be able toSwitchplay this game on—Regarding this point, do you currently have any corresponding plans or intentions?
Kui:As you said, we have indeed received many such opinions, and internal evaluations and discussions are underway.
ButLooking at the current situation, wanting to launch onSwitch stillthere are some hard thresholds. For example, Nintendo platforms have their own regulations for "live service games," and there are many aspects we need to clarify and adjust. Therefore, unfortunately, we were unable to achieve a simultaneous launch this time. However, we will continue to discuss this issue in the future and attempt to find suitable solutions.
Q:We know that authentic club and player licenseshas always been thecore selling point, andthis title in terms of copyrightalsohas gained considerable support,buthas not yet been achieved"full license"ideal state. For those parts that have not yet obtained licenses, how does the team plan to compensate to meet player demands?
Kui:As you mentioned, licensing issues are indeed a top priority for us during game development,So compared to previous entries in the series, this time's "SEGA New Pro Soccer Club wo Tsukurou! 2026" has seen significant improvement.
Regarding licenses not yet covered, it should first be noted that we are still in ongoing negotiations with various licensors. Licenses for some leagues and clubs have already been confirmed internally, and this content will be gradually revealed and added via updates after the official start of game operations.
Secondly, at the professional player level, the game's basic data has achieved comprehensive coverage, ensuring that all licensed players appear under their real names. As for their affiliated clubs, we strive to stay as close to reality as possible, but in keeping with series tradition, there will also be a number of fictional clubs and leagues in the game. We sincerely apologize for the parts that ultimately remain unlicensed.
But we also believe that"SEGA New Pro Soccer Club wo Tsukurou! 2026"game fun does not need to rely entirely on real-world licenses; even with certain fictional elements, the core cultivation and management experience can still allow players to enjoy themselves.
Q:During last year's Tokyo Game Show,Weonce from the sameSEGA Group's "Football Manager" teamlearned thatBoth parties have maintained a long-term and good cooperative relationship in development work—Can you reveal specifically in what aspects this cooperation is reflected? Has their experiencealsofor yougame creationgeneratedcertainimpact?
Kui:We and"Football Manager" teamThe main cooperation is actually at the player data level.
Players know that the "Football Manager" team possesses a massive, global player database. Through cooperation, we gained access to this database and used it as an important reference for data establishment during development. However, it must be emphasized that this is for "reference" purposes and absolutely not for "copying." Because the underlying data design logic of the two games is completely different, we convert and redesign according to our own system.
In addition, core game systems such as the match engine are developed completely independently by us and are not shared. It can be said that our relationship is characterized by close cooperation while remaining independent.
Q:this titlewill provide including traditionalPVP and PVEand various other gamemodes.So,forthosefor players who prefer a pure single-player immersive experience, if they do not participate inPVP competition, whetheralsocan fully experiencethis titlecore fun?
Kui:Even if you don't playPVP is alsoabsolutely no problem; we have full confidence in this.
Taking the "Pro Soccer Club wo Tsukurou! Mode" in the game as an example, it completely removes the "stamina" play restrictions common in mainstream free-to-play games, ensuring that the game does not lock your access to any core feature through a single paid item. Of course, convenience features like expanding training slots may be included in the battle pass, but regarding the act of "playing" itself, single-player users can experience it without restriction. Paid elements in this title are more likely to accelerate progress or obtain extra rewards rather than serve as a barrier to play.
Q: Currently,there are already"Football Manager"such similar games with an overwhelming market share, what is your view on"SEGA New Pro Soccer Club wo Tsukurou! 2026"most irreplaceable fun?
Kui:Indeed, everyone likes to compare "Pro Soccer Club wo Tsukurou!" with the "Football Manager" series, but in reality, the two series differ significantly in their core gameplay.
Simply put, the "Football Manager" series simulates the ecosystem of real-world football clubs as closely as possible through extensive data analysis and calculations, allowing players to enjoy the game from the perspective of a club manager. However, this also means it has a certain barrier to entry—players must possess a certain level of football knowledge and understand market management.
In contrast, the "Pro Soccer Club wo Tsukurou!" series offers lighter content, with fun closer to traditional role-playing games—It places more fun on character development and player growth, making it easier for ordinary players to get started and enjoy success. This can be considered one of the purposes of adopting the "free-to-play" model for this new "Pro Soccer Club wo Tsukurou!2026" adopting the "free-to-play" format.
Although it is said that this year isthe 30th anniversary of the "Pro Soccer Club wo Tsukurou!" series, but in 1996, when the first title was released,the J1 League (Japan Professional Football League) had only just been established*, and its recognition and popularity were far from what they are today—even so, the original "SEGA Pro Soccer Club wo Tsukurou!" received good reviews among players at the time, which I think proves its appeal to non-core and casual players.
*The first J1 League was held in 1993
Q:This title is a"free-to-play game," andadoptedThismodel also means the game will enter aa long-term and continuousoperationand updatesstatus. Could you introduce the general update rhythm and planning for this title? For example, will a Season Pass be introducedand other modern monetization models?
Hisai:Yes, the game will launch with a specific Season Pass simultaneously. Regarding the update rhythm, we will conduct fixed monthly content updates.
From a more macro perspective, we plan to aggregate real-world football seasons and conduct major updates on a "season switch" cycle, approximately every six months. For example, when the game officially launches, European data willBased on2025-2026 seasonconstruction, J1 Leagueetc. are based onthe 2025 summer transfer window. When a new real-world season begins, we will comprehensively refresh in-game player data, squad structures, etc., through major updates to keep the game synchronized with reality.
Q:Over several generations,"Pro Club"'sinfluenceare mainlyfocused on Japanmarket, this timeyou havemade up your mind to launch globally simultaneously,May I askWhat is the strategic consideration behind this?
Hisai:This mainly stems from two aspects—changes in the external environment and changes in personal feelings.
From an external perspective, in today's game market, relying solely on players in Japan is difficult to sustain the continuous development of a large-scale project. On a personal level, as someone who participated in the series' creation during its early daysdeveloper, I have deep feelings for thisIP. The last console version was released 13 years ago,Over these years, I have always harbored a strong desire to "revive this series."
When considering the form of "revival," targeting only the Japanese market was clearly insufficient for the project's healthy sustainability. Therefore, we decided to expand touchpoints, adopt a multi-platform strategy, and aim for the universal appeal of football globally. We believed commercial opportunities existed in a broader market, so we made the decision to go global.
Q:As we all know,The World Cup is just five months away,So we are very curious,This title specificallychose to launch at this time this year,Is this to capitalize on the World Cup hype? Additionally, is the game already preparing some update content for the World Cup?
Hisai:Firstly, the World Cup is indeed a very important opportunity, and I fully agree with this point. Around this, we are indeed considering various plans and content updates. Among them, a larger update under consideration includes elements like a "National Team Mode," but the specific format has not yet been finalized. However, we hope to release such an update before the World Cup.
However, due to production arrangements, the game is finally scheduled for release in January 2026, and related content plans have been adjusted around this new timeline.
Q: Tothose in other regionsfirst contact with"Pro Club"seriesnew players, what impression do you most hope they get from the gameand gameplay experience?
Hisai:We hope it becomes a game that "can be easily enjoyed even without extensive football knowledge."
Players can naturally feel the fun of managing a football club during gameplay, experiencing the bond of growing together with the players. Whether handling transfers, arranging training, or formulating tactics, we hope players can immerse themselves in the process of "playing as a club manager" and gain a tangible sense of achievement from "getting stronger together with the team." Starting with casual play and gradually appreciating the charm of the football management world is the experience we hope to convey to new players.
Q:As the30th Anniversary Title,"SEGA Pro Club 2026"inpromotionoften uses similar"Return to Roots"such a slogan. ButOn the other hand, this title is the first onlinegame, which with"Return to Roots"concept betweenwhetherexistcontradiction?Additionally, could you pleasespecificallyCould you introduce this title'swhich designsaspect,embodiesseries'"roots"spirit?
Hisai:I thinkgame format and"Return to Roots"There is no contradiction. Because we have indeed inherited many core features and design philosophies from past console-era titles, while making it accessible to more players in a free-to-play format. The existence of paid elements is to meet the needs of players who wish to accelerate their development efficiency and gain an advantage in competition, which can be understood as providing an additional "fun option".
Speaking of specific designs that embody "returning to the roots," the loop of player scouting and club management should be considered key. Scouts list candidates, use club funds to negotiate acquisitions, and then sell players to obtain funds to strengthen other areas... This gameplay loop of "management + player trading" has always been one of the core pleasures of the series.
In the development design of this title, we paid special attention to ensuring that the payment system does not disrupt this loop—payments allow you to acquire specific powerful players, but the process of discovering through the scout network and negotiating signings still retains significant meaning and fun. Ensuring that both paths allow players to enjoy themselves is one of our core designs,which is also something we have always adhered to"roots" spirit.
Q:Since this timeThe game addedPVP tournament feature,Can we also look forward toofficialinfuture,willhostsomerelated tournaments or esports events?
Kui:We really hope to promote development in this area. In the initial stage of the game's launch, we may start by trying online live match broadcasts and do our best to prepare offline physical events and competitions. If the response is good, we will certainly continue to push forward, making competition between players an important part of the game community.
Q: When mentioning PVP, the issue of fairness cannot be avoided.After the official launch of the game,What measures will the official team take to ensurefairness in the PVP environment, such as preventing cheating?
Kui:Anti-cheat is the foundation of our operations. Like other online games under SEGA, we have deployed corresponding detection and protection tools and will continue to monitor and respond. Of course, combating cheating is a long-term offensive and defensive process for any game, and we will take this issue very seriously.
Q:Speaking ofPVP, we always think of the neighboring "EA Sports FC (FIFA)" series, where the "Ultimate Team" also sells character cards—so everyone is veryconcerned,in this gameWill PVPalso exhibit the same"Pay to Win"(Pay to Win)tendency?the balance between strength advantages gained through payment and the room for victory through tactical operationin,will alsoHow will you achieve balance?
Kui:To clarify this point, we need to distinguish between treating this game astwo differentPVP modeseparately.
In asynchronous auto-battles, the team's overall power rating carries significant weight. This is indeed a mode more focused on "comparing cultivation strength," with a relatively higher "Pay to Win" component, although players can still seek some variability by adjusting formations and tactical tendencies before matches.
True fairness lies in real-time synchronous battlesofPVPmode. Here, players need to make numerous real-time tactical decisions, not just choosing macro offensive directions, but also selecting instant commands like "Aggressive Attack," "Maintain Status Quo," or "Cautious Defense" in key one-on-one situations, consuming limited resources.
This is a psychological game that requires resource management, predicting opponents, and is full of opportunities and possibilities. Even if there is a gap in paper strength between two teams, it can be completely compensated or even reversed by player skill. Accurate timing judgments and resource management can bring considerable opportunities for reversal. It can be said that we have left ample room for technical confrontation in this mode.
Q:Regardingthis gamesave slot and paid content inheritance,We also havewant to confirm a few details—First,Can all three save slots be unlocked for free?Additionally,Can new save files overwrite old ones? After overwriting, how will paid assets (such as players) in the old save file be handled?
Kui:As you mentioned, this game has three save slots: the first is open by default; the second is unlocked by increasing your "Coach Level," an in-game progression mechanic; and the third requires a paid item to unlock.
Players can reset save files, but assets obtained through payment, such as specific players and training cards, are managed uniformly by account, independent of individual save files...If we use "Uma Musume Pretty Derby"'s concepts of "horses" and "support cards" to explain it, would that be easier to understand?
Even if you reset a club's save file, players obtained through payment will not disappear. They can be re-recruited into new club save files for further development—this ensures the long-term value of paid investments.
Q: As a series with a 30-year history that has been revived in a modern context, "SEGA Pro Yakyuu Club 2026" is bound to attract attention from both new and old players. What kind of experience do you hope each group will gain from this title?
Kui:For new players encountering "Pro Yakyuu Club" for the first time, as we have always emphasized, this is still a game that can be easily enjoyed without deep football knowledge. Its core fun lies in the "role-playing feel" and "sense of achievement" of playing as a manager, growing together with the club and players. New players can step into this game without burden, experiencing the unique atmosphere and fun of managing a football club.
AndTo the veteran players who have supported the series until now, I hope they will first feel oursincerity of "returning to our roots."Isincerely hope they can revisit theSEGApure cultivation and management fun experienced on consoles like Saturn or Dreamcast. For example, the "fictional player" system, loved by veteran players in the series, is included this time with the richest lineup in history. We hope veteran players can rediscover and savor that familiar, nostalgic series flavor in every corner of the game.
"SEGA Pro Yakyuu Club 2026" is scheduled to officially launch on January 22, 2026, on PlayStation 4, PlayStation 5, iOS, Android, and Steam platforms.

