

Simulation · New game
Machine Manager
A free browser demo that hands you a mech-league club, a five-pilot roster and a live draft, then asks for the calls that decide real-time matches.
#43 this weekAI-assisted: Code, Text
The game runs in this tab. No install, no account.
The short answer
Machine Manager is a singleplayer management sim about running a club in a mech league: five pilots compete on their own while the manager drafts chassis, builds the roster and steps in during real-time matches. The browser demo is free, still in development, and playable in English, Spanish or Brazilian Portuguese.
What is Machine Manager?
Machine Manager is a management and strategy game in which the player runs a club inside a competitive mech league. The pilots are not steered directly: all five compete on their own once a match begins, so the work happens before and around those contests, from assembling the roster to preparing for each opponent and making the decisions that move a result.
The demo is free, singleplayer and still in development, and it runs in a browser through HTML5, so clicking the play frame is enough to start. A Windows build and a Linux build of the game also exist outside the browser version.
Its shape will feel familiar to anyone who has spent time with a football management sim, only the squad is built from mech chassis instead of formations. The world covers 14 countries with leagues, continental cups and a World Championship, and each match is fought on a three-lane map that includes a jungle, the Forge and the Reactor.
How to play
Preparation opens with a live draft against the rival manager. Bans and picks alternate in turns across 21 chassis, each carrying its own loadout, so the outline of both squads is settled before anything fires.
Matches are then simulated in real time on the three-lane map, and the view is limited to what the team itself can see. From that shared picture the manager issues orders, marks a focus target for the squad and calls timeouts, while the five pilots handle their own fighting.
The simulation stops at the moments that decide games: an objective is about to arrive, or the base is in danger. At those stops the assistant coach offers advice and the manager makes the call. Away from competition the club behaves like an organisation, with transfer negotiation, an academy, staff, sponsors, press conferences and a board, while pilots carry attributes, morale, chemistry, mastery of each chassis, contracts and careers.
Controls
Everything is driven by management commands rather than reflex input. In the draft, bans and picks are taken in turn against the rival manager, one decision at a time, until both sides are set across the 21 available chassis and their loadouts.
Once the real-time simulation is running, three command types shape the match: giving orders to the team, marking a focus target, and calling a timeout. The pilots keep moving and fighting on their own throughout, so each command nudges a situation rather than steering a unit.
The automatic stoppages matter as much as the manual ones. When an objective is forming or the base comes under threat, play halts and the assistant coach offers input, which gives a natural pause for a considered decision instead of a rushed one. Between matches, the Options screen holds the save tools, including writing a career out to a file so it is not tied to the browser alone.
The game page does not list its controls. Check the in-game tutorial or pause menu for the current scheme.
Tips for your first run
The demo rewards patience in the draft and attention between matches more than speed during them. A few habits make the first career easier to read.
The five pilots act independently, so orders are best treated as adjustments to a plan rather than direct control of individual machines. Watch how the squad behaves after a focus target is set, then use timeouts and the objective stoppages to change the picture rather than to react constantly. Bullets below cover the details that are easiest to overlook on a first pass.
- Treat the draft as the opening phase of the match: bans and picks come in turns, and a chassis taken early shapes what the rival manager can still build.
- Check chassis mastery before committing a pilot to a machine; comfort in a specific chassis is tracked separately from general attributes.
- Use the assistant coach during stoppages, since the advice arrives at the exact moments when an objective is forming or the base is threatened.
- Read morale and chemistry next to raw numbers, because pilots are handled as people with contracts and careers rather than static stat lines.
- Spread experiments over the three browser save slots, and export a career to a file from Options so a test does not cost a season.
Content and replayability
The scope reaches well past a single season. Fourteen countries host leagues, continental cups and a World Championship, and the club side of the game runs through a transfer market with negotiation, an academy, staff hires, sponsors, press conferences and a board with its own expectations. Pilots develop along several axes at once, including attributes, morale, chemistry, mastery of each chassis, contracts and careers.
Three browser save slots allow parallel careers, and a save can be written to a file from Options for safekeeping. The title screen offers English, Spanish and Brazilian Portuguese.
Further content is planned rather than present. A playable second division with promotion and relegation, more club-running options and additional playable chassis sit at the top of the roadmap, alongside new game modes, extra leagues and countries, player faces and a customizable manager profile. More languages, including Chinese, Korean and Russian, are also planned, together with efforts to license real leagues and clubs. The intended full release would be open source so the community can build mods and extend it.
Presentation and performance
The demo is an HTML5 build that plays inside a browser window, with a Windows version and a Linux version already available for anyone who prefers a desktop install. Because it runs in the browser, the career lives in browser storage by default; writing it to a file from Options is the way to keep it safe. Language selection sits on the title screen and covers English, Spanish and Brazilian Portuguese.
Professional sound and music, sharper art and graphics, player faces and a customizable manager profile all belong to the planned version rather than the current demo, so what a first session shows is the work in progress. The full game is intended as an installable Windows release if the project is funded, and the source would be opened up so the community can build on it and create mods.
Who should play it
This suits players who enjoy the slow chess of a management sim: reading a roster, planning a draft and living with the consequences across a season. The live draft against a rival manager, with bans and picks across 21 chassis, will appeal to anyone who likes the pick-and-ban phase of competitive team games as much as the match that follows.
The five pilots handling themselves in real time gives the matches a hands-off rhythm, which is comfortable for managers who would rather make three good calls than micromanage a fight. The three-lane map with its jungle, Forge and Reactor gives those calls a MOBA-like frame without demanding MOBA reflexes.
A solo-developed demo that is still in development is the honest expectation: systems are deep, and the art, audio and extra leagues are works in progress. For a free browser session and a singleplayer structure, the commitment is low and the management layer is dense. Players who want a finished, licensed product with polished presentation should wait for the planned version instead.
Screenshots
How we tested it
The build was loaded from games.debutplay.com in a headless Chromium session on ; the canvas started and no request was blocked. The guide was last checked on .
From the developer
English Machine Manager is a free demo, made by one person. You are the manager of a club in a mech league. Your five pilots play on their own: you build the roster, prepare every match and make the calls that matter. What you can do Live draft against the rival manager: bans and picks in turns, with 21 chassis and their loadouts. Real-time simulated matches on a map with three lanes, jungle, the Forge and the Reactor. You see what your team sees, give orders, mark a focus target and call timeouts. Key moments: the match stops when an objective is coming or your base is in danger, and your assistant coach gives advice. A living world: 14 countries, leagues, continental cups and a World Championship; transfer market with negotiation, academy, staff, sponsors, press conferences and the board. Pilots with personality: attributes, morale, chemistry, mastery of each chassis, contracts and careers. What's coming, with your support A…
Frequently asked questions
Is Machine Manager free to play?
The browser demo is free. The full game is still in development and would be an installable Windows release if the project gets funded.
Where can Machine Manager be played?
The demo runs in a browser through HTML5. A Windows build and a Linux build of the game also exist.
Do you control the five pilots directly?
No. All five pilots compete on their own during real-time matches. The manager builds the roster, issues orders, marks a focus target and calls timeouts.
How many chassis are in the draft?
The live draft uses 21 chassis, each with its own loadout, with bans and picks taken in turns against the rival manager.
Which languages are supported?
English, Spanish and Brazilian Portuguese, chosen on the title screen.
Does the demo save progress?
Yes. A career lives in browser storage across three slots, and it can be saved out to a file from Options.
What games are similar to Machine Manager?
The closest matches on DebutPlay are Draft Him, The Last Saint, UFO SALVAGE. They share the same genre, so the controls and the pace carry over.
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