
I’ve played this series long enough to remember when “scouting package” meant a pile of 2D dots and vibes. So when Football Manager 26 booted up on my PC (Ryzen 7 5800X3D, RTX 3070, 32GB RAM, 1440p), that slick Unity sheen and the new teal-on-charcoal skin hit me right in the old dopamine center. The redesigned tactical screen looked clean, the match engine had a crisp broadcast look, and the first pre-season friendly against a non-league side had me grinning at the animations. Then I tried to check the league table. And my player attributes mid-match. And assign penalty takers. That’s when the pop-ups began.
Across 70-ish hours (patches 26.1.0 through 26.1.2), split between a Brighton save and a Chelsea Women test run, I bounced between two conflicting realities: matchdays that finally feel like actual football-and a new UI that seems determined to hide the sport from me. If you’ve skipped a couple of years, the tactical overhaul will make you giddy. If you’ve played every entry, the missing quality-of-life tools are going to cause some actual groans.
My “Aha” moment arrived 10 hours in. With Brighton, I built an in-possession 3-2-2-3 that morphed into a 4-4-2 without the ball. It sounds like a coaching podcast, but in FM26 it’s dead simple: two tabs, two shapes. In possession, I had an inverted fullback stepping into midfield next to a single pivot, the eights pushed high, and wingers hugging the touchline. Lose the ball and the right back dropped, the eights flattening into a second bank of four behind two terriers up top. It took me five minutes to set up what used to require clumsy compromise workarounds in older entries.
Roles are clearer too. You don’t have to memorize a glossary of duties-attack/support/defend is gone. Each role now has a plain-English description, a couple of key behaviors, and a tiny 2D animation that shows how it moves and links. So when I slotted my left back into an “inside wing-back,” seeing those two highlighted bullet points-“holds position” and “moves inside to DM”—paired with the animation, I knew exactly how my build-up would look. The execution on the pitch matched the diagram shockingly well.
I experimented with newer roles like a channel midfielder (who rides the half-space seam beautifully) and a playmaking wing-back. The latter looks gimmicky until you watch them receive on the sideline, draw a press, and zip a striped pass into the pocket for a turn and shot. The toolkit encourages you to build patterns rather than chase sliders. It’s the most confident FM has felt in translating whiteboard to matchday.
I’ve never expected FM to look like EA’s Sunday Night Football, and it doesn’t. But the 3D engine in FM26 finally moves with the fluidity my imagination has been supplying for years. Players drop shoulders to create a yard; defenders pivot and stab in cleanly; strikers plant and rise on headers instead of pogo-sticking. When I brought on a fresh winger at 75 minutes, I could see him beating a tired fullback with real separation, not just a speed rating playing out under the hood. The differences between archetypes—bulldozer stopper versus glidey ball-playing center-back—read in motion.
The engine isn’t flawless. Wide players feel a bit too dominant right now, especially when you isolate a fullback. I had a three-match stretch where my right winger hit five assists from nearly identical cutback patterns. It was beautiful and a little suspicious. Shooting animations can still look awkward in tight spaces, and you’ll still see one of those skied efforts that loops like a volleyball set. But from a “does this resemble the sport?” angle, FM26 clears a new bar. Goals feel earned, not dice rolled.
There’s a moment etched in my head from the first season. Away at Spurs, hanging onto a 1-0 lead. 87th minute. My center-back gets dragged out by a decoy run, the far winger sneaks behind, and it’s a cutback tap-in waiting to happen. Instead, my covering fullback reads it, goes to ground with a panicked-but-clean scissor, and the ball ricochets to my pivot, who immediately hits a straight pass through to my striker isolated on the last line. He takes one touch, shifts, low far-post finish. The entire chain—positioning, fatigue, aggression, decision-making—felt legible. That’s new.

The UI refresh looks modern on first glance. After 30 hours, it felt like the prettiest obstacle course I’ve ever used. FM26 leans heavily on pop-up panels and nested sub-screens that hide what used to be a click or two away. League tables and top scorers? That’s not in your face anymore; it often lives behind a panel that lives behind a tab that lives behind a dashboard. A lot of buttons don’t look like buttons, so you spend the first week hovering around like a lost tourist hoping a tooltip shows up.
The most baffling friction points are on decisions that should be instant. Assigning penalty takers shows a list with… no relevant attributes. You have to click each player to pop open a separate window to see finishing/composure/penalties. In older FMs I could sort the column and be done in 10 seconds. Same with corners and free kicks—it’s busywork masquerading as design. Training lost its drag-and-drop sanity; now every slot is a click-deep pick list, and coaches will recommend “position-focused training” for a kid without showing you what that even entails on the spot.
Matchday presentation takes a hit too. Touchline shouts are gone, so you can’t ride the momentum or jolt a sluggish player with a quick “demand more.” Team meetings vanished, which dulls the manager-as-motivator story you build over a season. You also can’t customize the live stat panel mid-match, and what you do get is spartan and only surfaces fully during breaks. My old habit of clicking into pass maps or heat maps right after the whistle? Those advanced visuals simply aren’t there. I missed the satisfaction of analyzing my playmaker’s passing web after a dominant performance—and those tools helped inform tactical tweaks. Their absence is more than nostalgia; it’s fewer instruments on the dashboard.
My single biggest head-scratcher: you can’t view player attributes during a match. When I needed a ball-winner to close out a lead, I had to rely on memory and guesswork. It’s fine if you live inside your club for 10 seasons, but early on—or when injuries force kids into the XI—it turns substitutions into a vibe check instead of a decision. That lack of access bleeds into recruitment too: several filters and comparisons are clunkier or missing entirely.
Veterans will notice the gaps fast. Staff comparisons are gone, which makes backroom hiring feel like peering through a keyhole. You can’t save lineups, which sounds small until you juggle midweek rotations and cup runs. Cup draws aren’t a thing, robbing you of a tiny ritual that always helped seasons breathe. And the “Where are they now?” feature—my favorite way to catch up with academy grads who disappeared to Belgium six seasons ago—is MIA. It’s like someone tidied your office by throwing away your notebooks.
Layer in a few lingering FM oddities—players getting annoyed when you praise them, transfer targets asking for moon money and then signing cheaper elsewhere—and you start to feel the wear. I had a right-back push for a Saudi move; the offer was massive, he asked to go, I agreed, and then half my squad confronted me for “weakening the team.” The ensuing conversation gave me fourteen canned responses, none of which included “He requested the transfer for life-changing wages.” I had to take the blame or make a promise about a replacement. It felt like winning a press conference with a lie because the truth wasn’t available in the dialogue wheel.
I carved out a separate save with Chelsea Women to stress-test the new tactical kit. The league integration feels authentic where it matters: depth charts built around actual strengths, believable competitive balance, and youth prospects you can fall in love with. Sliding an inside wing-back next to my pivot gave me Pep-ish 3-2 build-up shapes without wizardry, and watching overlaps release a cutting winger down the channel just clicked. It’s not a bespoke mode yet—don’t expect a sea of women-specific narrative systems—but it’s properly in the main game, not a bolt-on.
The best compliment I can give the women’s leagues is that after a couple of hours, I stopped thinking of them as “new” and just played football. Scouting, development, tactical identity—same tools, same stakes. I only wish the presentation layer gave the same stat density and utility it once did across the entire game.

On my desktop at 1440p, the match engine runs at a steady 60 FPS with High settings, and sim speed through a Premier League week felt snappy once I trimmed some database bloat. Unity’s transitions are slick, and alt-tab was stable for me. But there were potholes. I had two crashes: one while flipping between staff responsibilities and training, and one while opening the scouting shortlist after a long session. One cloud save wouldn’t load until a reboot, which gave me a proper heart-rate spike. Several times, interface elements overlapped or a scrollbar simply didn’t appear until I resized the window.
To Sports Interactive’s credit, hotfixes came quickly in the first fortnight, and a few UI oddities quietly disappeared between 26.1.0 and 26.1.2. The problem is that more seem to spawn when others get squashed. It doesn’t feel catastrophically unstable, but it’s twitchy in a way FM usually isn’t. If you’re planning a marathon save from day one, make manual backups a habit.
On the grass, I like where the balance is trending. The AI reads your patterns and will actually adjust shape mid-match, especially against obvious overloads. The pressing game is believable without turning every match into five-alarm chaos. Set pieces feel less exploit-y than recent years; my near-post trickery didn’t crank out three goals a week, and zonal setups forced me to think. The calendar has a good rhythm; injuries and fatigue matter, and rotation isn’t a theoretical concept. The part that feels off-field and off-kilter is morale: you have fewer tools to manage it, and the remaining systems sometimes give very “video game” outcomes.
One micro thing that delighted me: substitutions matter. Bringing on a springy wingback at 70 minutes versus a cautious shuttler changes the energy of your build-up in a way that’s visible. Watching a sub scream past a heavy-legged defender and hit a devastating low cross is still my favorite borderline-broken moment in FM26.
If you live for the tactical canvas and watch a lot of your matches in 3D, FM26 is an exciting step forward. The in-possession/out-of-possession system unlocks a different kind of creativity, and the match engine finally carries that intent with grace. If, that said, your love for FM leans on its data density, its convenience, its little management rituals—the saved lineups, the quick comparisons, the habit of checking pass maps—FM26 feels like a regression. You can still get lost in it, but you’ll bump your shin on the same coffee table over and over.
There’s a great Football Manager in here—maybe even a series-best—once the team stitches the old brain back into the new body. The tactical rework is the real deal, and matchdays click in a way they simply haven’t before. But the UI’s pop-up labyrinth, the missing basic tools, and the bugs kept yanking me out of flow. After a two-year wait and a big engine shift, I was ready to fall in love. I ended up in a messy situationship: infatuated with matchdays, irritated with everything in between.
Right now, I’m landing at 6.5/10. With a couple of chunky patches that restore key features (staff comparisons, lineup saves, advanced match analytics) and smooth out the pop-up chaos, I could see this jumping to an 8. The foundation is that strong. But if you’re a long-term save fiend who values frictionless control, maybe give it a month—I say this as someone who already can’t stop drawing new arrows on the chalkboard.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Reviews Strategy Guide + Weekly Pro Tips